Thursday, May 28, 2026

Across The Danube: Turn XI

Situation after 10 turns
The start-of-turn-event die is a 5, which allows me to swop any two adjacent Roman units that are not in combat, but are within command range, ie three hexes, of the commander.
I see no use for this, and so go to the movement phase, moving my archers one hex along the little hill to put them opposite the left-flank Dacian archers, albeit at a distance of four hexes.
The Dacians choose to remain where they are, while the other Dacian archers, in the main wood, also stand still, as they have a target to shoot at.
I advance my commander a hex so he is in command range of my central cavalry, as well as of the right-flank ones. Since neither of the Dacian bow units can cross the red line before the end of the game, I move the right-flank cavalry into the trees beside the commander, just in case the horsemen should be needed to intercept rushing falxmen.
I advance the central cavalry diagonally left a hex, at which point they are out of command range, so I roll three dice, which land 3, 2, 1, and consult the on-map compass, but I do not want them to move in any of the available directions, and so I leave them as they are.
My left-flank cavalry are engaged in combat, and so do not move.
The Dacian swordsmen advance a hex.
I move both my remaining legions back diagonally right, to give the commander greater protection.
The two units of unengaged falxmen advance a hex, which puts one of them in contact with my cavalry that advanced this turn.
Finally, my spearmen advance off the hill, just in case they are needed to block the Dacian unit of falxmen that could conceivably get lucky in the attack phase.
I am satisfied I have the battle under control 

Wednesday, May 27, 2026

Across The Danube - Turn X: Attack Phase

My men will have the initiative in the big central melee
But first the Dacian archers in the wood shoot at my forward legionaries, needing 8+. There is a +1 modifier for the legion being accompanied by fellow legionaries, but two -1 modifiers for the enemy being in contact with two other Dacian units.. However, the dice total only 4.
I start with my left-flank cavalry, who attack the falxmen on the hill. The 7+ needed is increased for being on lower ground, but anyway I roll only 3.
My central horsemen attack the falxmen in the trees. The 7+ is increased because of the trees, but decreased thanks to the presence of friendly legionaries. I roll 8, forcing the enemy to retreat two hexes, their route taking them, by tiebreak, into cover of trees.
My forward legionaries attack the falxmen in the open, needing 7+, reduced thanks to the presence of fellow legionaries. However, I roll 5, which is one short of the score needed for a hit.
My rearward legionaries attack the same target, and this time I roll 8, forcing the falxmen to retreat three hexes. The first retreat is straight back, but the second has to be determined randomly, and the third takes them onto the hill beside the swordsmen.
The right-flank falxmen attack my left-flank cavalry, needing 7+, but there is a-1 modifier for being on higher ground. However, the dice total just 3.
The Dacians are outnumbered and retreating

Tuesday, May 26, 2026

Across The Danube - Turn X

With just three turns left, I am starting to get pessimistic about my chances
The start-of-turn-event mandates surprise Dacian archer fire, allowing the AI's bowmen to shoot at an enemy unit at exactly three-hex range. The central archers have three such units in their sights, but two are in cover, so they shoot at the legion already engaged with Dacian swordsmen. The 8+ required is reduced thanks to the presence of the swordsmen, but increased due to the legionaries having support from another legion. The dice total 6, so no hit.
My archers remain where they are, while the Dacian left-flank archers advance diagonally right to the bottom edge of the hill.
The cavalry directly ahead of my commander advance to charge-attack the swordsmen already engaged with my leading legion. The 7+ is reduced thanks to the legionaries, and I roll 8, which proves fatal for the enemy as the unit has nowhere to retreat. I do not let my cavalry occupy the vacated hex.
My extreme-left cavalry advance on the falxmen on the hill, and launch a charge-attack. The 7+ is increased for the enemy being on higher ground, so my roll of 7 fails.
My commander then moves to behind the rearward legion, so he can control the right-flank cavalry as it sweeps sideways to engage the warriors, and launch a charge-attack. The 6+ proves no problem as I roll 10, eliminating the Dacian unit.
Remember, despite all the attacking, we are still in the movement phase, and now the Dacian swordsmen on the hill advance diagonally left to leave it.
I take a risk and advance both my legions into contact with Dacian falxmen.
All falxmen are now engaged, so I end the movement phase by advancing my spearmen onto the large hill by the river.
I am embarrassed at my earlier pessimism - the Roman cavalry are starting to dominate the battlefield

Monday, May 25, 2026

Across The Danube - Turn IX: Attack Phase

I am starting to create a significant numbers advantage in the centre
My archers shoot at the Dacian warriors, needing 8+, but with a -1 modifier for being on higher ground. However, I roll 5.
The central Dacian archers shoot at my nearby cavalry, needing 9+, but there are two -1 modifiers for friends being already engaged with the horsemen. The dice match the 7 needed, forcing my men to retreat two hexes.
The forward Dacian swordsmen attack my spearmen, needing 7+ (if they attacked the legionaries, there would be a +1 modifier for the latter having support from another legion). The dice total 8, forcing the spearmen back two hexes.
My forward legion counterattacks the swordsmen, needing 7+. There are no modifiers, but I roll 2.
An ultimately disappointing turn for the Roman cause

Sunday, May 24, 2026

Across The Danube - Turn IX

The battle feels to me to be very much in the balance
If I divert troops to deal with the Dacian warriors on the Roman right, my centre could be overrun. My best hope seems to be if I can quickly defeat the remaining unit on the Dacian right, and then swing my cavalry units from there to take the Dacian centre in the flank.
The start-of-turn-event die lands as a 2: Dacian war horns. This mandates that unengaged warrior units in a trees hex advance a hex, which means the sole Dacian unit of warriors moves to the foot of the small hill.
I leave my archers where they are. The central Dacian archers have a target within range and line-of-sight, so also stay where they are, but the other Dacian achers advance diagonally left, approaching the red line.
My extreme-left cavalry advance into the rocky ground at the foot of the large hill in the Roman position, and charge-attack the falxman unit. They require 7+, but there is a +1 modifier for attacking from rocky ground. However, I roll 8, forcing the falxmen to retreat two hexes, and I am happy for my horsemen to occupy the vacated hex.
My other left-flank cavalry advance so as to contact the rearward Dacian swordsmen, whom I charge-attack, requiring 7+. There is a +1 modifier for the Dacians having another unit of swordsmen adjacent to them, but I roll 10, forcing the swordsmen to retreat three hexes, meaning they cannot cross the red line before the end of turn XII (at least not without an improbable series of actions that would have to include advances after inflicting defeats on Roman units).
My central cavalry advance diagonally right and charge-attack the other unit of Dacian swordsmen. The 7+ is reduced for the enemy already being in combat, but I roll 5.
Neither unit of Dacian swordsmen can move - one because it is engaged by the enemy, and the other because it has already retreated this turn.
My forward legion is in combat, and the rearward one has no need to adjust its position.
Only one of the falxman units can move, and it advances into the central wood.
My spearmen descend from the big hill, entering rocky ground next to the forward Dacian swordsmen, and I advance my commander diagonally left to bring every Roman unit, apart from the archers, into command range.
Finally, the warriors move along the foot of the small hill to occupy rocky ground.
Another crunch attack-phase is imminent

Saturday, May 23, 2026

Across The Danube - Turn VIII: Attack Phase

This looks like being a crucial phase
My archers start by shooting at the warriors on the small hill, needing 8+. I roll 9, meaning the warriors retreat off the hill and into some trees.
The central Dacian archers shoot at my right-flank cavalry, needing 9+, but roll 7.
My extreme left-flank cavalry attack the falxmen who, rather rashly, made contact this turn. My men need 8+, but there are -1 modifiers for being on higher ground and for having another friendly unit engaged with the falxmen. However, I roll a very disappointing 4.
But all is not lost as my other left-flank cavalry can attack the same target with the same modifiers, and this time I roll 9, causing the enemy unit to rout from the battlefield.
The further-forward Dacian swordsmen are engaged with two units of legionaries, but they prefer to attack the further-forward unit as that has flaxmen to its front. The swordsmen require 7+, but with a -1 modifier for the target being engaged with another enemy unit. However, this is negated by the legionaries having support from another legion. The dice total 6, narrowly missing a hit.
My legionaries strike back at the swordsmen, also needing 7+. There is a -1 modifier for the Dacians being engaged with another enemy, but a +1 modifier for the Dacians having support from friendly swordsmen. I too narrowly miss by rolling 6.
Finally, the forward central falxmen attack my forward legionaries, needing 6+. Two familiar modifiers cancel each other, and the dice land as 8, meaning my unit has to retreat three hexes, but it cannot do so as its way is blocked, so I lose my first unit.
Falxmen are living up to the fearsome reputation that went with their terrifying cutting weapons

Friday, May 22, 2026

Across The Danube - Turn VIII

Nothing changed in the attack phase of the seventh turn,  so the legionaries-v-falxmen melee can be expected to continue
The start-of-turn-event die, for the third turn running, mandates fog, meaning bow range is reduced to two hexes.
My archers do not want to get in a melee with Dacian warriors, so I leave my unit where it is, hoping the enemy will climb on to the small hill and make themselves a target.
The central Dacian archers again cannot move as they have Romans within three hexes (fog does not negate this), but the other unit of archers advances diagonally left.
My right-flank cavalry advance a hex and charge-attack the forward falxmen, needing 7+, but with a -1 modifier for legionaries already being engaged with the enemy. I roll 8, two more than needed for a hit, which forces the falxmen to retreat three hexes, taking them well above the red line.
I move my commander diagonally forward a hex to the left so he can direct my left-flank cavalry to line the edge of the hill that is being approached by two more units of Dacian falxmen.
The two units of Dacian swordsmen continue to act in unison, both advancing diagonally left.
My legionaries all advance a hex, putting them in contact with the leading swordsmen.
The leading right-flank falxmen impetuously advance to the foot of the hill, putting them in contact with both my left-flank units of cavalry. Their colleagues on the right also advance.
One unit of falxmen in the centre also advances, contacting my leading legion, but the other central unit of falxmen cannot move as it has already retreated this turn.
I leave my spearmen on the hill, worried about their ability to stand up to swordsmen.
Finally, the Dacian warriors, as I hoped, climb on to the small hill.
The attack phase looks like being a bloody one

Thursday, May 21, 2026

Across The Danube - Turn VII: Attack Phase

Only one melee to be decided
My legionaries have the lower initiative number, and so they get to attack first, needing 7+ against falxmen. There are no modifiers, but I come up one short by rolling 6.
Now it is the falxmen's turn. They only need 6+, but there are +1 modifiers for attacking into trees and for the legionaries being supported by fellow legionaries. Not that it mattered, as the dice only total 5.

Wednesday, May 20, 2026

Across The Danube - Turn VII

Situation after six turns
The start-of-turn-event die is a 3, which means the fog from last turn continues, reducing bow range to two hexes.
My archers are out of command range, but I want to move them along the small hill to put them within two-hex range of the Dacian warriors. I therefore roll three dice, which land 6, 5, 1, allowing me to move my men in any of those three directions indicated on the wheel-like compass at the bottom-right of the map.
Close-up of the compass - I needed a 2 to advance my bowmen diagonally right
I could send the unit straight forward, which would put it within two hexes of the enemy, but the unit would no longer enjoy the advantage of being on higher ground, so I leave it where it is.
The central Dacian archers, although fog is preventing them from shooting this turn (unless a Roman unit moves closer), nevertheless are within three hexes of the enemy and so do not advance. The other unit of Dacian archers also stays where it is.
I pull my forward horsemen back from rocky ground and onto the large hill by the Danube. The other left-flank cavalry follow them, and I leave the right-flank cavalry taking shelter in a copse.
Both units of Dacian swordsmen advance diagonally right, maintaining contact with each other.
I leave my legionaries where they are.
The furthest-forward falxmen advance and become engaged with my leading legionary unit. Both falxmen units on the Dacian right also advance, but the falxmen next to the central Dacian archers stay where they are - they wanted to advance diagonally left, but were prevented because the bowmen were in the way.
My spearmen remain on high ground, and my commander stays in trees by the river.
Finally, the Dacian warriors advance diagonally left, keeping out of range of my archers, and apparently preparing to clamber onto the small hill.
My legions seem well-placed to repel the rushing falxmen in the centre of the battlefield

Tuesday, May 19, 2026

Across The Danube - Halfway Verdict

This is my first game of Commander, so I have nothing to base my experience on, but I feel as if I am doing well
The Romans still have all nine starting units in action, which is the same number of surviving Dacian units, so that must be a good sign.
However, to win, I have to ensure there are no enemy units below the red line at the end of turn XII. To that end I will need to be careful not to let too many Dacians slip down the flanks, as my forces are concentrated in the centre.