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| Situation after two turns |
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| Situation after the war horns |
I begin the movement phase by leaving my archers where they are, and the Dacian archers choose to continue skulking to the rear of the Dacian position.
My commander uses all three hexes of his movement allowance to move behind the Roman archers that are supporting the Praetorian Guard, putting him in command range of my cavalry, but out of command range of my legionaries.
My rearward cavalry advance diagonally right a hex, which puts them out of command range, so I roll three dice for the next move. The dice land 6, 4, 4, and, consulting the compass in the bottom-right, I use the 6 to move the cavalry onto the hill, where they charge-attack the warriors, needing 6+. However, I roll 5.
I do not want to risk urging my other cavalry onto the hill, as they would very possibly be attacked by Dacian horsemen. Instead, I pull them back diagonally right, and then advance them diagonally right, ending on the right flank of my other mounted unit.
The leading Dacian cavalry advance against my Praetorian Guard, launching a charge-attack. They need 8+, and get 10, meaning my men retreat three hexes. Because my unit is equidistant from both side-edges of the battlefield, and there are no other tiebreakers, I roll to decide which way they retreat for the first hex. Luckily for me, they fall back to the right, because this means their next two retreats take them to the bottom edge of the map, rather than off it, as would have been the case had they started retreating to their left. Dacian cavalry never advance after a victory, and since a charge ends a cavalry unit's movement, the Dacian horsemen stay where they are.
Three of the other Dacian cavalry units advance, but one fails to move as its preferred route is blocked by comrades.
My Praetorian Guard have retreated this turn, so do not get to (further) move.
The Dacian swordsmen remain in reserve.
All three of my legions are out of command range, so I roll three dice for the furthest-forward unit, getting 4, 4, 1, which suits me as the unit can advance through the big wood and make contact with the falxmen.
However, I roll 5, 3, 2 for the second legion, and, since I do not want it moving in any of those directions shown on the compass, I leave it where it is. For the third legion, I roll the even worse 5, 5, 2, and so also leave the unit kicking its heels.
The falxmen cannot move as they have become engaged in combat, as have the furthest-forward warriors. The unit behind them also fails to move, but the warriors on the Dacian right advance into the wood to support the falxmen.
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| The Romans look ragged and disjointed |


















