A few eyebrows were raised at being able to take five commands but
eventually everyone accepted it was legal. In both games I allocated
the lowest dice to the baggage, the second lowest to command4 and
averaged the rest. Very effective and hopefully legal!
After the talk about feigned flights on the list I wanted to try one
out and see how effective it was.
The Romans had two commands in the centre, mainly of legionaries
(half (O) and half (S)). The right command had the C-in-C with the Aux
(S) and some LH. There was an arab ally with about 6 LH and 7PS(I)
who lurked at the rear. The C-in-C got the highest dice and the other
2 roman commands averaged the other two.
The 2 legion commands were deployed idenically. 4 Bl(O) in the front
rank, a second rank of 2Ps(O) glueing the front legions to the 4 Bl
(S) in the rear. The Bl(S) at the rear would make it difficult to
take the commands out so I attacked on the flanks with my chariots
and hoped and prayed I could do some damage before the legionarries
made contact with my bows!
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Spike moved his general too close to my bows and I got the 4 required
to move 4 individual bow moves to try and kill him on bound 3. A
lucky dice throw was a deciding factor in this game. The Romans would
have command and control problems throughout the game.
The next go I re-aligned my boiws and prepared for a feigned flight
the next go. If you have a foot command it is eseential you are not
going to leave your rear exposed to mounted opponents (they are
Romans after all!).
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The following bound I made a feigned flight. The two central roman
commands were within 400 paces. The one with a general rolled a 3 and
managed to hold all 3 groups. The one without a general rolled a 1
and could hold nothing. The four Bl(O), 2Ps(O) and 3 of the Bl(S)
came forward as individual elements. One Bl(S) and the remaining Cv
(O) were outside the 400 paces so remained stationary. They got left
behind and played no further part in the game.
Next move I turned around. My understanding was that there was no PIP
cost for this and that I could make no further move that bound.
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The legion then started to reform as the other command pressed
forward. This had bought me some time as I pressed home my advantage
on both flanks killing a few light horse. The second roman sub-
general attacked and killed a chariot but was immediately swamped
front and rear and died instantly. The 2 center commands (with the
best troops in them) had lost one element each. The general.
I was reluctant to press home any apparent advantage in the center as
the legions were not going to move much with dice that had to be
allocated and requiring 2PIPS to move.
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The arab command quickly collapsed and the C-in-C's command quickly
went from disheartened to demorilised. Both legionary commands did
get into combat before the game ended though. Takking out a blade, a
bow and Ps(I). The general for command4 died on the first round of
combat (taking the LH(I) with him!) and the other 2 commands lost 2
Ch each.
Observations
1. The Roman is a good army now. Used to be pants in DBM. The
superior blades make a big difference (even if it is just the ME
part!)
2. Good fortune helped the NKE. The first Roman general to die was a
lucky shot and the second one the Romans didn't realise that only
PART of the element has to be behind the rear to make contact.
3. The feigned flight worked well. I used it to delay an advance by
making the enemy impetuos and having to pay PIPS to reform. They only
reformed the Bl(O) before attacking again, leaving the superior
blades behind. The other command remained halted. This bought me
valuable time. Maybe too effective for 5 points?
4. The chariots had some problems manouvering because of the
difficult terain and the depth of the bases compared to normal Cv so
the -1 point seems right.
David Thompson
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