Miniature Addiction Wargaming with miniatures


This small Carthaginian army is composed of 28mm metal miniatures from the Crusader, Foundry and A&A figure manufacturers. All figures are mounted on large unit bases for the ancient rule system Impetus. At this stage I have only managed to finish enough elements for the Basic Impetus game, as per the free army list on the Dadi&Piombo web site. This force will form the core of a full fat army from the main rules. The plan is to slowly add more units over time. However, having also started Republic Romans, Numidians and War of the Roses (Lancastrians) BI armies it may not be growing in size any time soon.

The Basic Impetus rules are available as a free nine page download from the above link. There is also a ton of army lists and a QFS for down load as well. Although not everyone’s cup of tea these rules tick a lot of boxes for me. Mainly because they are a quick read, fast play fun game, which is great for those evenings when you haven’t got the time for a five hour slog fest.

Punic Heavy Infantry

These two units of heavy spear-men contain combinations of Crusader and A&A miniature figure packs. Mark Sims sculpted both of these ranges so they are very similar in style and pose. They mix well on the same bases although to my eye the figures from A&A look slightly more chunky than their Crusader counter parts.

Based on 120/60/3mm thick laser cut plywood each unit contains sixteen figures double ranked in two lines of eight.

One of the nice things about the Impetus rule system (I believe) is the large base sizes. The number of figures per base has no effect on the game mechanics, this leaves you free to place as many or as few figures on each base as you desire.

Since creating this page earlier in the year I have managed to add a few more units to the army. These additional stands now enable me to table a full four hundred point Impetus army with some freedom (point wise) to chop and change my army design. Pictured on the right is a new unit of veteran spear-men while in the photo below you will see the two original elements of spear-men together with two new stands.

Gallic Light Infantry

These colorful Gauls like the spear-men above are also a mix of A&A and Crusader miniatures. Classed as light infantry in the Carthaginian list they should probably have a few less figures on each base, but I couldn’t help myself and added extra just for looks.

All (Little Big Men Studios) transfers used in this army are shield and miniature specific and were ordered with the figures.

Rules wise these lads can be fielded as individual units (hard-hitting but brittle) or as one single large angry mass (hard-hitting and not so brittle). Both options have positive and negative points to them, but I will refrain from offering any tactical advice here as I lose more games than I win.

Two more elements of Gallic warriors have also been added to the army (pictured here combine with the original two stands) although these troops spend a fair amount of time fighting as heavy war band in my Republic Roman force as well.

Punic Medium & Spanish Light Cavalry

All three cavalry units shown here (2x light & 1x medium) are mounted on 120/80/3mm plywood bases. As a general rule I have decided to standardize the amount of models for each cavalry element based on the unit type. Three figures for each light horse element, five for medium horse and seven for heavy cavalry. Units that contain a general/Army commander receive one extra model as is the case with the Carthaginian cavalry pictured here.

The Spanish light cavalry models are from Crusader while the Carthaginian cavalry is from A&A miniatures.

Skirmishers and Light Infantry

Mounted on 120/40/3mm plywood bases these Numidian skirmishers are from the Wargames Foundry  figure range. The Spanish light infantry at the rear of the photo are again from Crusader miniatures and are mounted on a standard 120/60mm infantry base.

Lastly for some added variety I’ve painted up four stands of javelin armed Lybian skirmishers and two elements of Balearic slingers. Like the Gallic warriors above, I suspect the Balearic slingers will be just as at home in my Roman army as they are here.

Basic Impetus house rules

Basic Impetus is fast and brutal, sometimes too brutal for me. Lucky shots from skirmishers followed by a horrid cohesion test (saving roll) will sometimes result in fresh stands of troops disappearing in a puff of smoke. With just eight or so elements on the table this can be disturbing to say the least. If like me, you find the standard rules a little too unforgiving, or if you just suck at rolling dice, try the house rules detailed below.  They won’t completely save you, but they should lessen the pain from those dreaded (6-1) dice rolls of death.

Shooting & Melee

You can only ever take one more wound than hits received from missile fire no matter how badly you fail your cohesion test.

You can only ever take two more wounds than hits received from close combat no matter how badly you fail your cohesion test.


Available to any friendly skirmisher or light horse unit when an enemy unit able to charge, declares a charge move which would contact the skirmisher or light horse element in their front. Flank or rear charges cannot be evaded.

Such units with an impetus value of its own may choose to evade or stand its ground. Units with no impetus value must evade.

An evade move is a full move directly to the rear ending up facing the same way. If a friendly unit is inter-penetrated then the evading unit may halt immediately behind the inter-penetrated unit or continue to make its full move. If the inter-penetrating unit ends its move still inter-penetrated it may be moved further to clear the friendly unit. If the inter-penetrated unit itself subsequently evades then the previously inter-penetrating unit may not evade a second time this move.

If any evading unit is contacted at the end of its move it must fight.

Units declaring a charge which would contact a unit which can and does decide to evade may halt after a normal move if it would have contacted the evading unit within this distance (if the evading unit had not evaded), or it may roll to extend its charge move. If it does so and then fails to make contact with the enemy it will end its move disordered. If it halted after a normal move it will not be disordered. If after either move it makes contact with an enemy it must fight.