Game 16 – Roman Era 2: Early Republic - post Camillan army reforms
Camillan Roman (Alec 135 pts) v Samnite (Gordon 110 pts)
Major invasion 321 BCE (ADLG Reduced, 19-Apr-2023).
Battlefield Effects: Samnites: Terrain advantages 1 – Outmanoeuvred; and 5 – Completely outfoxed; Special adjustments 5 – Nightshift engineering works
The Plan (penned in advance of the battle)
The battle that never was!
This is a Major Invasion and so as
the Roman player I will need to take the initiative to earn the three Prestige
Points. Unfortunately this battle is based on the situation the Romans found
themselves in at the Caudine Forks in 321 BCE. As I do not wish to surrender
without trying to defeat the Samnites, as the Romans did - historically passing
under the yoke, I will attempt to win the fight; consequently the Samnites will
be able to take advantage of three Battlefield Effects that I will have to
contend with in addition to the Samnites themselves. This is going to make it a
tough battle, just as it would have been for the Romans historically;
particularly as all the Samnite main battle line infantry are medium foot which
can operate well in bad terrain whilst few of the units available to the Roman
player are.
I am hoping that Gordon, knowing
that I need to bring the fight to him, will play fairly passively and stay stationary
in the bad terrain until I force him to commit when I have a local advantage. My
plan will be to try to launch an attack on a part of his line led by those
troops that can cope in bad terrain with the hope of getting the upper hand and
giving him no choice but to commit his other troops into the open to retrieve
the situation. Out in the open I can defeat them. If I can get my medium foot
in ambush near a weak part of his line it might just work as he might not be
expecting it when it comes.
It ain’t going to be easy and it
could all go badly wrong from the get-go if he gets the luck early on, but
nothing ventured nothing gained – and I only lose one Prestige Point on a draw/loss
so I will still be three Prestige Points up in this era even if I do draw/lose.
That’s the plan; wish me luck
Fortuna!
The
Battle
Turn seven saw the first charge into combat - one of my Hastati headed into the gap between the marsh and the steep hill supported on the left with my Latin auxiliaries - medium infantry. On my far left my Command Point roll was poor so I had to choose between sending my reserve cavalry over to the right flank or continue pressing forward on the left; I continued to push forward my newly-raised Principes. At that point my most forward units consisted of my worst troops - mediocre heavy spear, how did that happen?
I took advantage of the rule - not having to conform if it would take you into difficult terrain - to keep the Hastati out in the open (I think this surprised Gordon), scoring the first hit on its opponent.
The position at the end of my turn was as below:
End of turn eight:
So, of course, just as I was beginning to hope - the die rolls went against me. Not only did I fail to finish off either of his badly wounded units he scored two hits on two of mine. Ho hum.
In the centre my advance stalled, I couldn't see my heavy infantry doing well trying to force their way up steep slopes against his elite medium swordsmen and on my right I barely managed to withdraw the light javelinmen before his cavalry rode them down. My only hope was to tough it out in the marsh whilst my mediocre heavy spear shock troops! continued their advance on my far left.
End of turn position:
In Gordon's next turn he continued his left flank hook, beginning to get round behind my Principes with his cavalry, whilst on his right he took out one of my medium infantry.
So, it all looked like it had gone horribly wrong. It was beginning to look desperate on my right whilst my left flank attack appeared to have not only stalled but Gordon had commenced to pick it apart; advancing a unit of elite Samnite swordsmen into the gap as below:
On my turn I decided that I just had to go for it wherever I could:
- I charged my left-flank mediocre heavy spear into Gordon's cavalry, he stayed rather than evading;
- I moved another Hastati to fight his victorious elite medium swordsmen;
- I charged my right flank Principes into his medium swordsmen.
The results were - One hit on his cavalry; I destroyed his medium swordsmen unit in the marsh and two draws on the right with my Principes. At last some progress on my left but all I had done on my right was to put my neck in the noose. It really was now going to be a race to see who's flank collapsed first.
The position at the end of my turn:
In Gordon's turn he charged in to flank attack both my Principes, amazingly I achieved a draw with one whilst the other took three hits, not unexpectedly. Elsewhere the fight continued.
Position at the end of Gordon's turn:
So, round to my turn, all of a sudden things started to go right. Not only did I take out two units on Gordon's right flank but the Principes that had achieved the draw in Gordon's last turn managed to do it again. Ok, the other succumbed but all of a sudden hope had returned, he wasn't far from army rout.
Position as below:
In his next turn Gordon finally took out my other right flank Principes as below:
At this point, in all the excitement it seems I had forgotten to take pictures. In the last couple of turns of the game I just managed to get Gordon's side to army rout level before he could capitalise on his left flank breakthrough. Final honours went to two light infantry Leves who punished one of his medium cavalry with some well-aimed shooting.
All told a great game, man of the match goes to the Principes unit on my right that held up his advance just long enough for me to do the business on my left. I was pleased that my plan sort of worked, I managed to overwhelm part of Gordon's line and forced Gordon to come out into the open as planned. I was hoping he would be a bit slower off the mark than he was but the brave stand of the Principes did the same job in the end by slowing the Samnite advance. At the end of the day a win is a win.
Gordon's comments
Pre-Game
Samnites vs Early Roman. The Samnites have a number of
terrain advantages. In a fit of unjustifiable optimism I give Alec a 25 point
advantage and opt to be the Samnites – why I think I will be any better at
using terrain than usual I do not know. Anyway, he will also have lots of heavy
infantry against my medium infantry. And he can upgrade to armour. I am doomed.
Unless I can get and play the terrain to my advantage as the medium troops are
less disadvantaged. But, in my favour, as the invader he has to win, so worst
case is I sit tight in whatever natural fortress I can create.
So, I go for lots of medium infantry, but also 2 heavy
cavalry and 1 medium cavalry to protect flanks and form a reserve. Minimum
number of light infantry: bit of a risk, as I have no way to reply to any that
he chooses.
The game
I choose a deep water flank to minimise his advantage in numbers/points.
Then difficult terrain – I suffer but he suffers more. Steep hills and one
marsh (I don’t know why I chose a marsh; another hill would have been
sensible). A bit more thought and I would have chosen wooded hills to reduce
the effectiveness of any shooters Alec chose.
I get some luck with the terrain placement dice and Alec
didn’t get to remove any. I start to form a defensive line on my half of the
table and complete it with the extra Battlefield Effect terrain (including the
marsh! Why???). I put the two fortifications across the road, with a gap on one
side to allow my cavalry to sally forth.
Line up the swordsmen across the table. Put two in ambush on
my left (it might be a surprise for Alec) and the cavalry in reserve.
I am defending and while my natural tendency (character
failing) is to attack I am aware that will get me beaten in short order here. So,
patience plus the option to respond to him if he tries to concentrate on part
of my line.
Alec starts to move his troops to my left. I wait a wee bit
and when I think he is committed I move my cavalry out to move around his
relatively weak right flank. Also reveal the ambush and move two units of
swordsmen to engage his left flank frontally while the cavalry outflank.
Combat starts on my right: he wins well on the first round
but I recover on the second (hurrah! for the randomness of ADLG combat). Combat
sways back and forth but his numbers and the benefits of heavy infantry start
to tell and I regret the choice of the marsh rather than another hill.
BUT! He charges into combat with my swordsmen on my left.
And they hold. Yay! Next turn my cavalry hit his infantry in flank and rear for
an instant disorder. In the combats I am 5 and 6 up. But it takes me three
turns to break the two units (bloody randomness of ADLG combat dice). Meanwhile
my right flank starts to disappear. For some reason I choose not to evade his
spearmen when they charge my right flank cavalry. Bad mistake as I lose the
ability to restrict his movement and I am not going to win that combat without
outrageous luck (and I am not Alec).
My slow destruction of his right flank allows him to move
units to cover the centre and, more importantly, to destroy enough units to
break my army.
Post-Game
The luck flowed back and forth. My right held on well, and
certainly better than feared against his heavy infantry once Alec reminded me
that troops don’t have to confirm into disadvantageous terrain.
My plan worked well in that I was able to respond to his
movements and take advantage of his exposed and relatively weak right flank.
My choice of terrain could have been better. Given the
battlefield effect and the terrain placement for the “normal terrain” I might
have been better off forming an arc of hills in one corner and just waited. It
would have been difficult for Alec to manoeuvre to any great benefit, and his
medium troops would have been at a disadvantage and probably beaten. He would
have had to commit his heavies, which would have been interesting.
An interesting variation on our normal games and a lot of fun.
Result
Roman win - three Prestige points to the Manlii
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