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| Initial dispositions |
The die lands as a 5, which means I can swop the position of any two Roman units that are not engaged in combat and are in command range.
I guess this could be useful at some point in a battle, but it is wasted here as I have only just set up.
Next comes the movement phase, and this is carried out in initiative order.
Roman archers have an initiative value of 1, so they go first, and I move my one bowman unit out of the water and onto high ground.
Dacian archers have an initiative value of 2, and so move next.
The AI has two such units, and the one further down the map moves first (if both units were the same distance down the map, the one to the left would go first). A die is rolled, landing as a 1, meaning it wants to move down to its right, but that hex is occupied by cavalry, so it remains where it is.
The other archers roll a 3, and so want to move straight down, but their way is blocked by the unit of warriors.
Roman cavalry have the initiative value of 3, so they move next, and I get to choose in which order.
I start with the right-flank cavalry, who advance to their left one hex, and then directly forward into a clump of trees, where they remain in command range.
The forward cavalry on the left advance two hexes onto the main hill in the Roman position, and the other cavalry unit follows them.
Note that all three units started each movement within three hexes of the commander, ie within command range, so there were no problems getting them to go where I wanted. However, the forward unit is now four hexes from the commander, which, if the situation does not change, could cause problems on future turns.
Dacian cavalry have an initiative value of 4, meaning they are next to be activated.
The unit on the Dacian extreme right rolls a 5, advancing diagonally left a hex, followed by a 4, again advancing diagonally left.
The cavalry in the Dacian centre rolls a 6, advancing into trees, which ends its movement phase.
The third cavalry unit, on the Dacian right, moves straight down two hexes, overtaking the unit it started adjacent to.
Praetorian Guard have an initiative value of 5, but they are not involved in this battle, so we move on to the units with an initiative value of 6, Dacian swordsmen, of which there are two.
The further-forward unit moves diagonally left into some trees, while the other swordsmen advance directly to make contact with them (this could prove useful if they manage to keep this formations as swordsmen, like legionaries, receive a bonus in the attack phase if adjacent to a similar unit).
Legionaries have 7 as their initiative number, and I advance all three units out of the river.
I also move my commander (remember, he can move at any point during a Roman initiative) forward diagonally left a hex so as to be in command range of all my cavalrymen, which could prove important next turn.
The falxmen have an initiative of 8. One unit remains where it is at the edge of the battlefield, but the other two advance a hex diagonally left.
My spearmen move onto higher ground, and finally the lone unit of Dacian warriors rolls a 6, which in this instance means it remains lurking in rocky ground.
That concludes the movement phase of turn one.
Normally, the attack phase would follow, but since even both armies' archers, with their range of three hexes, are at least five hexes from the nearest enemy, there is no attacking to be done, and so the turn ends, and the turn marker is moved on to II, before I forget!
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| Situation at the end of turn I |


















