Game 11 – Roman Era 6: Middle Empire
Imperial Roman (Gordon 10,000 pts) v Early Franks (Alec 10,000 pts)
Major defence 297 CE (MeG Maximus, 8-Mar-2023).
Battlefield Effects: Imperial Roman: Terrain advantages
The Plan (penned in advance of the battle)
This is going to be the biggest
battle we’ve played so far in terms of figures on the table – a MeG Maximus
game. There are a couple of additional interesting features:
1. We’re going to try out our first MeG house rule – modifying the green Death Dice to be less lethal by removing one of the Wound results (see the Table top rule sets House Rules page).
2. Gordon has the benefit of a Battlefield Effect: Terrain advantages.
I have no idea if the first
feature is going to favour one side or the other, however, if casualty rates
are reduced (which they must be) it will inevitably slow down the game. This
will make my task more difficult as Gordon will gain one Prestige Point on a
draw – I will have to try and push the game on at pace. From my point of view
it will make “Shatters” more important in the charge phase as if I can push
some files above the green Death Die to the yellow or red it may be my only
chance of doing his army any serious damage.
The second feature can only
favour Gordon, particularly if he gets the chance to put down a river as that
could make the game even slower by reducing the frontage I can attack him on.
If he does so I may have to go with a flank march, which won’t be easy with an
infantry army. I’m not so concerned about the other terrain advantages as
nearly all my infantry are Flexible formation; however, if he sticks a couple
of big hills in the centre of his line that will make things more of a
challenge.
My most interesting unit is a TUG of dismounted nobles - which has the Fanatic characteristic, this will enable it to fight to the last
base. If I can stick them in an ambush with the mediocre leader I may be able
to cause him some discomfiture if I can spring it on him at an appropriate moment. Also until I draw a red command card I can pretend there’s a flank
march, which will give him something else to worry about.
So, my approach is going to have
to be one of maximum aggression, but I won’t be able to pin down a game plan
until I see how the terrain falls.
That’s the plan!
The Battle
Gordon's comments
Pre-Game
As Romans repelling the Franks I
expect lots of warband. So I need to absorb the first charge and then try to
beat him in the succeeding melee. So, I need lots of legionaries and auxilia.
Given the army size I don’t
expect much room for manoeuvre. So, my Drilled status is going to be mainly for
getting him to charge me rather than vice-versa, an opportunistic manoeuvre or
if I am wrong and there are open flanks. I give the legions and auxilia
integral shooters (to reduce his initial charge) and melee expert (to win the
following melee).
I choose three units of cavalry
to cover any flanks.
The Romans have the terrain
battlefield effect. Given how Alec always seems to get a hill to defend (even
when I put it down) that could be useful.
I choose 4 commands: 2 competent and 2 mediocre. Not ideal but my big worry is he might go for lots of units and simply work round my flanks.
The game
No significant pre-battle
manoeuvre or out scouting. A secure mountain and forest flank. Fine, it
shortens my line as well as his. Some hills, including the almost inevitable
one he will defend. The terrain Battlefield effect gets rid of that.
We line up warriors facing
legions. Both of us deploy three ranks deep (me to prevent breakthroughs if his
charge does well, him to absorb losses if it doesn’t). We are going to go
straight for each other and see who can roll better dice. I have my cavalry to
cover the flanks.
Contact between the infantry
lines happens quickly. Alec is very unlucky with his combat dice, getting only
one shatter that mattered. We then proceeded to roll a lot of no results dice
in the ensuing combat (my memory is mainly of blanks and “S” with a relatively
small number of cancelled Wounds.
The combat was slow. His superior
warband broke through and although I had two or three of his units on one wound
to break for a couple of turns the luck was against me.
A unit of fanatical nobles
exploded out of the woods at one stage on my left flank and chased my cavalry
for a while before I stood to face them. He killed two elements in the charge
but then got unlucky and at the end of the game I had killed 5 of them to two
of the cavalry. The god of green dice favoured me here.
On my right flank I decided to delay his cavalry
and infantry and proceeded to do just that. Helped that he didn’t want to do
much except wipe me out with his skirmishers archery. They were making a mess
of my Illyricani cavalry with impunity as I did not have the strength to attack
them without exposing myself to his troops. I advanced too quickly here.
After 4 hours I had one broken unit and we both had two or three about to break. But, time was called so I won. Think it could have gone either way of we had continued, possibly still in my favour as I had the advantage of green dice to white dice in almost all the combats.
Post-Game
No surprises in terms of the
armies and their overall performance or the way the game developed (there is
only so much you can do with two large infantry armies that basically fill the
table).
If warband don’t do well in the
first charge they will struggle.
However, the home-grown change to
the effectiveness of the green dice mainly disadvantaged the Romans I think. It
did not affect his ability to charge devastatingly, he just wasn’t lucky with
his dice. In the subsequent rounds I would expect to get the edge rolling green
dice to his white. However, losing a wound 50% of the time reduced the Romans
effectiveness (even if most of the misses were due to blank dice).
Does it better reflect historical
reality? Depends on your view of reality. Mine is: warband are enthusiastic at
the start but don’t have the stamina/discipline to keep going when it gets
difficult. Not sure why I think that. A sweep of my memory suggests that Gauls
and Germans could keep fighting as well as legionaries (Cannae, Telamon,
Argentoratum, Catuvellaunian Fields) but discipline must count for something
and we like our barbarians to be hairy and initially frightening and then a bit
brittle (there has to be some reason to pay the points cost of regular Romans).
It was certainly a longer game than
usual given the simple armies and tactics. I imagine it gave Alec more hope of
winning than might otherwise have been the case after the charge phase.
So, worth continuing with the
home-grown rule to see what else it might throw up.
The Battlefield Effect was a major bonus for me: I have tried too many times to win a fight against an opponent uphill. Mind you, giving I was defending, I win a draw, so he would have had to come off it as I certainly would not have attacked him.
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