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| The human plays a Roman commander tasked with clearing the large hill of Dacian hostiles |
The AI receives troops worth at least 38 points, chosen by rolling dice.
Die Unit Cost Total
1 Archers 3pts 3pts
6 Warriors 2pts 5pts
1 Archers 3pts 8pts
3 Swordsmen 3pts 11pts
4 Falxmen 3pts 14pts
1 Archers 3pts 17pts
2 Cavalry 5pts 22pts
1 Archers 3pts 25pts
5 Warriors 2pts 27pts
5 Warriors 2pts 29pts
1 Archers 3pts 32pts
3 Swordsmen 3pts 35pts
4 Falxmen 3pts 38pts
In scenario two, the AI had five units of cavalry; this time it has five units of archers.
The latter may be particularly useful in defending a hill as they will have a -1 modifier while shooting at a range of up to three hexes.
I receive at least 35 points, selected similarly, except my allotment starts with the commander, who costs 5pts.
Die Unit Cost Total
- Commander 5pts 5pts
1 Archers 3pts 8pts
6 Spearmen 3pts 11pts
3 Praetorians 5pts 16pts
3 Praetorians 5pts 21pts
2 Cavalry 6pts 27pts
2 Cavalry 6pts 33pts
4 Legionaries 3pts 36pts
An interesting mix, with an emphasis on high-quality, but expensive, units - five of my eight units cost at least five points.
To win, I have to clear the hill of Dacians, so none is on high ground at the end of turn XII. I certainly cannot afford a battle of attrition, as the Dacians have 13 units - five more than I have.
Dice throws determine where the Dacian units start.
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| The Dacians are strong in the centre, and on their left, near the river |


















