The Romans being Comitatenses have a higher Army Dice (D12) than the defending Picts (D8) and throw a 10 versus 2. Therefore
8 Cards are in play with the Romans going first.
Card
1-Lull-no action, Card 2- Army
Morale-no action, Card 3 Melee-
No troops in contact, Card 4 Command-no
action.
Card 5
Move- The Roman Left
moves up to sling range, its cavalry forming Drungus. The Roman centre
first line moves forward stopping when it reaches some boggy ground. The Legions in the second line slowly move
forward (bad movement dice). The
Roman right flank cavalry hold their position covering the army's flank.
Card 8
Missilery- The
Roman slingers shoot twice at the Picts shocking
the leading group of warriors. In the
centre both units of Roman archers shoot twice at their Pict counterparts
causing one unit of Picts to become shocked.
Picts:
Card 1 Command- The Pict
leaders successfully rally their shocked troops. Card 2- Manoeuvre- no action. Card
3 Army Morale- no action.
Card 4-
Move- Casno commanding the Pict Left throws his Leader Dice in the hope of being able
to charge and melee with the Roman slingers, he rolls poorly and on an odd
number so can only move into contact.
Card
5 -Manoeuvre-no action, Card 6- Lull-no
action. Card 7- Move-no action.
Card
8- Melee- Casno’s warriors attack the Roman slingers who fight back with sword and buckler. Poor dice
scores (3 Pict-2 Roman) results in one hit per side but
the Picts hold the advantage.
So far, so good I think.
There are a few things to note.
The Roman missile troops are Specialist for Shooting but their
commander thinks it wise to hoard his Army
Morale Points until he can see the full size of the Pict army. The Roman slingers, plucky lads though they
are, have been very lucky and need to get out of the way of that Pict war band. We can also note that
the Pict archers are holding their fire for maximum effect.
More tomorrow and thank you for reading.
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