Saturday, October 10, 2026

Hunters' Ridge - Turn XII

Nothing changed in the attack phase last turn, and suddenly I am just a turn from victory, provided I can stop any Dacians ascending the ridge 
The start-of-turn-event die is a 6, which gives me another ballista attack. Again, it cannot be used against the meleeing cavalry or the falxmen in trees, so I have to shoot at the left-flank warriors, but I roll 6, one short of the minimum needed.
Three Dacian archer units advance, but the forward unit on the Dacian left is happy where it is as it has my commander in its sights.
There is no point in moving my cavalry, but I move my commander off the ridge, so he cannot be shot at.
The Dacian cavalry by the pond enter it, and have to immediately halt (mounted troops always stop on entering a water or tree hex).
My forward Praetorians remain where they are. There is no point in moving them as the outcome of the battle depends on whether the forward falxmen on the Dacian right clamber onto the ridge (note that the Dacian cavalry, even if it should execute a successful attack in the attack phase, would not then ascend the ridge as Dacian cavalry never advance in such circumstances).
So it all comes down to the falxmen at the foot of the ridge. A die is rolled, and it lands as a 4, which, as last turn, only allows diagonal movement, which is not possible for the unit, so, against incredible odds, or so it seems to me, I have won.

Friday, October 09, 2026

Hunters' Ridge - Turn XI: Attack Phase

The forward archers on the Dacian left have a shot at my commander
They need 9+, and there is a +1 modifier for being on lower ground. The dice total 5.
The right-flank Dacian cavalry attack the Praetorians straight ahead, needing 8+. There are +1 modifiers for being on lower ground and for attacking from rocky ground. The dice total 7.
My middle Praetorians counterattack, needing 8+, but with -1s for being on higher ground and for having comrades in contact with the same enemy unit. However, I roll 4.
My rearward Praetorians similarly attack the same cavalry, but with a +1 for attacking from rocky ground. I roll 5.

Thursday, October 08, 2026

Hunters' Ridge - Turn XI

All depends on the forward falxmen on the Dacian left
The start-of-turn-event die is a 6. This allows me a ballista shot at the furthest-forward enemy unit, but one condition is it cannot be engaged in combat, so that rules out the cavalry, and another is that it cannot be in trees, so that rules out the dangerous falxmen. Instead I have to shoot at the warriors on the other flank, needing 7+ with no modifiers, any hit sending the enemy fleeing three hexes. I successfully roll 8.
The forward archers on the Dacian right advance diagonally right, but the other archers stay still, including the forward ones on the Dacian left, who have my cavalry in range and line-of-sight.
My cavalry fall back diagonally left two hexes.
The Dacian cavalry in the shallow pond advance to the foot of the ridge, where they are met by my commander, who charge-attacks them, needing 8+, with a -1 modifier for being on higher ground. I roll 7, causing the Dacians to retreat two hexes, and so out of the water.
My unengaged Praetorians advance diagonally left.
The falxmen at the foot of the ridge roll a 4, but, fortunately for me, that mandates advancing diagonally left, which they cannot do, so they do not mount the ridge.
The falxmen on the Dacian left advance, as do the warriors next to them.
The situation on the Roman left is still desperate, but the Dacians are running out of time

Wednesday, October 07, 2026

Hunters' Ridge - Turn X: Attack Phase

This could end in tears
The Dacian left-flank forward archers shoot at my cavalry (friends do not block line-of-sight). They need 9+, and there is a +1 modifier for being on lower ground, but a -1 for the falxmen also being in contact with my men. The dice total 8 - one short.
My horsemen attack the falxmen, needing 7+. There is a -1 for being on higher ground, but a +1 for attacking from rocky ground. I roll 8, forcing the enemy to fall back two hexes. I do not let my cavalry occupy the vacated hex.
The right-flank Dacian cavalry attack my extreme-left Praetorians, needing 8+, but with +1s for being on lower ground and for attacking from rocky ground, which is just as well as the dice total 9.
My Praetorians in the trees attack the falxmen they are engaged with, needing 7+. There is a -1 for high ground, and I roll 10, easily routing the Dacian unit. Again, I do not let my men advance.
The forward Praetorians on the left attack the Dacian cavalry, needing 8+, but with -1s for being on higher ground and for having comrades also in contact with the horsemen. However, I roll 3.
Finally, my other unit of Praetorians similarly attacks the same cavalrymen, but this time with a +1 for attacking from rocky ground. I roll 4.
I am holding on for now, but there is nothing to stop the furthest-forward falxmen from ascending the ridge next turn, and so winning the battle for the AI

Tuesday, October 06, 2026

Hunters' Ridge - Turn X

This could be the last turn
The start-of-turn-event die is a 4, which lets me move an unengaged unit that is in command range and on foot. I move my central Praetorians along the ridge to their left.
None of the Dacian archers moves.
My cavalry advance two hexes diagonally right, and charge-attack the falxmen at the foot of the ridge, needing 7+. There is a -1 modifier for being on higher ground, but a +1 for attacking from rocky ground. I roll 5.
The right-flank Dacian cavalry advance a hex and charge attack my extreme-left Praetorians, needing 8+, but there are +1 modifiers for being on lower ground and for attacking from rocky ground. The dice total 7.
My commander falls back diagonally right to put him in command range of the Roman cavalry, as I do not want them advancing off the ridge if they defeat the falxmen in the attack phase.
All three unengaged units of falxmen advance, putting two of them at the foot of the ridge, and a unit of warriors also reaches the ridge.
The thin red line is in danger of having multiple holes punched through it

Monday, October 05, 2026

Hunters' Ridge - Turn IX: Attack Phase

Only the forward archers on the Dacian left can attack
They shoot at my forward Praetorians, needing 9+, but with a +1 modifier for being on lower ground. The dice total 8.

Sunday, October 04, 2026

Hunters' Ridge - Turn IX

Five Roman units against 13 Dacian
The start-of-turn-event die is a 5, but that only affects Roman cavalry who are already in contact with an enemy unit, which does not apply here.
The forward archers on the Dacian left have a target to shoot at, so do not move, but the forward archers on the Dacian right advance into trees, putting them in range of my forward Praetorians.
My cavalry move diagonally back to the right, and then straight back off the ridge, so as to be out of sight of the Dacian left-flank archers, but still covering, as well as they can, the Roman right.
The right-flank Dacian cavalry advance directly ahead a hex, not making contact with my leading Praetorians. The other Dacian cavalry advance into the shallow pond.
Both my Praetorian units north of the ridge drop back, so they are again on the ridge.
The left-flank falxmen advance to the foot of the ridge, and two of the other units of falxmen also advance, but not the ones on the extreme left.
Two of the warrior units advance.
It would be somewhat ironic, considering their performance in previous scenarios, if falxmen prove my undoing

Saturday, October 03, 2026

Hunters' Ridge - Turn VIII: Attack Phase

I need to make my advantage count in the centre, so I can redeploy my men to meet threats of the flanks 
My archers begin by shooting at the nearby cavalry, needing 9+, but with -1 modifiers for being on higher ground and for the enemy being in contact with another Roman unit. However, I roll 4.
The forward Dacian archers shoot at my furthest-right Praetorians (their preferred target of the three available), needing 9+. There is a -1 modifier for help from warriors, but a +1 for being bowmen engaged at close range. The dice total 6.
The Dacian archers in trees on the hill on the Dacian left shoot at my archers, needing 7+, but with a +1 for being on lower ground. However, they roll 11, eliminating my my unit.
My cavalry attack the Dacian horsemen to their front, needing 8+, but with a -1 for being on higher ground. I roll 8, forcing the cavalry back two hexes. My men do not advance.
My Praetorians next to the commander attack the archers, needing 6+. There are -1 modifiers for having two friendly units in contact with the Dacians, and another -1 for attacking while adjacent to the commander. But there is a +1 for attacking into trees. I roll 10, easily destroying the bowmen. The Praetorians do not occupy the vacated hex.
The next unit of Praetorians attacks the warriors, needing 5+. There is a -1 thanks to the warriors already being engaged with another Roman unit, but this is cancelled out for attacking into trees. I roll 7, forcing the warriors to retreat three hexes. My men do not advance.
Losing my archers is a grievous blow, and my forward Praetorians are vulnerable to a charge from the Dacian right-flank cavalry

Friday, October 02, 2026

Hunters' Ridge - Turn VIII

Situation after seven turns
The start-of-turn-event die is again a 2, allowing, in this case, two warrior units to advance straight ahead, putting one if them in contact with my archers, which could prove a problem.
My archers, being pinned, cannot move, but three units of Dacian archers advance, one of them reaching the foot of the ridge.
My cavalry circle behind my archers, re-emerging on the ridge, where they advance to the edge* and charge-attack the forward warriors, needing 6+. There are -1 modifiers for being on higher ground and for the warriors being engaged with my archers. I roll 4, the minimum necessary to score a hit, and this forces the warriors to retreat two hexes.
The right-flank Dacian cavalry advance diagonally one hex, and the cavalry in the shallow pond advance a hex to reach the foot of the ridge, making contact with my cavalry (but cavalry cannot charge-attack from a water hex).
I advance my commander onto the ridge, and also advance the two nearby units of Praetorians, meaning there will be a huge melee in the centre of the battlefield in the attack phase of this turn.
Two of the units of falxmen move forward, but crucially not the unit on the small hill on the Dacian right.
Finally, the rearward warriors advance onto the hill on the Dacian left, which is now covered in hostile tribesmen.
Standby for fireworks in the centre
*How did they do this? Cavalry, as opposed to commanders, can only move two hexes, not three, so my cavalry should not have been able to circle behind the archers, ascend the ridge and move a further hex to the forward edge of the ridge. I have only spotted the error as I come to publish this post.

Thursday, October 01, 2026

Hunters' Ridge - Turn VII: Assault Phase

My archers have a clear shot at the Dacian left-flank cavalry - I need to take advantage of this
Bows against cavalry need 9+ to score a hit, but there is a -1 modifier for being on higher ground, and I roll 12! That routs the cavalry, and suddenly the danger on the Roman right looks much less threatening.
None of the Dacian archers has enemy in range and line-of-sight, so next to attack are my Praetorians. I begin with the unit in the trees, which requires 6+ against swordsmen, but there are -1 modifiers for being on higher ground, for attacking while next to the commander, and for having colleagues also engaged with the enemy unit. I again roll 12, easily eliminating the swordsmen. I do not let the victors advance to occupy the vacated hex.
Two sets of double-6s were overkill, but none-the-less welcome