Many new players have an issue with this rule that turns them off to the game due to unrealistic results that often happen in cohesion tests while at the same time many find this rule very attractive(like myself) because it adds an element of unpredictability not often found in most games. I\'ve started
to think how can one modify the rule to make the game more appealing to people who have issues with the cohesion tests without taking away the unpredictable nature of the rule so many of us enjoy that sets Impetus apart.
One idea I liked from Jim Webster was units hit \'properly\' in flank or rear whose critical number would be 0 or less, is automatically eliminated without a cohesion test being made as making complete sense and avoids units staying in a virtually impossible situation that just doesn\'t feel right. As has been
mentioned on another thread, the attacker still takes a cohesion test for the purpose of determining any damage to his own unit.
Expanding on Jim\'s thoughts I thought any unit reduced either physically or through modification\'s to VBU 1 or less is automatically routed if enough hits are scored that would equal it\'s
starting VBU regardless if to the front or flanks. Furthermore if 6 hits are scored then any and all units are routed even if their starting VBU is higher then a 6. I feel this would significantly reduce highly unrealistic outcomes from happening without taking away the unpredictable element of the cohesion test. As with the flank attack, all participants still take cohesion tests to determine if any damage was suffered regardless if the enemy auto-breaks.
Basically it would stop mid to low level troops from becoming crack super elite Spartans and battered and broken elite units from staying around longer then is realistically expected.
Most of the time this rule would not be in effect and when it is then I feel it\'s appropriate and would give a satisfactory appeal IMHO.
All thoughts are welcome of course.
Christopher