Tuesday, June 23, 2026

The Forest Road - Turn II

Situation after the first turn
The start-of-turn-event die lands as a 4, which allows me to move one unit that is in command range of the Roman general, and is not engaged in combat. I take the chance to advance my extreme-left legion, which puts it just two hexes away from the falxmen, so contact can be made in the movement phase of this turn.
I start the movement phase by advancing two of my archer units in the main wood on the Roman right-flank, and put the other archer unit immediately behind the Praetorian Guard.
The single unit of Dacian archers advances a hex.
I advance my commander a hex diagonally right, putting him within command range of one of my units of cavalry, as well as keeping him within command range of all three legions. Since the further-right cavalry are out of command range, I roll three dice to see in which direction I can move them (using the compass at the bottom-right of the map), getting 6, 6, 3, which is satisfactory as I want to move the unit back a hex diagonally right. The other unit of cavalry moves in the same direction.
The five units of Dacian cavalry are next to be activated. They all advance, albeit tending to zigzag, rather than rushing straight down the map.
I leave the Praetorians where they are.
The Dacian swordsmen advance diagonally to their right.
I advance all three legions a hex, which puts the leading unit in contact with the Dacian falxmen, who therefor cannot move.
The left-flank Dacian warriors advance through the trees, putting them in contact with two of my units of legionaries.
The warriors on the hill advance into the hill's rocky ground, and their nearby comrades follow them, mounting the hill.
The melee on the Roman left should prove interesting

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