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| Here is the relevant spread in the book - scenario-specific rules on the left, battlefield on the right |
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| Close-up of the map, with the turn counter at the bottom - the wheel, with numbers, at bottom-right will be explained when the occasion arises |
Dice are rolled, with a running score kept of the units' total value.
The first die lands as a 3, which means a unit of swordsmen, costing 3pts.
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| I cut out the counters from the back of the book and mounted them - not always precisely - on 10mm-square steel bases from Products For Wargamers |
The meaning of SW is, I hope, obvious, while the bottom left and right figures refer respectively to the number of hexes a unit can move and its attack range.
The top-right figure is the unit's initiative number, used to determine the order in which units move in a turn, and the order in which they attack.
The next die lands as a 2, meaning a unit of cavalry, which costs 5pts, and has the numbers 4-2-1 (initiative-movement-attack range).
Another 2 is rolled, meaning another unit of cavalry, then a 4, falxmen, the unit costing 3pts and having the values 8-1-1.
A 1 means archers, costing 3pts and having the values 2-1-3, followed by a 4, a second unit of falxmen.
The first warriors appear on a roll of 5. They cost just 2pts, and have the values 10-1-1.
Yet another unit of falxmen is activated, bringing their total to three units, and a roll of 2 means a third unit of cavalry.
A 3 brings a second unit of swordsmen, and a 1 a second unit of archers, which takes the cost of the Dacian army to exactly 38pts, and so ending recruitment.
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| The full Dacian army - 11 units |
The next step is to place the chosen units on the battlefield, and this is achieved by rolling dice, eg each cavalry unit is placed on one of six hexes (there can never be more than six units of one type) marked C1, C2, etc.
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| The hex markings do not show up in my images of the battlefield, but this zoom-in shows you what you could see if I were a better photographer |
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| The Dacians in position, mostly on high ground, or sheltering behind trees |
The commander can move three hexes in a turn (one more than cavalry), and has an attack range of one.
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| The Roman commander - X for initiative indicates he can move at any point when the Roman army has the initiative (more on that later) |
The human, as well as having a commander, twice has the option during the army selection process of paying extra points to obtain a specific type of unit.
Being completely new to the game, I am not sure how useful this is, and anyway I will not be availing myself of the opportunity in scenario one.
As with the Dacians, I receive at least 38pts, and my first die lands aa a 2, meaning a unit of cavalry, costing 6pts. It can move two hexes a turn, and has the numbers 3-2-1 for initiative, movement and attack range.
A 6 brings a unit of spearmen, costing 3pts, and having the values 9-1-1, and this is followed by a 5, meaning legionaries, also costing 3pts, the unit's numbers being 7-1-1.
I next roll a 4, which also means legionaries, and then two 2s, so two more units of cavalry.
Then a 5 recruits a third unit of legionaries, and a 1 means archers, who cost 3pts, and have the values 1-1-3.
By coincidence, this also brings the Romans to their exact allowance of 38pts
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| The Roman army - nine units, but with no Praetorian Guard |
I now get to set up my forces, each unit starting in a water hex of the Danube at the bottom of the map. Bear in mind that to win the scenario I have to ensure there are no Dacian units below the red line at the end of turn XII.
















