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 

Monday, May 11, 2026

Across The Danube - Turn III

Situation after two turns
The start-of-turn-event die lands as a 2, but that only affects Dacian warriors in a tree hex.
My archers stay where they are, but both Dacian bow units advance cautiously (ie diagonally, rather than straight down).
My cavalry nearest the commander are well within command range, so I am able to advance the unit two hexes, meaning I can launch an immediate attack charge. This is like a normal attack, but happens in the movement phase, and does not prevent a further attack in the attack phase.
My cavalry attacking Dacian cavalry require 8+ from two dice, but there is a -1 modifier for being on higher ground. However, I roll a disappointing 5.
My extreme-left cavalry are out of command range, but I want to move them, so I roll three dice, which land 6, 3, 2, and consult the wheel-like compass in the bottom-right corner of the map. This shows the directions the unit can take, and since I want to pull it back to the right, I use the 3 to do exactly that.
The unit is now in command range, and so I have no trouble getting it to advance diagonally right to behind my other left-flank cavalry.
I leave my right-flank cavalry where they are.
The forward Dacian cavalry are engaged, and so cannot move, but their friends next to them advance on to the high ground, which puts them next to my forward cavalry, whom they promptly charge. They require 8+ with two dice, but there is a -1 modifier for having a friendly unit next to the attacked unit.
The dice land 8, meaning the revised 7+ target has been exceeded by one, which has the same effect as matching the target, ie it causes the defenders to retreat two hexes, which in this case sends my men into the river at the edge of the battlefield.
Dacian cavalry never advance after an opponent retreats, so there is no follow-up.
However, this frees the other Dacian right-flank cavalry to activate as they are no longer engaged, but they do not move, perhaps sensing a trap? 
The Dacian cavalry in the clump of trees near the battlefield advance two hexes, finishing next to two of my legionary units sheltering in the wood near the Danube, but they cannot charge either unit as cavalry cannot charge into trees.
There are no units of Praetorian Guard, so the two units of Dacian swordsmen are next to activate, and both advance, one into a copse, the other into rocky ground.
Two of my legionary units are engaged, but the third I pull back diagonally right to be further from the double-unit of Dacian cavalry.
Just one unit of flaxmen moves, then my spearmen advance straight up to engage the unit of right-flank Dacian cavalry that is not on high ground.
I am tempted to move my commander adjacent to the legionaries to give the units in the trees a -1 modifier in any attack they launch, but this would make him vulnerable to attack from Dacian cavalry, and since losing the commander means losing the battle, that is not a risk I am willing to take.
Instead, I move the commander diagonally back to the right a hex, at which point he has to stop as being in water prevents further movement.
The Dacian warrior unit again stands pat.
With three Dacian units below the red line, and more advancing, the situation does not look good for the Roman cause, although there are nine turns to go

Sunday, May 10, 2026

Across The Danube - Turn II: Attack Phase

The battle's first proper attack phase is about to begin
The attack phase is handled in a similar manner to the movement phase, in that it is a unit's initiative value that determines when it attacks.
Since Roman archers have an initiative value of 1, they go first, and my men shoot at the Dacian left-wing cavalry (friendly units do not block line-of-sight, and anyway the archers are on higher ground and so can see over them).
Roman archers shooting at Dacian cavalry need 9+ on a throw of two dice to score a hit. However there is a -1 modifier for being on higher ground, and two -1 modifiers for the attacked unit being adjacent to two Roman units. That brings the target throw down to 6+, and I roll exactly 6, which forces the Dacians to retreat two hexes, back to the clump of trees from which they have just emerged.
With no other units within attack range, that ends the turn, and I have moved the tracker on to turn III

Across The Danube - Turn II

Situation at the start of the second turn
The start-of-turn-event roll lands as a 1, giving Dacian archers a surprise attack, but none has enemy in range, so there is no effect.
In the movement phase I begin by leaving my archers where they are.
The forward Dacian archers advance diagonally left onto higher ground, but the other unit remains where it is.
Two of my cavalry units are within two hexes of Dacian cavalry, meaning I could deliver a charge attack, which is a bonus attack during the movement phase.
However, while both my units would start within command range, the second part of their movement would be out of command range, and so much harder for me to control.
Further, one of the Dacian units is in a clump of trees, and so cannot be charged, and the other has rocky ground in front of it, and attacking out of that would mean an attack penalty.
All in all, the odds of success seem against me, so I order both units to fall back a hex to be out of reach of the Dacian cavalry, whose initiative it is next.
The right-flank Dacian cavalry first advances into the rocky ground ahead of it, then advances diagonally left. Its companion unit advances similarly, to also reach the foot of the large hill by the Danube.
The left-flank Dacian cavalry rush forward two hexes to the edge of the clump of trees that one of my cavalry units has just vacated.
With there being no Pretorian Guard, the next units to activate are the Dacian swordsmen, with both units advancing, albeit not maintaining contact as the rearward unit chooses to deviate to the left to get on higher ground.
Two of my legionary units advance into clumps of trees adjacent to the left-wing Dacian cavalry, and the third unit of legionaries advances diagonally right to support them.
One unit of falxmen advances diagonally right, the others remaining where they are.
My spearmen advance a hex towards the two adjacent units of Dacian cavalry, hoping to entice one of them onto their blades.
This is my last chance this turn to move the commander, but I am happy with his current position as he has all the legionaries, together with the spearmen and a unit of cavalry, within command range.
Finally, the Dacian warriors again stay in rocky ground.
Situation at the end of the movement phase of turn II

Saturday, May 09, 2026

Across The Danube - Turn I

Initial dispositions
Each turn begins with a die rolled to determine if a special event happens, special events varying by scenario.
The die lands as a 5, which means I can swop the position of any two Roman units that are not engaged in combat and are in command range.
I guess this could be useful at some point in a battle, but it is wasted here as I have only just set up.
Next comes the movement phase, and this is carried out in initiative order.
Roman archers have an initiative value of 1, so they go first, and I move my one bowman unit out of the water and onto high ground.
Dacian archers have an initiative value of 2, and so move next.
The AI has two such units, and the one further down the map moves first (if both units were the same distance down the map, the one to the left would go first). A die is rolled, landing as a 1, meaning it wants to move down to its right, but that hex is occupied by cavalry, so it remains where it is.
The other archers roll a 3, and so want to move straight down, but their way is blocked by the unit of warriors.
Roman cavalry have the initiative value of 3, so they move next, and I get to choose in which order.
I start with the right-flank cavalry, who advance to their left one hex, and then directly forward into a clump of trees, where they remain in command range.
The forward cavalry on the left advance two hexes onto the main hill in the Roman position, and the other cavalry unit follows them.
Note that all three units started each movement within three hexes of the commander, ie within command range, so there were no problems getting them to go where I wanted. However, the forward unit is now four hexes from the commander, which, if the situation does not change, could cause problems on future turns.
Dacian cavalry have an initiative value of 4, meaning they are next to be activated.
The unit on the Dacian extreme right rolls a 5, advancing diagonally left a hex, followed by a 4, again advancing diagonally left.
The cavalry in the Dacian centre rolls a 6, advancing into trees, which ends its movement phase.
The third cavalry unit, on the Dacian right, moves straight down two hexes, overtaking the unit it started adjacent to.
Praetorian Guard have an initiative value of 5, but they are not involved in this battle, so we move on to the units with an initiative value of 6, Dacian swordsmen, of which there are two.
The further-forward unit moves diagonally left into some trees, while the other swordsmen advance directly to make contact with them (this could prove useful if they manage to keep this formations as swordsmen, like legionaries, receive a bonus in the attack phase if adjacent to a similar unit).
Legionaries have 7 as their initiative number, and I advance all three units out of the river.
I also move my commander (remember, he can move at any point during a Roman initiative) forward diagonally left a hex so as to be in command range of all my cavalrymen, which could prove important next turn.
The falxmen have an initiative of 8. One unit remains where it is at the edge of the battlefield, but the other two advance a hex diagonally left.
My spearmen move onto higher ground, and finally the lone unit of Dacian warriors rolls a 6, which in this instance means it remains lurking in rocky ground.
That concludes the movement phase of turn one.
Normally, the attack phase would follow, but since even both armies' archers, with their range of three hexes, are at least five hexes from the nearest enemy, there is no attacking to be done, and so the turn ends, and the turn marker is moved on to II, before I forget!
Situation at the end of turn I

Friday, May 08, 2026

Across The Danube - Roman Dispositions


Here is how the Dacians have set up
The first thing that strikes my eye is that although there are more Dacian units in forward positions on the Dacian left, the two units of cavalry on the right wing could make a swift and formidable attacking force.
Accordingly I have stationed my spearmen - a good anti-cavalry unit - on my left, together with two of my three mounted units
Note that I have positioned the commander so he is within command range (three hexes) of every Roman unit, although this happy state of affairs may not last many turns.
My three units of legionaries are in a line - legionaries receive a bonus (explained later) if adjacent to another unit of legionaries.
Finally, my archers on the extreme right are well-placed to mount higher ground, which will give a bonus when attacking.