One of the things I like about the Impetus rules is the provision of three 'destiny' rolls for both sides. This means that, during the game, you can roll one of your dice (or make the opponent roll his dice) again. So if you draw a close combat, you can make your opponent roll one of his 6's (and he can do the same to you). Or if your general is reduced in ability by rolling double 1, you can re-roll the dice.
It's a neat little rule - fair to both sides - and means that you can still influence a position where the dice have let you down. This rule could apply equally in FOG (so a failed cohesion test for a vital unit can be saved). Now the other thing here is that you can only roll once per 'event' - so rolling another '1' is just tough - but at least you had a chance.
For example - an e-mail from Russ from his Principles of War game the other day (see below). With POW, if you roll a 20 it means a result that is one worse than you would otherwise have had. So roll 19 and you Retire Shaken (for example) but roll 20 and you Rout. Similarly a 19 may mean you just go Shaken when trying to charge in but a 20 means Retire Shaken (so you fall back and lose a strength point). Now I agree that the '20' is too powerful in its effect and many times I've lined up my troops for a charge against weakened opposition then rolled a 20 (meaning the troops - instead of charging in - run away and leave the opposition in tears of laughter).
It's a neat little rule - fair to both sides - and means that you can still influence a position where the dice have let you down. This rule could apply equally in FOG (so a failed cohesion test for a vital unit can be saved). Now the other thing here is that you can only roll once per 'event' - so rolling another '1' is just tough - but at least you had a chance.
For example - an e-mail from Russ from his Principles of War game the other day (see below). With POW, if you roll a 20 it means a result that is one worse than you would otherwise have had. So roll 19 and you Retire Shaken (for example) but roll 20 and you Rout. Similarly a 19 may mean you just go Shaken when trying to charge in but a 20 means Retire Shaken (so you fall back and lose a strength point). Now I agree that the '20' is too powerful in its effect and many times I've lined up my troops for a charge against weakened opposition then rolled a 20 (meaning the troops - instead of charging in - run away and leave the opposition in tears of laughter).
I enjoyed the day but looking back feel a bit frustrated with how things ended up. I agree with you on POW. The 20 just ruins the whole deal for me. It's too extreme. To fail the roll is bad enough but to make the result one worse on a 20 is a bitter pill to swallow.
I know that it works both ways but it leaves a sting when it happens to you, especially when you do things right tactically (like charging one unit in the flank and frontally and ending up retiring worse off than the target!)
Now I understand how you felt the other week after Naseby...... f****** dice!
I still like these rules and will no doubt be back for more, it's just POW rubs salt in the wounds more than ANY other rule set I have played.
Now the Destiny Roll in POW (and for Russ' situation) would be perfect. In a good position, all things in your favour and you roll a 20? No worries. Take one of your Destiny Rolls and smile as a 3 comes up (or another 20 if I'm throwing the dice). Whatever the result though, you feel you had a chance. And the opposition have the same options as you.
Definitely food for thought!