TURN 1 PHASE 1
Group March – Left most infantry command.
Infantry command, motivation die D10 Vs D8. Score is 10 to 2. The command can move three times because it tripled the D8; the die roll is even so moves can be used to maneuver. The infantry move off echeloning back to their right.
Cavalry command on the right, motivation die D12 Vs D8. Score 9 to 4. The score is more so they can move twice, which they do.
Melee – no action.
Melee – no action.
On the right of the line there is an exchange of javelins by both side's skirmishers, to no effect, before the Gauls move into the woods to clear out the unit of velites facing them. A melee card is not required to initiate a melee Vs skirmishers but this is not bad terrain for velites (skirmish order [shock] unit) and they have a terrain advantage for being up hill. Both sides roll off their adjusted combat die, in this case D12+2 for the Gauls Vs D12 for the velites. Disaster, the Gauls score 12 and the velites score 2 – the velites lose 3 UI and are routed.
loses 3 morale chips for the UI loss. Double disaster – this has exposed the flank of the other velites to an attack by the Spanish infantry who are now coming up the hill; the velites evade. Rome
Carthage chooses to fight with its two small elephant units first, and as they are rolling D12+2 after adjustments who can blame them. The facing Roman cavalry is rolling D4 because horse is down 2 for facing elephants!
The first score is 7 – 3 and the cavalry loses 1UI, is pushed back 3”, and is vexed for losing on an odd roll – but these are stubborn Romans and by spending an extra morale point (2 in total) they negate the push back and any follow up modifiers.
Surprisingly the next Roman unit does even better (the same dice of course) and holds the elephants with a tied 4 result; both sides lose 1 UI and a morale point.
The Gallic cavalry on the extreme right of the line now fights its opponent rolling D12+1 (fierce in first round is awesome) Vs D10 and scores 6 – 4, a UI loss each for a close fought melee and a Gallic follow up (there is no actual push back here, the follow up is for scoring higher) but the Romans negate it by spending an extra morale chip – stubborn again!
The next Gallic cavalry unit is fighting the Roman cavalry with the UI loss (basically following up the damage by the elephants). Adjusted combat die are D12+1 Vs D8, scores are 11 to 4 causing 2UI more and the Roman unit is routed. It cannot convert the rout into a push back (for being stubborn) because it now has zero UI and will be routed anyway.
Next up it is the veteran Spanish Vs Roman cavalry. Combat die are D12 Vs D10, score is 7 to 9 for Roman marginal win. Both sides lose 1UI Romans count as following up.
The Roman unit at the end of the line now gets peppered by Numidian javelins, but escapes with a vexed result only.
Note: Regardless of the number of units with which a unit is in contact, a single unit can only fight one melee on a single card.
Note: In the photos above I am using melee in progress “Follow Up” markers. The sword denotes direction, crossways is an ongoing melee with no follow up. Follow up gives an up 1 in the next round of melee, BTW.
The first initiative phase is completed. Both sides roll off army die for the next initiative.
As you can see, this game is not for the feint hearted. Things move quickly. I’m doing this solo, and although I know the rules, that lot took me less than 20 minutes – a lot of which was spent carrying dice and morale chip (poker chips) boxes from one end of the table around to the opposite side of the table (30 foot a trip) and taking notes / photos. It does not take much time to turn cards!
Part three of this piece will be a continuation, including some triplex acies action. I’ve already played out the rest of the turn, I just need time to type it up.