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.

Monday, May 18, 2026

Across The Danube - Turn VI: Attack Phase

My cavalry seem well-placed to take out the leading Dacian swordsmen
Thanks to fog, no archer unit is in range of any enemy, so the first attack is by my central cavalry against the further-forward Dacian swordsmen.
Cavalry against swordsmen require 7+, but there is a -1 modifier for the enemy unit being engaged with another Roman unit. However, there is also a +1 modifier for the swordsmen being adjacent to friendly swordsmen.
I roll 9, which means the Dacians have to retreat three hexes, but they cannot as there is not an empty hex unadjacent to an enemy unit, so the Dacian swordsmen are instead eliminated.
No other attacks are possible, so that ends the sixth turn, meaning the battle has reached the halfway point

Sunday, May 17, 2026

Across The Danube - Turn VI

Situation after five turns
The start-of-turn-event is fog, which means archers have their range reduced to two hexes.
I leave my archers on the small hill, while the Dacian archers also merely hold their ground.
My cavalry next to the commander advance two hexes to make contact with the further-forward swordsmen, and declare a charge attack. Cavalry need 7+ against swordsmen, and there are no modifiers, but I roll 5.
My other left-flank cavalry make a similar assault against the same swordsmen. However, there is a +1 modifier for attacking from rocky ground, although this is cancelled out by a -1 modifier for support from friends, ie my other left-flank cavalry unit. It is all in vain as I again roll 5.
My right-flank cavalry advance into trees, where they have to stop even if I wanted to advance them further.
One unit of Dacian swordsmen is engaged in combat, but the other two units advance towards it, with one aligning alongside.
I leave my legionaries where they are, but all four units of Dacian falxmen advance.
My spearmen fall back diagonally right so as to be on higher ground, and tucked in with friendly units, but I leave my commander where he is.
The Dacian warrior unit again advances.
The current Dacian onslaught feels much better coordinated than their earlier cavalry charges

Saturday, May 16, 2026

Across The Danube - Turn V: Attack Phase

I will be very disappointed if I fail to eliminate the final Dacian cavalry unit this turn
Neither side's archers have any enemy in range and line-of-sight, so my cavalry are first to exercise the attack initiative.
The unit on the hill attacks the Dacian cavalry, the 8+ reduced by three thanks to support from legionaries, spearmen and another cavalry unit. I roll 12 - talk about overkill! - and the enemy unit is no more.
My victorious unit could occupy the hex vacated by the vanquished, but they are within command range, and I prefer to leave them out of the way of approaching Dacian swordsmen.
The front unit of said swordsmen now attacks my forward legionaries, requiring 7+. However, there are +1 modifiers for my men being in cover and for them being adjacent to another unit of legionaries. The dice land as 7, so no hit.
My forward legionaries now counterattack the swordsmen, also needing 7+, but there is a +1 modifier for the swordsmen having fellow swordsmen adjacent to them. Nevertheless, I roll 10, which exceeds the 8 required by two, so the swordsmen have to flee three hexes.
For the first time for quite a while, there are no Dacians below the red line, which, if this were the end of turn XII, rather than V, would give me victory

Friday, May 15, 2026

Across The Danube - Turn V

Situation after four turns
The start-of-turn-event die lands as a 4, which gives me the option of moving any unengaged unit that is in command range, except for cavalry and the commander himself. I take advantage of this to move the rearward legionaries so they become engaged with the remaining Dacian cavalry, adding to the unequal numbers in that ongoing melee.
I again leave my archers on the small hill.
The rearward Dacian archers also stay still, but the forward unit advances diagonally right, into trees beside a swordsman unit.
I move the commander into the clump of trees beside the Danube, and I leave the unengaged Roman cavalry where they are.
The Dacian cavalry cannot move as they are engaged in combat, but all three units of swordsmen advance, which takes one into a hex adjacent to my furthest-forward legionaries.
I pull my unengaged legionaries back leftwards, so they are out of range of the advancing Dacian archers, but still able to give support to the legionaries that have just been contacted by swordsmen.
The falxmen, having earlier shown an apparent reluctance to get too close to the front lines, all advance.
My spearmen leave the hill, so as to make contact with the Dacian cavalry, who are now nearly surrounded.
Finally, the warriors continue their advance by moving down from the hill on which they have spent the whole battle.
The Dacians seem to have coordinated a rush

Thursday, May 14, 2026

Across The Danube - Turn IV: Attack Phase

Neither side's archers are within attack range, so the attack phase will start with my left-flank cavalry
Even though my cavalry units performed a charge attack in the movement phase, they are still allowed a normal attack in the attack phase, and since their initiative value is 3, they go before the Dacian cavalry, whose initiative value is 4.
I start with my cavalry on the hill. Their requirement of 8+ is reduced thanks to being on higher ground and thanks to having support from my spearmen, and this time I roll 9 with my two dice, which, since it exceeds the required score by three pips, means the enemy unit routs, and so is removed from the battlefield.
My other left-flank cavalry unit attacks the remaining Dacian cavalry, with 8+ needed as a -1 modifier for having support is cancelled by a +1 modifier for being on lower ground, and, as with their charge attack, I roll 7, ie one short.
The Dacian cavalry get to fight back, and they attack my men on lower ground, as that match-up is more favourable, the 8+ being reduced to 7+. However, they roll 5.
Destroying two Dacian cavalry units, without suffering any loss in return, is hopefully a sign the battle is going reasonably well from a Roman view

Wednesday, May 13, 2026

Across The Danube - Turn IV

Situation after three turns
This turn begins with the Dacians receiving reinforcements worth at least five points, chosen in the same way as at the start of the battle.
The result is a unit of falxmen and a unit of swordsmen, each costing 3pts, so the AI minimally exceeds its lowest entitlement.
Further dice throws show both units arrive in the top-left corner of the map.
Reinforcements added
The start-of-turn-event die lands as a 1, meaning surprise Dacian archer fire, but no archers have a target within range.
I leave my archers on the high ground.
Both Dacian archer units also stay where they are.
I move my commander (remember, he can move at anytime in a Roman initiative phase) diagonally forward to the left.
This puts him in command range of both my left-flank cavalry units, making them easier to control. The further-left unit I send forward to attack the further back of the two Dacian cavalry units. and declare a charge attack.
Cavalry on cavalry need 8+, but my men receive a -1 modifier for being on higher ground, and another for support from the spearmen. However, with my two dice I roll 5, which is one short of the score needed for a hit.
My other cavalry unit similarly charges the other Dacian cavalry unit, but, although there is a -1 modifier for receiving support from my other cavalry unit, there is a +1 modifier for the enemy being uphill. I roll 7, which again is one short of the required total.
I leave my right-flank cavalry where they are.
Neither of the Dacian cavalry units can move as they are engaged in combat, there are no Praetorian Guardsmen, so next to activate are the Dacian swordsmen. The two units near the centre of the battlefield advance diagonally so as to form up next to each other, which means extra support in an attack phase. The newly arrived swordsmen also advance.
My two legionary units in trees stay where they are, and I move the third unit forward diagonally left so it can support both of them.
Three of the falxmen units advance, but the fourth, although wanting to do so, is blocked by friends.
My spearmen are engaged in combat and so cannot move, while the Dacian warriors at last leave the rocky ground they have been sheltering in, and advance to the edge of the hill they are on.
It promises to be a bloody attack phase

Tuesday, May 12, 2026

Across The Danube - Turn III: Attack Phase

I am hoping for great things from my anti-horse spearmen
My archers again shoot at the left-flank Dacian cavalry. The 9+ required with two dice is reduced for my men being on higher ground, and twice for the target being adjacent to two other Roman units. I therefore need 6+ for a hit, but roll 5.
The extreme right-flank Dacian cavalry attack my spearmen, requiring 9+, but there is a +1 modifier for being on lower ground, and anyway only 3 is rolled.
The left-flank Dacian cavalry can attack either of my legionary units in the trees, and no tiebreaker separates them, so a die is rolled, and it decides the attack should be against the legionaries directly in front of the horsemen.
Cavalry versus legionaries usually need 7+, but there is a +1 modifier for attacking into trees, and another for the legionaries being supported by another legion, and only 7 is rolled.
I get the same legionaries to attack the cavalry. They need 9+, but there is a -1 modifier for a friendly unit also being adjacent to the enemy. However, I roll 6.
The second legionary unit attacks in the same circumstances, and this time I roll a magnificent 11. Since this exceeds the required score by three, the cavalry rout, and so are removed from the battlefield.
My legionaries are within command range, so I am able to order them not to follow-up their triumph by advancing from the trees.
Finally, my spearmen attack the right-flank Dacian cavalry on lower ground. Spearmen need 6+, reduced here for being on higher ground, but I roll 4.
The first significant combat victory has gone to my Romans