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| The AI begins this turn by receiving reinforcements worth eight points |
Dice also decide where the reinforcements enter the battlefield.
That is not all good news for the Dacians, as having numerous units means they are more likely to get in each other's way. Nevertheless, the extra cavalry unit in particular is a cause of concern for the Roman cause.
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| The AI now has 16 units |
The start-of-turn-event die is a 5, but that only applies to Roman cavalry in command range, and neither of my units is.
My archers stay where they are, as must the furthest-forward Dacian archers, since they are engaged with my left-flank cavalry. Two other Dacian bow units advance diagonally left.
I move my commander diagonally forward two hexes to the right. putting him on the ridge and in command range of all my units, except the engaged left-flank cavalry. My right-flank cavalry move one hex diagonally back to the left.
Two of the Dacian cavalry units advance, but only one hex each.
My Praetorians hold their positions, but the Dacian swordsmen advance diagonally into the big wood, avoiding contact with my nearby cavalry.
All units of falxmen advance, as do the leading warriors.
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| The Dacians are slowly massing again - if they can coordinate attacks all along the line, my men could easily be overwhelmed |



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