Sunday, September 06, 2026

Hill Of Watchfires - Turn X

A Roman triumph cannot be far away
The start-of-turn-event die is a 6, meaning more fog to reduce the range of the surviving Dacian archers.
They advance diagonally into trees.
My forward cavalry advance diagonally right and charge-attack the forward swordsmen, needing 7+, but with a -1 modifier for being on higher ground. However, I roll 2.
My commander withdraws two hexes diagonally right so as to put all Roman units in command range, and then my rearward cavalry attack the same forward swordsmen, needing 7+, but with -1s for being on higher ground and for having support from other cavalrymen. However, I come up short with 4, the swordsmen leading a charmed life.
My forward Praetorians advance diagonally right, the middle Praetorians advance diagonally left, and the rearward Praetorians advance straight ahead.
The rearward Dacian swordsmen advance into trees, and my legion also advances a hex.
The right-flank falxmen advance to the foot of the hill, putting them in contact with two Roman units. The other falxmen also advance to the foot of the hill, putting them in contact with my forward cavalry.
It seems the AI is throwing in its last reserves, and the Dacian warriors confirm this by also advancing, making contact with cavalry and Praetorians.
A lot of fighting to be sorted out!

Saturday, September 05, 2026

Hill Of Watchfires - Turn IX: Attack Phase

Rather aptly, the Romans look in organised formation, while the Dacian units are haphazardly scattered
My forward Praetorians attack the swordsmen with whom they are in contact, needing 6+. There are -1 modifiers for being on higher ground and for support from the commander, but I only roll the 4 needed to force the swordsmen to the edge of the battlefield again.
Perhaps I can advance part, at least, of my army off the north side of the hill, and so rule out any last-minute charge by Dacians onto the high ground

Friday, September 04, 2026

Hill Of Watchfires - Turn IX

The Praetorians that arrived as reinforcements at turn VII are unlikely to get into the action
The start-of-turn-event die is a 1, allowing Dacian archers to launch a surprise attack at a range of three hexes. My forward cavalry fit the criteria for a target, but 9+ is needed, and there is a +1 modifier for attacking from lower ground. The AI's dice land, not for the first time, as a miserable pair of 1s.
The movement phase begins with the archers holding their position as they have enemy in range and line-of-sight.
My forward cavalry leave the edge of the hill and place themselves between nearby trees and rocky ground. My other cavalry remain where they are.
The forward Praetorians advance diagonally left to confront the swordsmen who have reached the foot of the hill. The middle Praetorians advance diagonally into trees, and the rearward Praetorians move straight ahead.
The swordsmen on the Dacian left move to the foot of the hill.
My legion advances diagonally left, for a reason that will soon become clear.
Both units of flaxmen stand still.
My spearmen advance into rocky ground on the edge of the hill, leaving a route for my commander to advance diagonally left three hexes, and so be in position to support my forward Praetorians.
The Dacian warriors advance diagonally right.
The Dacians have not given up, but the odds are stacked against them

Thursday, September 03, 2026

Hill Of Watchfires - Turn VIII: Attack Phase

The rearward archers cannot shoot as fog is reducing their range to two hexes
But the forward archers can attack my forward cavalry, needing 9+, but with +1 modifiers for being on lower ground and for being bowmen attacking from an adjacent hex. The dice total 3.
My cavalry counterattack, needing 6+, but with a -1 for being on higher ground, and I roll exactly 5. The archers retreat one hex, but further retreating is impossible as their way is blocked, so the unit routs.
The AI is outnumbered by eight units to six

Wednesday, September 02, 2026

Hill Of Watchfires - Turn VIII

The AI now has one more unit than my Romans
The start-of-turn-event die is a 6, meaning the return of fog, which cuts archery range to two hexes.
A second unit of Dacian archers reaches the foot of the hill on its east side.
My leading cavalry advance diagonally right a hex, and charge-attack the swordsmen on the hill, needing 6+. I roll 6, which eliminates the swordsmen as they have no retreat hexes available. My cavalry are out of command range, and so have to occupy the vacated hex. My other cavalry also advance diagonally right, and charge-attack the forward archers, needing 6+. A -1 modifier for being on higher ground is cancelled by a +1 for attacking from rocky ground, but there is also a -1 thanks to my newly arrived forward cavalry. I roll 9, eliminating the Dacian unit.
My Praetorians in the centre of the hill advance diagonally left, into trees and nearer the swordsmen approaching from the north. The other Praetorians on the hill advance straight ahead, which leaves room for my commander to advance two hexes diagonally right, bringing all Roman troops into command range. This lets my Praetorians in the river advance onto dry land.
Both surviving units of Dacian swordsmen stay where they are.
My legion advances onto the hill.
The rearward falxmen advance diagonally to their right.
My spearmen advance a hex.
The remaining unit of Dacian warriors stands still.
For the first time, the high ground is free of Dacians

Tuesday, September 01, 2026

Hill Of Watchfires - Turn VII: Attack Phase

None of the Dacian bow units is in position to shoot
My rearward cavalry attack the warriors at the foot of the hill, needing 6+, but with  three -1 modifiers: one for being on higher ground, the other two for having units of friends also engaged with the warriors. I roll 8, eliminating the Dacian unit. My cavalry do not enter the vacated hex.
Just one unit of Dacian swordsmen remains on the hill, although another approaches

Monday, August 31, 2026

Hill Of Watchfires - Turn VII

This turn begins with the Romans receiving reinforcements worth at least five points
The first die is a 3. meaning another unit of Praetorians, and since they cost five points, that is my lot. I place the unit on the second hex up on the extreme right, but I cannot pretend to be happy. I would much rather have had cavalry, or a less-expensive unit that would have allowed me to roll for a second one.
The start-of-turn-event die is a 2, but that only applies to falxmen waiting in ambush in trees.
The forward Dacina archers have a target in range and line-of-sight, so do not move, and another unit of archers joins them on the hill.
My forward cavalry immediately make contact with this newly ascended unit, and delivers a charge-attack, needing 6+. I roll 11, eliminating the archers. My other horsemen similarly charge-attack the forward archers, rolling 10, and so another Dacian unit is destroyed.
My newly arrived Praetorians roll 6, 5, 2, which, on consulting the compass, lets them advance diagonally left into the river.
The Praetorians nearest the forward warriors advance into the rocky ground on the hill next to them. The remaining Praetorians advance diagonally right.
The swordsmen on the Dacian left remain where they are, but the unit on the right advances to the foot of the hill.
My legion advances diagonally right to contact the forward warriors.
The falxmen stay in reserve.
My spearmen ascend the hill, and my commander moves into nearby rocky ground, from where he can support three foot units.
Finally, the recently arrived Dacian warriors stay where they are.
Another unit of warriors looks certain to be eliminated

Sunday, August 30, 2026

Hill Of Watchfires - Halfway Verdict

The hill is nearly all-Roman
To win I have to end turn XII with no Dacian units on the hill, and that looks eminently possible - indeed, it looks likely.
If I were to lose a cavalry unit, I would be a little less confident, especially if I were obliged to bring my commander into the thick of the action.
Nevertheless, the fact that I have been able to take advantage of the Dacians' neglecting their right wing has paid huge dividends, not least because units are particularly vulnerable to attacks from flank or rear, as their avenues of retreat are restricted.
However, the battle is far from over, and I am still outnumbered in terms of numbers of units, and my men will be more vulnerable to bow fire if they have to line the edge of the hill to stop Dacians sneaking on.

Saturday, August 29, 2026

Hill Of Watchfires - Turn VI: Attack Phase


The warriors in the rocky ground on the hill look doomed ... but first the Dacian archers on the hill get to shoot at my nearby cavalry
Despite fog, the cavalry are within the archers' range (wo hexes in such conditions). The bowmen need 9+, but roll 4.
My cavalry then attack the warriors in the rocky ground, needing 6+, but with two -1 modifiers, thanks to friendly engaged units. I roll 10, easily eliminating the Dacian unit. I do not allow the cavalry to occupy the vacated hex.
As long as I keep my two units of cavalry, I fancy my chances of maintaining control

Friday, August 28, 2026

Hill Of Watchfires - Turn VI

I would hope my infantry can see off the two advanced units of warriors, leaving the cavalry to continue pushing east
The start-of-turn-event die is a 6, meaning the fog of last turn continues.
The archers nearest my cavalry move diagonally away. The only other archers to move are the newly arrived unit, which advances diagonally right.
One of my units of cavalry is out of command range, so I roll three dice, getting 6, 2, 1, but I have no interest in moving in those directions on the compass, so I leave the unit where it is. My other cavalry move diagonally back to the right, and charge-attack the warriors on the hill, needing 6+. However, I roll 5.
The rightward Praetorians ascend the hill, making contact with the same unit of warriors. The other Praetorians advance diagonally right.
The rearward Dacian swordsmen advance into nearby trees.
I leave my legionaries where they are, as I do not want them in contact with two units of warriors, as legionaries are warriors' preferred target.
The falxmen do not move.
My spearmen leave the wood and enter rocky ground at the foot of the hill, and I advance my commander diagonally right to be able to support the spearmen and the Praetorians.
Both unengaged units of Dacian warriors remain where they are.
The warriors in the rocky ground on the hill look doomed