Friday, October 02, 2026

Hunters' Ridge - Turn VIII

Situation after seven turns
The start-of-turn-event die is again a 2, allowing, in this case, two warrior units to advance straight ahead, putting one if them in contact with my archers, which could prove a problem.
My archers, being pinned, cannot move, but three units of Dacian archers advance, one of them reaching the foot of the ridge.
My cavalry circle behind my archers, re-emerging on the ridge, where they advance to the edge* and charge-attack the forward warriors, needing 6+. There are -1 modifiers for being on higher ground and for the warriors being engaged with my archers. I roll 4, the minimum necessary to score a hit, and this forces the warriors to retreat two hexes.
The right-flank Dacian cavalry advance diagonally one hex, and the cavalry in the shallow pond advance a hex to reach the foot of the ridge, making contact with my cavalry (but cavalry cannot charge-attack from a water hex).
I advance my commander onto the ridge, and also advance the two nearby units of Praetorians, meaning there will be a huge melee in the centre of the battlefield in the attack phase of this turn.
Two of the units of falxmen move forward, but crucially not the unit on the small hill on the Dacian right.
Finally, the rearward warriors advance onto the hill on the Dacian left, which is now covered in hostile tribesmen.
Standby for fireworks in the centre
*How did they do this? Cavalry, as opposed to commanders, can only move two hexes, not three, so my cavalry should not have been able to circle behind the archers, ascend the ridge and move a further hex to the forward edge of the ridge. I have only spotted the error as I come to publish this post.

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