Saturday, October 31, 2026

Britannia - Round III

Situation after two rounds

The timeline shows round three covers the years 100-250, and includes an Irish army invading from the Atlantic
The Irish have red tokens, showing they are one of Richard's peoples, and their army is placed in the Atlantic area of the board. Note that the house symbol on the timeline indicates that the Irish for this turn count as raiders - more on that later.
The Irish card shows they score two victory points for destroying a Roman fort at any time, and, in rounds three-six, 2VP for eliminating any enemy army in the Irish turn of those rounds, ie while attacking
The round starts, as usual, with my Romans.
The Roman card shows this is the last round in which the Romans score points for occupying certain areas, theoretically as far north as Mar
Note that occupying an area is different from holding an area - victory points for the latter come in later rounds, starting in round five.
Instead of a population phase to start the turn, Romans possibly receive reinforcements. Since I currently have 10 Roman armies (forts do not count) I am entitled in round three to receive one reinforcing army, which is placed in the English Channel.
I use Roman roads, and the ability of Roman armies to move through three areas rather than the normal two, to invade Brigante land, and now-empty, but previously-occupied, Brigante land, namely the Pennines, Bernica and Lothian. Each of those three areas receives a Roman fort, and I score two victory points for each.
Situation prior to the Roman battle phase
I start in North Mercia, where I have three armies against two Brigante armies. I need to roll 4+ to eliminate an army, while the Brigantes need to roll 6. The dice land 4,3,2 v 5,1, so a Brigante army is eliminated. The remaining Brigante army has nowhere to retreat, so there is another round of fighting, the dice landing 6,5,1 v 1 - the final Brigante army is eliminated, and I score 2VP.
In York I have two armies against the Brigantes' one, the dice landing 2,1 v 3 - indecisive. Again, retreat is not possible for the Brigantes, and in the second round of fighting the dice land 4,1 v 4, meaning the Brigante army is eliminated, a Roman fort appears in its place, and I score two victory points for occupying the area.
In Cheshire I again have two armies against one. The dice land 5,3 v 1, so the Brigante army is eliminated, a Roman fort appears in its place, and I score two more victory points.
The Roman turn has ended with the Romans holding much of England, and with Andy's Welsh in submission, but Richard has chosen not to order his Brigantes to submit

Friday, October 30, 2026

Britannia - Round II: Pict Turn

Reg's Picts have no realistic chance of attacking Romans this round
The Picts occupy five difficult-terrain areas, so that means five population points, added to the five they already have on the population track. The result is a new army, with four points left over for the next round. Reg places the army in Alban.
He declines to make any moves, and so the turn ends, and with it the round.
The situation after two rounds

Thursday, October 29, 2026

Britannia - Round II: Caledonian Turn

Situation after the Brigante turn

The Caledonian card and counters are green
That makes them one of Andy's peoples, but, as is perhaps fairly obvious, their options, at least early on, are limited.
They currently occupy two difficult-terrain areas, having left the Orkneys last round, and so get two population points, which, with the three on the population track, takes them to five population points, one short of the number needed for a new army (if they had not doubled up in Caithness last round, they would have received a new army this turn, instead of having to wait to next turn, assuming Reg's Picts have not successfully attacked Caithness or the Hebrides).
The land those peoples start in makes invading a decidedly risky business, as difficult-terrain has a stacking limit of two armies (except for Romans), and defending armies are only eliminated on a roll of 6.
In the movement phase, Andy moves one of the Caithness armies back to the Orkneys, presumably deciding that attacking the Picts is not worth it, and calculating that it makes more sense for the Picts to move south and attack the Brigantes, who occupy normal terrain, rather than harrying the Caledonians.
Nothing else happens in this turn.

Wednesday, October 28, 2026

Britannia - Round II: Brigante Turn

The card shows that the only victory points Richard's Brigantes can earn in this round is for destroying Roman armies (6VP per army) and forts (2VP per fort)
The Brigantes occupy four normal areas, each worth two population points, and one difficult-terrain area (the Pennines), worth one population point. That is nine population points, and there are two left over on the population track at the bottom of the map. That makes 11 population points, so the Brigantes receive a new army, and the tracker is moved to five for the next turn. Richard places the army in York, on the borders of Roman-held Lindsey and North Mercia.
In the North, Richard moves one of the three-stack armies from Dunedin to Strathclyde, presumably as a defensive measure against the Picts.
In the South, Richard moves both the York armies and one of the Cheshire armies into North Mercia, and moves the Pennines army into vacated York.
In the Battle of North Mercia, Richard's three armies need to roll 6s to eliminate Roman armies. My Roman army needs to roll 4+ to eliminate a Brigante army, and the fort needs to roll 5+. The dice land 5,3,1 v 3(army),6(fort) - a Brigante army is eliminated. Neither side retreats, so the battle continues, the dice landing 4,4 v 2,2 - indecisive. Again, neither side retreats, and the dice land 5,3 v 1(army),4(fort) - indecisive. There is a fourth round of fighting: 6,6 v 2(army),3(fort). This completely justifies Richard's decision to take the offensive, as his Brigantes score eight victory points.
Overpopulation is not an issue for the Brigantes, so their turn ends.
North Mercia, its fort in flames, has fallen to the Brigantes
Victory points: Romans 52, Reg's Belgae 22, Richard's Brigantes 8, Andy's Welsh 2.

Tuesday, October 27, 2026

Britannia - Round II: Welsh Turn

The Belgae are eliminated, so Andy's Welsh go next
The Welsh occupy one normal area (March) and two difficult-terrain areas (Clwyd and Powys), so would normally receive four population points. However, the Welsh have submitted to my Romans, and I can, and do, halve their normal population increase, which means they receive two population points, which are added to the population track at the bottom of the map.
Andy moves the Powys army into normal-terrain Gwynedd, and one of the March armies into Hwicce, presumably essentially hoping, at least for the moment, to hold what he has.
The other phases have no effect, so here is how the map looks at the end of the Welsh turn

Monday, October 26, 2026

Britannia - Round II

Situation at the end of the first round

The sword is advanced on the timeline, which shows the second round covers the years 60-100
Note the special event: legion withdrawal. This mandates that at the end of the Roman turn, the Roman player, ie me, must remove any armies the Romans have above 12, which, as it happens, is the exact number the Romans have right now.
The Romans go first, and here is a reminder of what their card looks like
It shows I score six victory points if I kill Boudicca this turn, and, beneath that stipulation, are the victory points I can gain for occupying various areas before the end of round three, including two points for each English area (excluding areas the Romans have already scored points for occupying).
The turn starts with checking for Roman reinforcements, but, since I have at least 12 armies, no more arrive.
With the aid of Roman roads, which allow for unlimited movement, I invade all the areas occupied by the Belgae, placing four armies in Essex, where Boudicca is, two armies each in Suffolk and Norfolk, and three in difficult-terrain Lindsey, leaving one in North Mercia as defence against Brigante aggression (he only restriction on Roman stacking is a maximum of four armies in a difficult-terrain area).
I start the battles with Essex, where I have four armies taking on two of the Belgae, who have Boudicca with them. My Roman armies require 4+ to eliminate an enemy army, while the enemy have to roll 6 to eliminate a Roman army, However, Boudicca's presence reduces that to 5+. Boudica, as a leader, does not have a separate die roll, and she will be eliminated if all friendly armies are destroyed. The dice land 6,4,3,3 v 1, so both Belgic armies are indeed destroyed, and Boudicca with them. I score 6VP, but I do not get to replace the area's destroyed Roman fort.
In Suffolk the dice land 5,1 v 4, eliminating the Belgic army, which is replaced with a fort. I score 2VP for occupying an English area.
In Norfolk the dice land 1,1 v 6, eliminating a Roman army, scoring 2VP for the Belgae. There is nowhere for the Belgic army to retreat, and I do not want to retreat, so there is another round of fighting, the dice landing 5 v 4, meaning the brave Belgae are destroyed, and I get to build another fort, and claim two more victory points.
The battle for Lindsey is different in that it takes place in difficult terrain, meaning my armies have to roll a 6 for success (as do the Belgae, as their opponents are Romans). I have three armies in Lindsey, and the dice land 5,5,1 v 3 - indecisive. A second round sees the dice land 6,5,2 v 5 - the Belgae are eliminated, and I build another fort and claim two more victory points.
The remaining phases of the Roman turn are not applicable, and as I have 'only' 11 armies, the legion-withdrawal requirement does not apply.
This feels like it was a successful Roman turn
Victory points: Romans 52, Reg's Belgae 22, Andy's Welsh 2.

Sunday, October 25, 2026

Britannia - Round I: Pict Turn

Situation after the Caledonian turn

The Picts' blue card indicates they are part of Reg's 'team'.
Having lost Dunedin, they have five difficult-terrain areas, giving them five population points. That is one short of the total needed for a new army, so the points are added to the population tracker at the bottom of the map.
The rest of the turn is just as quiet, and that ends the round as there are no other nations currently in Britannia.

THOUGHTS AT THE END OF ROUND ONE
The victory-point totals, unchanged since the end of the Welsh turn, show that my Romans have 40VP, Reg's Belgae have 20VP and Andy's Welsh have 2VP.
That might suggest my yellow 'team' is leading, but I suspect the truth is I have under-achieved, and that, if anyone is doing well, it is Reg.
Time will tell ...

Saturday, October 24, 2026

Britannia - Round I: Caledonian Turn

Situation after the Brigante turn

The Caledonian card
Note that the Caledonians, who start with the three difficult-terrain areas of the Hebrides, Caithness and the Orkneys, have a green card (and green tokens), meaning they are one of Andy's peoples. He therefore becomes the first player to activate two peoples.
Unfortunately for him, since Caledonian land is all difficult terrain, they receive just three population points, which are added to the population tracker to be carried forward to the next round.
In the movement phase, Andy advances the Orkneys army into Caithness, and that ends the turn as there are no battles to be fought, and no question of overpopulation.
The first incident-free turn

Friday, October 23, 2026

Britannia - Round I: Brigante Turn

Map at the start of the Brigante turn - despite losing Hwicce to the Welsh, the tribe occupies eight areas

The card for Richard's Brigantes
This shows the only points they can score in round one are for destroying Roman armies and forts. However, attacking North Mercia, with its stack of five Roman armies, and a fort, would clearly be something of a suicide mission.
Anyway, the population phase comes first, and the Brigantes hold six normal areas, each worth two population points, and two difficult-terrain areas (the Pennines and Galloway), each worth one point. That makes 14 points in all, which means two new armies, with two population points carried forward.
Carried-forward population points are recorded on a tracker at the bottom of the board
Richard cannot place both new armies in the same area, and he chooses to place one in Cheshire, reaching the stacking limit of three, and the other in the Pennines, also reaching the stacking limit, which is two in areas with difficult terrain.
In the movement phase, the three armies in Cheshire invade March. Then the two armies in the Pennines enter Cheshire, and the armies in Galloway and Cumbria enter Strathclyde and Lothian, with three armies ending up invading the Picts' Dunedin. Finally, the army in Bernicia enters the Pennines.
Richard chooses to fight the battle for March first. Both sides roll three dice, and they land 6,3,1 v 5,5,4.meaning two Brigante armies are eliminated, along with one Welsh one. Unsurprisingly, Andy's Welsh choose not to retreat, and Richard, continuing his aggressive (foolhardy?) stance, also stands firm. That means another round of fighting, and this time the dice land 3 v 3,4 - indecisive.. Both sides again show they are up for continuing the battle, but the dice land 3 v 5,4, eliminating the one remaining Brigante army.
In Dunedin the Brigantes have three armies against one for Reg's Picts, and the dice land 6,2,1 v 4, eliminating the Pictish force.
The raider-withdrawal phase is not applicable, which brings us to the overpopulation phase. The Brigantes occupy five areas - they no longer have armies in Lothian, Galloway, Cumbria or Bernicia. In those five areas are eight armies, two short of the population limit.
The Brigantes are effectively split into two sub-tribes

Thursday, October 22, 2026

Britannia - Round I: Welsh Turn

The card for Andy's Welsh
It shows the Welsh receive two victory points for each Roman army eliminated, and 6VP for each Roman fort destroyed, but since the Welsh have already submitted to Roman rule, these possibilities are not currently in play.
Anyway, on with phase one: population increase. The Welsh control two normal areas, Gwynedd and Hwicce, each providing two population points, and two difficult-terrain areas, Clwyd and Powys, each providing one population point. That makes exactly six, as with the Belgae, and so the Welsh receive a new army, which Andy places in Hwicce.
[Note that the Welsh, being a subject nation, would normally only receive half the above population points, but the Roman player, ie me in this case, is allowed to waive this rule, which I did. Whether I should have done, however, is another matter.]
In the movement phase, Andy's Welsh invade March, which is controlled by Richard's Brigantes. He also moves the Powys army into March, and the Gwynedd army into Powys.
Next is the phase for battles/retreats, and in this case the only battle to be decided is that for March, where the Welsh have three normal armies (the maximum allowed for a non-Roman force) against the Brigantes' one. A roll of 5+ is needed to eliminate a normal army, but the dice land 3,3,1 v 4 - indecisive. Richard now has the option of retreating his army, and he chooses to do so, moving it to Cheshire.
Phase four (raider withdrawal) is not applicable, and neither is overpopulation, so the the Welsh turn in round one is over.
My Romans score two victory points thanks to the submitted Welsh capturing Hwicce (the Welsh do not score VPs for areas held in round one).
Map at the end of the Welsh turn
Victory-point totals: Reg's Belgae, 20VP; my Romans, 40VP; Andy's Welsh, 2VP.