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| Starting positions |
The movement phase begins with my archers, who have an initiative number of 1. I advance two of the units a hex, and leave the third where it is, as forward movement is blocked by friendly units.
Next up, with an initiative number of 2, is the one unit of Dacian archers, and a roll of a die determines it stays where it is.
My cavalry are next, and I move both the units to the foot of East Hill (assuming North is at the top of the map).
Now it is the turn of the AI's five units of cavalry. They all advance, but as they do so they converge towards the centre of the battlefield, creating a distinctly formidable-looking mass.
I advance my Praetorians a hex, but the AI's swordsmen remain where they are at the north edge of the map.
My legionaries advance diagonally left, with two of the units engaging with the falxmen, and at the same time I advance my commander (he can move at any point when Roman units are being activated) to closely support the legions.
The falxmen cannot move as they are engaged, and I have no spearmen, which leaves the three units of Dacian warriors. The unit on East Hill rolls a 6, which means it can launch javelins at a range of two hexes in what would effectively be a bonus attack, but my cavalry are three hexes away, so the warriors have to seethe impotently where they are. The right-flank warriors advance a hex, which is what the rearward left-flank unit wants to do, but its way is blocked.
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| Unlike in the first scenario, it seems this time blood could be spilt in the very first turn |


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