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| Map with armies deployed - at the bottom I have already started sorting my 16 invading Roman armies into distinct stacks, but am not committed to playing them in this way |
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| Colourful artwork shows the Romans receive 16 units, which start in the English Channel, and constitute a major invasion, indicated by the shield and crossed weapons |
But the game starts with the Romans, as they go first in each round (until all legions are withdrawn at the start of round six), and make all their actions, before the next nation has its turn, and so on.
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| The first thing for me to do is to consult the Romans' card to see what victory points are available to me this round |
Looking further down, I see I also gain six victory points if I kill Boudicca this round (unlikely, I would have thought, as she is not even on the board yet - the Belgae's turn comes next) or in round two.
There are also points available in this round, and the next two, for occupying various areas, with those furthest north being the most valuable.
That gives me some idea of what I should be aiming for (we have all been studying experienced gamers' Britannia advice on the internet - some of it is, to say the least, contradictory, but I guess the fact that 'experts' can have different opinions about the best strategies is a good sign of a game that is deep, rather than trivial).
Each nation's turn starts with a population-increase phase - each nation, that is, except for the Romans, who instead, in later rounds, receive reinforcements, but this does not apply in round one.
Next is the movement phase. Roman armies are different from other nations' armies in several ways, including that they can move through three land areas in a turn, rather than two, and can have as many units in a single area as desired, unless that area has difficult terrain (shown on the map by deeper shading, eg Downlands and Devon), in which case they are limited to four units. Difficult terrain also halts armies that enter it.
Normally, when an army or armies enter an area already occupied by another people's armies, the newcomers halt, and a battle is fought (in the battle phase). However, if the attacking armies outnumber the defending armies by more than 2-1, the excess armies can move on to another area in a manoeuvre known as overrunning.
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| Southern Britain, after the Romans' movement phase |
Is this an optimal start? I suspect it is on the conservative side, but what unfolds may give a clearer indication.
With phase two of the Roman turn complete, we now move on to phase three: battles/retreats.
Battles are fought area by area, with the attacker - in this case, me - deciding the order. One die is rolled per army, so in this case I will roll two dice against my opponent's one in each of the eight areas where a battle is to be fought.
Roman armies normally need to roll 4+ to eliminate an enemy army, while a Roman army is only eliminated on a roll of 6 (this reflects Rome's superior military sophistication).
I start in Kent, where the dice land 5&1 v 3, meaning the Belgae army is eliminated. It is replaced by a Roman fort, which automatically happens whenever a Roman army is the sole occupant of an area. Forts have several advantages, including acting as a stationary 'normal' army, ie an army without the extra fighting abilities usually enjoyed by Roman armies (more on forts later).
In Sussex, the dice land 5&3 v 3, having exactly the same effect as in Kent.
But in Essex the dice land 3&2 v 4 - no result. When this happens, the defender can retreat, and Reg decides to take this opportunity to withdraw his Essex army north to neighbouring Suffolk, a Roman fort appearing in its place.
In South Mercia the dice land 6&1 v 4 - the Belgae army is eliminated, and a Roman fort appears in its place. The result is the same in Wessex after the dice land 4&1 v 2.
Next is Downlands, but here the combat system is different as a defending army in an area with difficult terrain is only eliminated on a roll of 6. The dice land 3&1 v 2 - no result.
The Belgae cannot retreat, even if Reg wanted them to, as there is no adjacent area that is either solely occupied by Belgae or is vacant. If the defender does not retreat, the attacker can do so, but I have no wish to retreat, and so the battle continues. This time the dice land 5&4 v 6 - a Roman army is eliminated.
Reg cannot retreat, and I choose not to, so there is another round of fighting, and this time the dice land 6 v 1 - the Belgae army is eliminated, and a Roman fort appears in its place.
At this point, with the Belgae reduced to four areas, they can submit to Roman rule.
Submission has various effects, but the most important one from the submitting nation's viewpoint is that it stops further Roman attacks. However, Reg declines to submit for the moment, and so I shall discuss the issue further later.
The next battle is in Avalon, against Andy's Welsh. The dice land 6&4 v 1, so the Welsh army is eliminated, and a Roman fort appears.
Finally, Devon, which is difficult terrain, so both sides need a 6 to score a kill. The dice land 6&4 v 2, so I win immediately.
This ends phase three, and normally we would move on to phase four of the Roman turn. But, you will hopefully recall, this round sees the Romans launch what is termed a major invasion, and that means the invader gets to repeat phases two and three.
So once again I can move my armies through three land areas, albeit having to halt any army that enters an area with difficult terrain. But I have great flexibility in that one advantage conferred on the Romans by forts is that any area with an undestroyed fort counts as having Roman roads, allowing Roman units to move through such areas without being charged against their movement allowance.
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| Roman expansion continues, with eight more battles to be fought (barring submission by the Belgae or Welsh) |
In Dyfed I win immediately when the dice land 6&5 v 2.
In Gwent, which is a difficult area, the dice land 2&1 v 2 - no result. The dice are rolled again, landing 2&1 v 5, and again: 6&4 v 1. So Gwent falls to the Romans, and at this point Andy orders the Welsh to submit to Roman rule (the Welsh can do this when reduced to five areas or fewer).
Submission has the following immediate effects:
i) Roman units in any Welsh-held area leave, in this case meaning the two Roman armies in Hwicce move to South Mercia.
ii) The Romans receive victory points for the four areas controlled by the Welsh as if the Romans had occupied those areas.
iii) The Romans can no longer attack Welsh areas, and the Welsh can no longer attack Roman ones.
Effect ii) means, as per the Roman card above, that the Romans receive two victory points for Gwynedd, and one each for Clwyd, Powys and Hwicce.
These points are in addition to ones for occupying the other conquered Welsh areas, Cornwall, Devon (2pts), Dyfed (2pts), Gwent and Avalon.
That is 12 points in all from the Welsh areas, to which must be added two victory points for the occupation of each English area (note that many geographic terms in Britannia are anachronistic, but, after all, 1,000 years of history are being covered). So far that is six areas, which means a further 12 points, and so my Romans have so far collected 24 VPs.
In North Mercia it is one Roman army against one of the Belgae, and the terrain is not difficult, so when the dice land 5 v 2, the Belgae army is eliminated, and replaced by a Roman fort.
Reg now offers the submission of the Belgae, muttering that he should have done so before I took North Mercia.
This has the following immediate effects:
i) My armies in Belgae-held areas leave, and I put two of them in Essex, and the rest in North Mercia.
ii) I receive victory points as if I have occupied Suffolk, Norfolk and Lindsey (2pts per area), and I receive a further six victory points as per the Roman card for inducing the Belgae to submit in the first round.
iii) The Romans can no longer attack the Belgae, and the Belgae can no longer attack the Romans (well, in theory, perhaps, but actually the Belgae will unsubmit when Boudicca appears later this round).
So, including the Roman occupation of North Mercia, I have a further 14 victory points to add to the 24 mentioned earlier, meaning 38 in total.
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| Updated situation in southern Britain |
Since the Romans were not raiding, as opposed to invading, and since Romans are not subject to overpopulation rules, the Roman turn in round I is finished.
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| The whole board |



















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