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Monday, 31 October 2016

Part 5 - Hand to Hand

The Romans get to turn 8 Cards and in order to maximise their chances will spend Army Morale Points where ever possible to inflict maximum damage on the more numerous Picts.  Doing so is a gamble but the commanders think it is their best hope of victory.

Roman: Card 1 Move- Poor dice for the Roman Centre and cavalry, there is not enough movement to reach the enemy so they remain in position. Marco rolls high and even, his cavalry forms Drungus and storms uphill into Casno’s fresh war band but comes unstuck and is held in melee.

Card 3 – LullCard 4 Army Morale – no action. Card 5- Manoeuvre- no action. 

Card 6 Move- This is what the Roman General has been waiting for.  Falco’s troops rush the Pict centre but one Roman unit is driven back by archery. The other makes contact but is held by the Picts who enjoy the advantage of numbers and ground, Falco’s archers shoot into the Picts Shocking them.

The Legions roll high and even and turn to face and then assault the two Pict War bands that form the link between the Pict Centre and their flanking cavalry.  They throw their spears before contact routing one unit and driving the other into the safety of the forest.
The Roman cavalry roll low and don’t move.  Card 7- Manoeuvre, no action.  Card 8 Command – Falco rallies his unit.

PictsCard 1-LullCard 2 Move. The Pict cavalry rolls high and even and envelops their Roman counterparts. The melee begins with missilery with both sides playing Tactical Advantage Cards and Army Morale Points for Specialist shooting. The Romans are outnumbered two to one and suffer the most losses but manage to drive back one of the Pict units.  The other Pict commanders roll low and cannot usefully move. The Picts have six cards left to play.  

More soon.


  1. Looking good OB, its a close battle.

  2. Thank you lads. The next installment should give us a likely outcome.