Tuesday, August 18, 2026

Hill Of Watchfires - Turn I

Initial dispositions
The start-of-turn-event die is a 2, meaning falxmen in trees can immediately attack any enemy in an adjacent hex, but this has no relevance at this stage of the battle.
My archers have an initiative number of 1, and I advance them a hex.
Dacian archers are next. The three units on the hill stay put, but one of the units to the north of the hill advances diagonally to its left.
Both my cavalry units advance two hexes, while the Dacian cavalry remain on the hill.
Both my guard units of Praetorians advance a hex, but both units of Dacian swordsmen stay where they are.
My legionaries advance a hex, but the falxmen remain in reserve at the north end of the battlefield.
My spearmen advance a hex, and I move the commander into the wood, keeping all Roman units within command range (one advantage of having fewer, but high-quality, units is that it is easier to control them with the commander).
A unit of warriors somewhat impetuously advances off the hill.
The AI's plan seems to be to hold fast to what it already possesses, although one group of warriors is in danger of spoiling things with ill-discipline

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