Showing posts with label Commander - Romans v Dacians. Show all posts
Showing posts with label Commander - Romans v Dacians. Show all posts

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.

Thursday, October 01, 2026

Hunters' Ridge - Turn VII: Assault Phase

My archers have a clear shot at the Dacian left-flank cavalry - I need to take advantage of this
Bows against cavalry need 9+ to score a hit, but there is a -1 modifier for being on higher ground, and I roll 12! That routs the cavalry, and suddenly the danger on the Roman right looks much less threatening.
None of the Dacian archers has enemy in range and line-of-sight, so next to attack are my Praetorians. I begin with the unit in the trees, which requires 6+ against swordsmen, but there are -1 modifiers for being on higher ground, for attacking while next to the commander, and for having colleagues also engaged with the enemy unit. I again roll 12, easily eliminating the swordsmen. I do not let the victors advance to occupy the vacated hex.
Two sets of double-6s were overkill, but none-the-less welcome

Wednesday, September 30, 2026

Hunters' Ridge - Turn VII

Situation at the halfway point
The start-of-turn-event die is a 2 - Dacian war horns - allowing all warrior units not in contact with the enemy to advance a hex straight ahead. Only one unit can do this, as the other two have their way blocked by friendly tribesmen.
My archers remain where they are, but four of the five Dacian archer units move forward, bringing one to within two hexes of the ridge.
I leave my one remaining mounted unit where it is, but the Dacian left-flank cavalry advance to the foot of the ridge. The central Dacian cavalry advance diagonally to their left two hexes, and the right-flank cavalry advance two hexes straight ahead.
I shuffle my three Praetorian Guard units along the ridge to their left.
The Dacian swordsmen advance to the foot of the ridge, putting them in contact with two units of Praetorians.
All four units of falxmen move closer to the ridge.
The only warrior unit to advance is the one that responded earlier in the turn to the blast of the war horns.
The ridge is under what seems the start of a serious and well-coordinated assault

Tuesday, September 29, 2026

Hunters' Ridge - Halfway Verdict

My six surviving units will somehow have to cope with 16 Dacian units, including three of cavalry, with two of the horsemen units on the extreme flanks of the battlefield
Where I can oppose the enemy, I have a good chance of stopping him, but if enough Dacians advance together I will not have enough to cover every hex of the ridge.

Monday, September 28, 2026

Hunters' Ridge - Turn VI: Attack Phase

Fingers crossed for my horsemen!
There are some interesting line-of-sight issues in this attack phase. My archers, for example, cannot shoot at the forward warriors as the hill's plateau effect obstructs vision. Similarly, the Dacian bowmen by the pond cannot shoot at my leading Praetorians as trees are in the way.
That means the first attack is by the archers engaged with my left-flank cavalry. They require 9+, but there are +1 modifiers for attacking at close range while in contact, and for attacking into trees. However, there is also a -1 modifier, thanks to the supporting falxmen, but only 8 is rolled.
The extreme-left archers now shoot at my cavalry, also requiring 9+, but with two -1s for supporting friends, and a +1 for attacking into trees. The dice total 4.
My cavalry now attack the falxmen. This is a tougher target than the archers, but I hope to at least create a line of retreat for my men. They need 7+, but with +1 for attacking into trees and another +1 for being cavalry attacking from trees. I roll 4.
My leading Praetorians attack the warriors trying to get on the ridge, needing 5+. There is a -1 for being on higher ground, and another for being adjacent to the commander, but +1s for attacking from rocky ground and into trees. I roll exactly 5, forcing the warriors back two hexes. I do not let my men advance.
Finally the falxmen engaged with my cavalry attack the latter, needing 7+. There is a +1 for attacking into trees, but -1s for help from a unit of archers and for being falxmen attacking from trees (the first time this rule has applied in my playthroughs). The dice total 8, which destroys my unit as it has no available retreat squares that are not adjacent to enemy units.
My commander will have to join the fighting on the Roman left if I am to have any chance of resisting the Dacians there

Sunday, September 27, 2026

Hunters' Ridge - Turn VI

The fate of my left-flank cavalry hangs in the balance
The start-of-turn-event die is a 4, which lets me move any unengaged unit in command range (but not the commander or horsemen). I choose to shuffle the left-flank Praetorians along the ridge to my increasingly exposed left flank.
My archers stay where they are, but two units of Dacian archers advance diagonally.
My right-flank cavalry also stand still, as do all three units of Dacian cavalry, which is quite a relief for me.
I move my commander diagonally back a hex, to the left. to put all Romans, bar the forward cavalry, in command range, but I leave my Praetorians where they are.
The swordsmen advance to the edge of the big wood, and the leading falxmen enter the wood. The rearward falxmen also advance.
Finally, the leading warriors advance into trees at the foot of the ridge, and so into contact with my leading Praetorians.
My left-flank cavalry look increasingly beleaguered, especially as they now have no retreat squares open to them 

Saturday, September 26, 2026

Hunters' Ridge - Turn V: Attack Phase

My left-flank cavalry are in danger of being engulfed by hordes of Dacians - perhaps I should have sent a unit of Praetorians to help
My archers cannot shoot at the leading warriors, as the plateau effect of the hill prevents line-of-sight.
The forward Dacian archers attack my leading horsemen, needing 9+, but with a +1 modifier for being bowmen who are attacking while engaged in combat. The dice total 7.
My cavalrymen counterattack, needing 6+, but with +1 for attacking into trees. I roll 8, which forces the archers back two hexes (the first being to their right - decided by a tiebreaker which prioritises moving away from the centre of the battlefield). My cavalry are out of command range, and so have to occupy the vacated hex, putting them in contact with another unit of Dacian archers, and pulling them further from their comrades on the ridge.
If the Roman cavalry in the big wood are annihilated, which is looking distinctly possible, my left flank will be very weak

Friday, September 25, 2026

Hunters' Ridge - Turn V

The AI begins this turn by receiving reinforcements worth eight points
They are chosen, as usual, by dicing, and the first die lands as a 4, meaning falxmen, costing three points. The next die is also a 4, and then there is a 2, which is cavalry, costing five points, taking the Dacians well-past their minimum reinforcement total.
Dice also decide where the reinforcements enter the battlefield.
The AI now has 16 units
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.
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.
The Dacians are slowly massing again - if they can coordinate attacks all along the line, my men could easily be overwhelmed

Thursday, September 24, 2026

Hunters' Ridge - Turn IV: Attack Phase

My archers on the ridge will attack first
They shoot at the warriors in the trees straight ahead, needing 8+. A +1 modifier for attacking into trees is cancelled out by a -1 for being on higher ground, and I roll 9, sending the enemy unit back two hexes.
The Dacian archers in the trees shoot at my horsemen, who are bearing down on them, needing 9+, but with a +1 for being bowmen attacking from a hex while engaged, which is just as well for me as the dice total 9.
My cavalry fight back, needing 6+, but with a +1 for attacking into trees. I roll 5.
The Dacians look as if they may need reinforcements to put new vigour into their attack, and that is exactly what they will receive next turn

Wednesday, September 23, 2026

Hunters' Ridge - Turn IV

Action on the Roman right could prove critical
The start-of-turn-event die lands as a 6, which allows me a ballista shot at the leading Dacian unit, which is the left-flank cavalry. I need 7+, with no modifiers, and if successful, will force the enemy to fall back three hexes. I duly roll 9, and the cavalry are no longer an immediate threat to clamber onto the ridge.
I start the movement phase my leaving my archers where they are.
Both right-flank units of Dacian archers advance diagonally, but the others stay still, including the men by the pond, who have Praetorians in range and line-of-sight.
My right-flank cavalry advance diagonally a hex, and then charge-attack the warriors at the foot of the ridge, needing 6+. There is a -1 modifier for being on higher ground, but this is cancelled for attacking from rocky ground. I roll 8, sending  the warriors fleeing three hexes. I do not allow my men to advance.
I then move my commander back off the ridge, and one hex to the left, so he is in command range of my left-flank cavalry as it advances diagonally, and then straight ahead, to charge-attack the swordsmen, needing 7+. I roll exactly 7, making the swordsmen fall back two hexes. My cavalry are then out of command range, and so have to occupy the vacated hex, which puts them in contact with archers in the wood.
The left-flank Dacian cavalry cannot move as they have retreated this turn, and the other mounted unit cannot advance straight ahead as its route is blocked by the retreating swordsmen (both attempts at activation had the horsemen wanting to move straight ahead).
My leading Praetorians fall back diagonally left so as to stay on the ridge, but be out of range of the archers who shot at them last turn.
The extreme-right falxmen advance, and so do the furthest-forward warriors.
The Roman line is not as neat as it was, but immediate danger to the ridge has passed

Tuesday, September 22, 2026

Hunters' Ridge - Turn III: Attack Phase

The battle could conceivably end with a Roman defeat this turn
There are two ways I could lose - a) a Dacian warrior unit wins a melees and advances to occupy the vacated hex, b) my commander is killed (this always loses the battle).
I start with my archers, shooting at the left-flank warriors, needing 8+, but with -1 for being on higher ground. I come up short with 6.
The furthest-forward Dacian archers cannot shoot as trees block line-of-sight, but the unit by the pond can fire at my leading Praetorians, as friends do not block line-of-sight. Archers against Praetorians need 9+, and there is a +1 modifier for being on lower ground. The AI's dice total 6.
My commander then attacks the leading warriors in the centre, needing 6+, but with a -1 modifier for being on higher ground, and another for a friendly unit also being adjacent to the enemy. But there are +1 modifiers, for attacking into trees and for attacking from rocky ground. The dice total 7, meaning the warriors are driven back two hexes.
My Praetorians attack the warriors in the shallow pond, needing 5+, but with -1 for being on higher ground. I roll 10, eliminating the enemy unit.
The threat in the centre has been seen off, at least for now, but the Roman right is still in peril

Monday, September 21, 2026

Hunters' Ridge - Turn III

This turn could see the first hand-to-hand fighting
The start-of-turn-event die is a 1, which allows for surprise Dacian bow fire, but no archers have Romans within range.
My archers stay where they are, but four of the Dacian bow units advance.
I hold my cavalry in check, but the left-flank Dacian horsemen advance two hexes, reaching the foot of the ridge (the other Dacian cavalry stay in reserve).
My Praetorians stand firm, but the Dacian swordsmen again advance a hex.
The rearward falxmen advance, and so do all the warriors, with three units reaching just below the ridge.
I am starting to think I should have taken the battle to the enemy, instead of waiting for them to advance

Sunday, September 20, 2026

Hunters' Ridge - Turn II: Attack Phase

My archers will shoot at the forward warriors in the shallow pond
Archers shooting at warriors need 8+, but there is a -1 modifier for being on higher ground. However, I roll 4.

Saturday, September 19, 2026

Hunters' Ridge - Turn II

Crossing the shallow pond is probably not a good option for either sides as there is a +2 modifier for attacking from water
The start-of-turn-event die is a 5, but that only applies to Roman cavalry adjacent to an enemy unit.
My archers stay where they are, but two of the Dacian bow units on their right flank advance.
My cavalry also hold their positions, but both Dacian cavalry units advance, with the the left-flank horsemen approaching within three hexes of the ridge.
My Praetorians stand firm, but the Dacian swordsmen enter the big wood.
The falxmen stay still.
The Dacian warriors in the trees roll a 6, which entitles them to throw javelins at a range of two hexes, but they are just too far away from my men on the ridge. The other three units of warriors advance straight ahead.
My archers are again the only unit able to activate in the attack phase

Friday, September 18, 2026

Hunters' Ridge - Turn I: Attack Phase

Only my archers can attack this turn
I choose to shoot at the warriors in the water (a pond?), needing 8+, but with a -1 modifier for attacking from higher ground. I roll exactly the 7 needed for a hit, sending the warriors retreating two hexes.
A cautious start by the Dacians, not yet trusting to their greater numbers

Thursday, September 17, 2026

Hunters' Ridge - Turn I

Starting positions
The start-of-turn-event die lands as a 1, which would let Dacian archers launch a surprise volley, but no bow unit is in range of my men.
My archers have the initiative number of 1, and so activate first, but I leave them where they are; the only Dacian archers to advance are the ones on the Dacian left flank.
I leave my cavalry where they are, and neither of the Dacian mounted units moves either.
I also pass with my three units of Praetorians, but the Dacian swordsmen advance, although both units of falxmen bide their time.
Finally, the left-flank Dacian warriors advance straight ahead, and two of the other warrior units advance diagonally left to be nearer them.
At some point I suspect at least some of my troops will have to relinquish the high ground to intercept Dacians before they get too close to the ridge

Wednesday, September 16, 2026

Hunters' Ridge - Roman Dispositions

Here is my setup - a veritable thin red line
Perhaps I would be better off trying the same setup, but moving the whole force one hex to the left.
But that would leave my right vulnerable to a rush by the Dacian cavalry, who on that flank are just four hexes - two moves - from the ridge.
In any event, stopping any of the enemy getting onto the ridge at any point in the 12 turns of the battle, looks a tall order.

Tuesday, September 15, 2026

Hunters' Ridge

THE fourth scenario in Mike Lambo's Commander - Romans v Dacians is Hunters' Ridge.
The human leads a Roman force that must occupy a ridge and prevent any Dacians getting onto the ridge at any point in the 12 turns of the battle
The AI receives tribesmen costing 38 points, chosen as usual by rolling dice.
Die Unit             Cost   Total
5     Warriors      2pts    2pts
5     Warriors      2pts    4pts
1     Archers       3pts     7pts
1     Archers       3pts     10pts
6     Warriors      2pts     12pts
4     Falxmen      3pts     15pts
1     Archers       3pts     18pts
2     Cavalry       5pts     23pts
3     Swordsmen 3pts     26pts
1     Archers       3pts     29pts
4     Falxmen      3pts     32pts
6     Warriors      2pts     34pts
1     Archers       3pts     37pts
2     Cavalry       5pts     42pts
The AI has exceeded its minimum force by four points, or the cost of two units of warriors.
Dice determine where the Dacians start.
The Dacian army is nothing if not numerous
The human, in addition to a commander costing five points, receives troops worth a further 29 points,
Die   Unit              Cost   Total
N/A  Commander 5pts     5pts
2       Cavalry        6pts    11pts
3       Praetorians   5pts   16pts
3       Praetorians   5pts    21pts
2       Cavalry        6pts     27pts
3       Praetorians   5pts    32pts
1       Archers        3pts     35pts
An elite force, if ever there were one, with no ordinary legionaries or spearmen.

Friday, September 11, 2026

Summing Up Hill Of Watchfires

MY score against the AI is now 3-0, and this third scenario was the easiest victory of the lot, although it felt far from inevitable in the early going.
Indeed, my Romans were the first to lose a unit, but my plan of exploiting the Dacians' faulty setup (their centre and left were strong, but they neglected their right), meant I was able to turn the enemy's flank and sweep their men off the hill.
Attacks from the flank and rear are especially strong, thanks to the rule that units unable to make a mandatory retreat are routed and removed from the battlefield.
This has proved a great buy

Thursday, September 10, 2026

Hill Of Watchfires - Turn XII

I win if there are no Dacian units on the hill at the end of this turn
The start-of-turn-event die is a 6, meaning the return of fog.
The archers have targets, so remain in cover.
My horsemen also remain where they are, but my left-flank Praetorians descend from the hill and contact the swordsmen, making it impossible for the latter to move onto the hill this turn even if they should defeat my men in a melee.
Since the warriors and archers also cannot make it onto the hill, I declare the battle over.