Friday, September 25, 2026

Hunters' Ridge - Turn V

The AI begins this turn by receiving reinforcements worth eight points
They are chosen, as usual, by dicing, and the first die lands as a 4, meaning falxmen, costing three points. The next die is also a 4, and then there is a 2, which is cavalry, costing five points, taking the Dacians well-past their minimum reinforcement total.
Dice also decide where the reinforcements enter the battlefield.
The AI now has 16 units
That is not all good news for the Dacians, as having numerous units means they are more likely to get in each other's way. Nevertheless, the extra cavalry unit in particular is a cause of concern for the Roman cause.
The start-of-turn-event die is a 5, but that only applies to Roman cavalry in command range, and neither of my units is.
My archers stay where they are, as must the furthest-forward Dacian archers, since they are engaged with my left-flank cavalry. Two other Dacian bow units advance diagonally left.
I move my commander diagonally forward two hexes to the right. putting him on the ridge and in command range of all my units, except the engaged left-flank cavalry. My right-flank cavalry move one hex diagonally back to the left.
Two of the Dacian cavalry units advance, but only one hex each.
My Praetorians hold their positions, but the Dacian swordsmen advance diagonally into the big wood, avoiding contact with my nearby cavalry.
All units of falxmen advance, as do the leading warriors.
The Dacians are slowly massing again - if they can coordinate attacks all along the line, my men could easily be overwhelmed

Thursday, September 24, 2026

Hunters' Ridge - Turn IV: Attack Phase

My archers on the ridge will attack first
They shoot at the warriors in the trees straight ahead, needing 8+. A +1 modifier for attacking into trees is cancelled out by a -1 for being on higher ground, and I roll 9, sending the enemy unit back two hexes.
The Dacian archers in the trees shoot at my horsemen, who are bearing down on them, needing 9+, but with a +1 for being bowmen attacking from a hex while engaged, which is just as well for me as the dice total 9.
My cavalry fight back, needing 6+, but with a +1 for attacking into trees. I roll 5.
The Dacians look as if they may need reinforcements to put new vigour into their attack, and that is exactly what they will receive next turn

Wednesday, September 23, 2026

Hunters' Ridge - Turn IV

Action on the Roman right could prove critical
The start-of-turn-event die lands as a 6, which allows me a ballista shot at the leading Dacian unit, which is the left-flank cavalry. I need 7+, with no modifiers, and if successful, will force the enemy to fall back three hexes. I duly roll 9, and the cavalry are no longer an immediate threat to clamber onto the ridge.
I start the movement phase my leaving my archers where they are.
Both right-flank units of Dacian archers advance diagonally, but the others stay still, including the men by the pond, who have Praetorians in range and line-of-sight.
My right-flank cavalry advance diagonally a hex, and then charge-attack the warriors at the foot of the ridge, needing 6+. There is a -1 modifier for being on higher ground, but this is cancelled for attacking from rocky ground. I roll 8, sending  the warriors fleeing three hexes. I do not allow my men to advance.
I then move my commander back off the ridge, and one hex to the left, so he is in command range of my left-flank cavalry as it advances diagonally, and then straight ahead, to charge-attack the swordsmen, needing 7+. I roll exactly 7, making the swordsmen fall back two hexes. My cavalry are then out of command range, and so have to occupy the vacated hex, which puts them in contact with archers in the wood.
The left-flank Dacian cavalry cannot move as they have retreated this turn, and the other mounted unit cannot advance straight ahead as its route is blocked by the retreating swordsmen (both attempts at activation had the horsemen wanting to move straight ahead).
My leading Praetorians fall back diagonally left so as to stay on the ridge, but be out of range of the archers who shot at them last turn.
The extreme-right falxmen advance, and so do the furthest-forward warriors.
The Roman line is not as neat as it was, but immediate danger to the ridge has passed

Tuesday, September 22, 2026

Hunters' Ridge - Turn III: Attack Phase

The battle could conceivably end with a Roman defeat this turn
There are two ways I could lose - a) a Dacian warrior unit wins a melees and advances to occupy the vacated hex, b) my commander is killed (this always loses the battle).
I start with my archers, shooting at the left-flank warriors, needing 8+, but with -1 for being on higher ground. I come up short with 6.
The furthest-forward Dacian archers cannot shoot as trees block line-of-sight, but the unit by the pond can fire at my leading Praetorians, as friends do not block line-of-sight. Archers against Praetorians need 9+, and there is a +1 modifier for being on lower ground. The AI's dice total 6.
My commander then attacks the leading warriors in the centre, needing 6+, but with a -1 modifier for being on higher ground, and another for a friendly unit also being adjacent to the enemy. But there are +1 modifiers, for attacking into trees and for attacking from rocky ground. The dice total 7, meaning the warriors are driven back two hexes.
My Praetorians attack the warriors in the shallow pond, needing 5+, but with -1 for being on higher ground. I roll 10, eliminating the enemy unit.
The threat in the centre has been seen off, at least for now, but the Roman right is still in peril

Monday, September 21, 2026

Hunters' Ridge - Turn III

This turn could see the first hand-to-hand fighting
The start-of-turn-event die is a 1, which allows for surprise Dacian bow fire, but no archers have Romans within range.
My archers stay where they are, but four of the Dacian bow units advance.
I hold my cavalry in check, but the left-flank Dacian horsemen advance two hexes, reaching the foot of the ridge (the other Dacian cavalry stay in reserve).
My Praetorians stand firm, but the Dacian swordsmen again advance a hex.
The rearward falxmen advance, and so do all the warriors, with three units reaching just below the ridge.
I am starting to think I should have taken the battle to the enemy, instead of waiting for them to advance

Sunday, September 20, 2026

Hunters' Ridge - Turn II: Attack Phase

My archers will shoot at the forward warriors in the shallow pond
Archers shooting at warriors need 8+, but there is a -1 modifier for being on higher ground. However, I roll 4.

Saturday, September 19, 2026

Hunters' Ridge - Turn II

Crossing the shallow pond is probably not a good option for either sides as there is a +2 modifier for attacking from water
The start-of-turn-event die is a 5, but that only applies to Roman cavalry adjacent to an enemy unit.
My archers stay where they are, but two of the Dacian bow units on their right flank advance.
My cavalry also hold their positions, but both Dacian cavalry units advance, with the the left-flank horsemen approaching within three hexes of the ridge.
My Praetorians stand firm, but the Dacian swordsmen enter the big wood.
The falxmen stay still.
The Dacian warriors in the trees roll a 6, which entitles them to throw javelins at a range of two hexes, but they are just too far away from my men on the ridge. The other three units of warriors advance straight ahead.
My archers are again the only unit able to activate in the attack phase

Friday, September 18, 2026

Hunters' Ridge - Turn I: Attack Phase

Only my archers can attack this turn
I choose to shoot at the warriors in the water (a pond?), needing 8+, but with a -1 modifier for attacking from higher ground. I roll exactly the 7 needed for a hit, sending the warriors retreating two hexes.
A cautious start by the Dacians, not yet trusting to their greater numbers

Thursday, September 17, 2026

Hunters' Ridge - Turn I

Starting positions
The start-of-turn-event die lands as a 1, which would let Dacian archers launch a surprise volley, but no bow unit is in range of my men.
My archers have the initiative number of 1, and so activate first, but I leave them where they are; the only Dacian archers to advance are the ones on the Dacian left flank.
I leave my cavalry where they are, and neither of the Dacian mounted units moves either.
I also pass with my three units of Praetorians, but the Dacian swordsmen advance, although both units of falxmen bide their time.
Finally, the left-flank Dacian warriors advance straight ahead, and two of the other warrior units advance diagonally left to be nearer them.
At some point I suspect at least some of my troops will have to relinquish the high ground to intercept Dacians before they get too close to the ridge

Wednesday, September 16, 2026

Hunters' Ridge - Roman Dispositions

Here is my setup - a veritable thin red line
Perhaps I would be better off trying the same setup, but moving the whole force one hex to the left.
But that would leave my right vulnerable to a rush by the Dacian cavalry, who on that flank are just four hexes - two moves - from the ridge.
In any event, stopping any of the enemy getting onto the ridge at any point in the 12 turns of the battle, looks a tall order.