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To win, I must have at least three units within the solid-red outlined area at the top of the map at the end of turn XII.
The AI, which commands the Dacians, receives troops worth at least 40 points, chosen in the usual way by rolling dice.
Die Unit Cost Total
2 Cavalry 5pts 5pts
2 Cavalry 5pts 10pts
4 Falxmen 3pts 13pts
2 Cavalry 5pts 18pts
2 Cavalry 5pts 23pts
1 Archers 3pts 26pts
5 Warriors 2pts 28pts
3 Swordsmen 3pts 31pts
6 Warriors 3pts 34pts
6 Warriors 3pts 37pts
2 Cavalry 5pts 42pts
This is very much a cavalry-dominated army, which, if the behaviour of Dacian horsemen in the first scenario is anything to go by, means I need to be prepared for swift assaults from the get-go.
The human receives troops worth at least 38 points, chosen in a similar manner, except that a Roman army always starts with the commander, who costs 5pts.
Die Unit Cost Total
- Commander 5pts 5pts
2 Cavalry 6pts 11pts
1 Archers 3pts 14pts
3 Praetorians 5pts 19pts
5 Legionaries 3pts 22pts
2 Cavalry 6pts 28pts
5 Legionaries 3pts 31pts
5 Legionaries 3pts 34pts
1 Archers 3pts 37pts
1 Archers 3pts 40pts
Just like the Dacian army, my force is two points over the minimum, but I have 10 units, against the AI's 11.
I am pleased to have the Praetorian Guard among my recruits as they did not feature in the first scenario, but I would have been even more pleased to have received some anti-horse spearmen.
The next step is to place the Dacians on the map, the units' positions determined by dice throws.


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