A BATTLE WITH IMPETUS
This is a tutorial to show how Impetus works.
Armies are imaginary, but we can suppose 2 Condottieri or 2 late medieval armies, with same troop types
Key:
CP (Heavy Cavalry) M=8, VBU=7, I=4, D=B
CL (Light Cavalry - Mounted Crossbowmen) M=12, VBU=3, I=0, D=B, crossbow B
FP (Heavy Infantry) M=5, VBU=5, I=1, D=B
FP/PK (Heavy Infantry with pikes, a Large Unit made with 2 Units) M=5, VBU=4, I=1, D=B
S (Skirmishers - crossbowmen) M=8, VBU=2, I=0, D=B, crossbow B
T (Missile Troops - mercenary crossbowmen) M=5, VBU=4, I=0, D=B, crossbow A
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt1.jpg)
IMAGE 1. Both armies are deployed. The Red Player has 2 Commands (Alpha and Bravo), while the Blue Player controls just one (Charlie).
The number in parenthesis is the modifier of the General (expert +3, fair +2, poor +1)
Both armies have "Average" Command Structure.
The Red Player (RP) and the Blue Player (BP) now roll for initiative. The Red Player chooses his Alpha command (+2). BP have no choice of course, so he can only try to activate his only Command.
Both roll 2d6: RP rolls a 4+4 (+2)=10, BP roll a 1+3(+3)=7. RP (higher result) wins initiative and can now activate his Alpha Command, Unit by Unit.
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt2.jpg)
IMAGE 2. RP decides for a general advance. All his Units are moved by 1 movement phase.
All missile weapons are out of range, so no shooting yet.
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt3.jpg)
IMAGE 3. New initiative rolls: no choice here. RP can only choose Bravo Command and RP his only command Charlie.
RP roll 2+5 (+1)=8, BP roll 4+6(+3)=13. BP gets the initiative.
He moves all his units straight foward by 1 movement phase, with the exception of
his CL that performs an oblique movement.
CL and S are not disordered after such a move.
No shooting yet but Blue's CP is now at range by T (formed Crossbowmen can fire up to 30U).
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt4.jpg)
IMAGE 4. Now its is up to Bravo Command as the only Command that has not been yet activated this turn.
RP has to roll anyway to see if the General changes his level (double 1= down a level; double 6: up a level).
He rolls a "1" and a "2", pheeew!.
He moves his CP and S foward by a movement phase. CL moves more cautiously.
T makes first a wheel, then a straight move.
As it has moved twice it must take a Discipline Test. The Unit has a B level discipline, that is it passes
the test with 4+ on a d6. They are within Command Radius (30U for Average Command Structure) so no -1 modifier.
RP rolls a 5, the test is passed and T ends its movement in good order.
Turn 1 is now over.
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt5.jpg)
IMAGE 5. New turn means new initiative. RP chooses its Alpha Command, BP his unique Charlie Command.
RP rolls 3+4(+2)=9, BP rolls 5+5(+3)=13. BP has the initiative and can activate his Command.
He performs a general advance with all his troops (with the exception of the FL Unit, that has been ordered to defend the wood).
Many Units of BP are now at shooting range.
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt6.jpg)
IMAGE 6. New initiative. As both RP's Commands have not been yet activated, RP chooses the Command he wants to activate first,
but must anyway roll 2d6 for to see if the General changes his level.
He chooses the Alpha Command and after rolling a 2+5, he starts to activate the Units within this Command.
He first moves one of his S to "challange" the opponent's S by entering and shooting within his Zone of Control.
The BP's S can react to fire, so both players roll.
The Red S rolls 2 dice (2 for its VBU + 2 for Crossbow B modifier within 5U -1 for shooting VS S and -1 as penalty for 1 movement phase)
The Blue S rolls 3 dice, like his opponent but with one more die as he has not moved.
The Red S rolls a "4" and a "6" (1 hit); The Blue S roll a "2", a "3", and a "5" (no hits). Now the Blue S must take his Cohesion Test.
Its critical number is 2 (VBU=2, minus the hit, plus the +1 modifier for distance). It rolls a "4", that is 2 losses. Its VBU drops to "0" and he is destroyed and removed from the battlefield!
Now the Red Player can shoot with one of his T to a CP (the central one).
At less than 30U (but more than 15U), the Crossbow A has a value of 0, so it rolls 4 dice (= his VBU).
It rolls a "1", a "2" and a couple of "5" (1 hit). The CP must now take its Cohesion Test. Its critical number is 8 (VBU=7, minus 1 hit, plus 2 for distance modifier).
It could take a loss only by rolling a "6" (= always, at least, 1 loss). It rolls a 4, so he is just disordered.
But the RP has not yet finished his fire. He advances with his CP covered by his S on the left of his Command.
The S is now less than 15U from the opponent's CP and at that distance the Crossbow B has a +1 value.
So it rolls 2 dice (VBU=2 + 1 -1 for movement). It rolls a "3" and a "6" (1 hit).
The CP must take his Cohesion Test with a Critical Number of 8. He rolls a 2 and passes the test,
but it is now Disordered.
![](http://i274.photobucket.com/albums/jj267/apritiscena/batt7.jpg)
IMAGE 7. Now RP activates Bravo Command. He rolls 2 dice for the possible change of level of the General. He rolls a couple of 4, so no change.
On the left, he advances with one of his CP covered by an S. The other CP performs a wheel (=1 movement phase).
His T could now shoot at the S. But at this distance it can roll no dice: VBU=4,
-2 for Crossbow A at this distance vs infantry, -2 for shooting vs S.
The CL advances and fires to one of the Opponent's CL. The RP can roll only 1 die (VBU=3, +1 for Crossbow B vs Mounted at <15U, -1 for shooting vs CL, -1 for movement).
RP rolls a 3, no effect.
Turn 2 is now over
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