I have found that using the
larger command size (12 to 24 elements) does require a refinement of one’s game
style. With one die cast, you will quickly find insufficient ‘pips’ to move all
your troops even if grouped well. This can often be the result of terrain becoming
an inconvenience to formations or as the defender you can find yourself wrong
footed. Developing a methodical approach in the opening moves worked best for
the attacker as not only attacking units were moved but sufficient supporting
troops were brought forward to sustain an attack. This did build game tension
as focusing on a threatened sector would mean another sector would remain idle.
This did equate to taking a risk.
To continue the experiment
I selected a historical confrontation between Rome and the Marcomanni. View this
as a ‘back to basics’ meeting between balanced forces.
Game one
Rome deployed in a deeper
formation with auxilia positioned in the first line followed by the legions in
the second. A third line held all the cavalry and command forming the army’s reserve.
The Marcomanni positioned all its cavalry on the right with warband forming its
centre and left wing. Advancing in line, the Marcomanni slowly moved forward
while Rome took measures to extend its by moving the auxilia to extend the army’s
line leaving the legionnaires visible. The initial clash came as Marcomanni
warriors met the auxilia who were quickly supported by units from the second
line. Seeing the initial rush falter, Rome counter charged catching the Marcomanni
on the right and centre off balance. The Marcomanni line quickly crumbled with
the battle ending with a 3 – 8 victory for Rome. Half the army was employed
while the remainder remained spectators.
(7 turns in 49”)
Game two
Rome deployed with a few
minor changes in three lines. The Marcomanni revised their deployment by
forming less deep and amassing its cavalry on the left.
To counter the extended
Marcomanni line Rome moved its cavalry reserve to strengthen the right and on the
army’s left, auxilia were seen trotting off to harass the enemy line.
Marcomanni approached
slowly sending skirmishers to deal with the auxilia on the right. When the
warbands struck, Rome held their ground or repulsed the Marcomanni buckling
their line.
Seeing the success of the
auxilia, the Praetorian and legio Parthica impetuously charged forward. In the
ensuing melee casualties fell quickly on both sides with the Marcomanni holding
a slight advantage (3 - 2).
Unlike the previous
battle, the Rome’s second line were quickly drawn into the conflict brewing up with
the number of casualties increasing on both sides. The pendulum no swung in favour
for Rome (4 – 5).
Gaps now appeared (turn
six) bringing the conflict to a critical point as both sides attacked exposed
flanks bringing the score to an even 7 - 7. The Marcomanni sensed victory (pip
score of 6) proceeded to flense the Roman line, destroying legionnaires and
equites, to end the battle with a score, 7 – 9.
(7 turns in 48”)
Middle Imperial Rome
1 x General (Cv), 2 x
equites (Cv), 1 x equites (LH), 4 x legionnaires (4Bd), 4 x auxilia (4Ax).
Early German (Marcomanni)
1 x General (Cv), 2 x
cavalry (Cv), 9 x warriors (4Wb), 1 x skirmisher (Ps).
A beautiful battle and a close result!
ReplyDeletePhil,
DeleteThe Marcomanni improved their strike potential by stretching their battle line to match Rome’s. Forcing the auxilia back on the second line did raise that situation to a critical level. The game contrasts nicely with the first one.
Nice report!
ReplyDeleteThanks Dave.
Delete