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Hi everyone

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Heavy casualty question

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Heavy casualty question

Post by Roundie on Sun Oct 04, 2015 5:30 pm

Hi
I'm new to the game and have been really enjoying these rules. However, it is not a system that is commonly played in my area and as such I have been introducing friends to the rules. Most have, like me enjoyed the games, but some have questioned the casualty rules. When you roll up only 1 hit and your opponent then rolls a high CT and disappears. I have done some reading on the net a see there is a house rule floating around that basically says
1. you can't take more casualties from missile fire than hits taken
2. you only take 1 more casualty from melee than hits taken

Does anyone here use these rules?
Why or why not?

cheers
Roundie
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Re: Heavy casualty question

Post by Tarty on Mon Oct 05, 2015 1:04 am

No we don't use these house rules. I'm not a huge fan of changing rules ( any rules really ) and for impetus this would be a big one. House rule like that would change the game dramatically in my opinion. Impetus is a very dynamic game and the cohesion test fits in well with the other elements of the game I think. It's a delicate balance.
The other thing is the word 'hits' often misleads new players here Smile ....the important roll is the cohesion test. Play a few more games first and then see how everyone feels is my advice Smile
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Re: Heavy casualty question

Post by Gaius Cassius on Mon Oct 05, 2015 4:10 am

I agree with everything that Tarty said above. We originally did try to cap the amount of losses as you said above Roundie but went back to the original rules because it distorted the play. Also, we wanted to be able to play with others and big changes like you're thinking about puts one out of sort with other players. Keep playing. Impetus takes a long to get one's head around. It is a very dynamic game and luck does play its part in winning but the overall enjoyment comes from these very things.
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Re: Heavy casualty question

Post by Roundie on Mon Oct 05, 2015 4:54 am

thanks guys
I will take your good advice and stick with how they are written. Unfamiliarity with the rule mechanics is most likely my problem really. In the rule sets I've played in the past things don't disappear quite so quickly. This can be a little disconcerting sometimes as these games can be over quickly when you're rolling badly.
cheers
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Re: Heavy casualty question

Post by Jim Webster on Mon Oct 05, 2015 6:04 am

What you find, if you do use the house rule where you cannot lose more casualties than hits, is that in a melee,effectively both units are destroyed or rendered useless and the melees drag on for an awful long time because both units end up rolling only one or two dice

The best thing to balance out the occasional roll of six leading to a unit being blown away is to use a dice of fate for a re-roll

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Re: Heavy casualty question

Post by Zippee on Mon Oct 05, 2015 8:56 am

Agree with TT, GC,and Jim. The old forum had a lot of similar suggestions by new players. It's an adjustment thing, a problem that doesn't need a solution
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Re: Heavy casualty question

Post by stecal on Tue Oct 06, 2015 2:13 am

No different than Hail Caesar where winning the combat and the 2d6 roll for combat results have little relation. units can evaporate immediately in those rules too.

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Re: Heavy casualty question

Post by GamesPoet on Fri Oct 09, 2015 8:49 pm

Recommend leaving the rules as is.

I find that it is good to play a new set of rules maybe as much as a half dozen times to see what is really happening with them. Kind of like developing new scenarios for GMing.

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