Sunday, June 28, 2026

The Forest Road: Turn IV: Attack Phase


Roman archers, with an initiative number of 1, will attack first
I start with the unit beside the Praetorian Guard, shooting at the leading Dacian cavalry. Normally 9+ is needed, but there are two -1 modifiers, thanks to friendly units being adjacent to the target. However, I roll 5.
My rearward archers shoot at the same target, but with only one -1 modifier for adjacent friends. Not only that, but there is a +1 modifier as my men are engaged in combat. However, I roll a magnificent 11, causing the Dacian horsemen to retreat three hexes.
My furthest-forward archers shoot at the Dacian cavalry in combat with my cavalry on the hill. There is a -1 modifier thanks to the friendly horsemen, but I roll only 5.
The Dacian archers have no target, so my cavalry are next to attack. I start with the unit engaged with the warriors on East Hill. The horsemen require 6+, but there is a +1 modifier for attacking from rocky ground, and anyway I again roll 5.
My other cavalry attack the Dacians at the foot of East Hill, needing 8+, but with a -1 modifier for being on higher ground, and I roll 11, eliminating the enemy unit.
The furthest-right Dacian cavalry attack one of my legions in the big wood, needing 7+, but with +1 modifiers for attacking into trees and for the legion being adjacent to other legionaries.. Nevertheless, the AI rolls 11, which is two more than required, which means my men must retreat three hexes, and that takes them off the battlefield, so the first Roman unit is lost.
My leading legion attacks the warriors in the big wood, needing 6+, but with a +1 modifier for attacking into trees. I roll exactly 7, so the warriors retreat two hexes.
The warriors on East Hill attack my leading cavalry, needing 8+, but roll 4.
A bloodthirsty half-turn in which my archers stood up surprisingly well, but the loss of a legion is unfortunate

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