Game 22 – Roman Era 5: Early Empire
Early Imperial Roman (Gordon 6,225 pts) v Dacian (Alec 6,500 pts)
Minor Invasion 88 CE (MeG Magna, 14-June-2023).
Battlefield Effects: Romans: Troop Late Arrival
The Plan (penned in advance of
the battle)
This is a Minor Invasion of Dacia by early Imperial Rome. Gordon is one Prestige Point down in this era so is eager to turn things around and bid quite low to be the Romans with the chance to gain two Prestige Points on a win, finally giving me a 275 point advantage on the battle. Time will tell as to whether this is too big, but he does have the advantage of a Battlefield Effect: Troop Late Arrival.
So I find myself defending with
the Dacians in 88 CE. As early Roman armies have a deficit of decent cavalry I
have decided to choose a decent size allied command of early Sarmatian Iazygians
which will give me three TUGs of good charging lancers. The risk of course is that they become Hesitant or worse as determined by the Command Card draw in the first turn.
The lancers combined with the
famed Dacian falxmen, classed as Devastating Chargers in MeG parlance, should give me the opportunity to
deal Gordon a nasty surprise when they get into combat. As the Dacians are an
army of tribal Barbarians my plan is going to be as simple as possible - line up and
Chaaaaaaaarge!
The
Battle
Turn two sees Gordon charge his equites into contact with my infantry and then, after a poor performance in charge and melee combat, particularly as I have pushed forward on either side, they break off to avoid being flanked.
Elsewhere my light horse gets its first shooting hit and Gordon continues his advance on his left wing - turning at an angle towards my retreating cavalry. The Sarmatian command didn't get good cards this turn so all I can do is continue marching them to my right.
I find it interesting how the course of a battle can be determined by the Command Card draws, firstly in turn one my Allied Sarmatian command is the only one to get decent cards which enables them to commence the turning manoeuvre, in turn two all they can do is either stand still or continue moving the same direction. I wonder how many C-in-Cs watched impotently from a distance as some subordinate decided to reinterpret or change his orders. (ps. I feel Gordon missed the perfect opportunity here to use his Battlefield Effect - he could have cancelled my turning and running away in turn one or even had me move the Sarmatian cavalry forward unsupported if he was lucky enough instead, or he could have caused mayhem in turn two by cancelling their retreat and leaving them in danger of being charged in the flank).
End of turn two below:
Close up of the Sarmatian cavalry charge end of charge phase turn five below:
Gordon's comments
I again fancy trying to win some
points, so bid a little low to win the Romans. I choose 88 AD to reflect the
three failed Roman invasions undertaken by Domitian.
We are playing MeG. Alec will
have plenty of devastating charging infantry and probably he will max out on
Sarmatian type heavy cavalry. This is unlikely to be pretty.
I will have to try to capitalise
on the very expensive drilled Roman infantry. They have some chance if they can
hold the Dacian charge. A couple of cavalry units to protect flanks as I
advance as quickly as possible into contact.
I am also going to be outnumbered
and hope that three competent generals will be enough to do the job.
As drilled flexible troops with a deep and abiding fear of massed charging lancers I want lots of rough terrain.
The game
The terrain did not go my way –
not a good start. However, I get very lucky with the scouting and Alec had to
deploy 80% of his army before I had to deploy any of mine.
Alec set up lots of infantry on
his right and centre. On his left a unit of cavalry with enough gaps to suggest
there were more cavalry. I deployed facing his relatively empty left flank. I didn’t
fancy trying to carve through lots of large infantry units while what I expected
to be his very strong cavalry flank chewed up my right flank. Also I hoped that
I could advance to turn his infantry flank and that his cavalry weren’t too
successful when they had to charge.
I deployed two legions and two
auxilia on my right with the plan that my auxilia would shoot and/or chase his
light horse to destruction while the legions forced his cavalry to charge at
some time. The other four legions formed a central command to advance and turn
to attack Alec’s infantry’s left flank once his cavalry were engaged. I deployed
my two cavalry units to face his massed infantry to slow things down and also
deter him from turning to quickly to face my Roman infantry. The cavalry would advance
and shoot and/or charge to do this.
The plan started fine for a
couple of turns. All three commands advanced with the infantry inclining right
to focus on his left flank and the cavalry going straight forward:
1. On my left the cavalry did their job and held up his infantry.
2. In the centre the infantry got into position to threaten his infantry from their flank.
3. The right flank caused his cavalry to move back to protect that flank, giving me some room to manoeuvre.
And then it all fell apart:
1. His light horse slowly destroyed one auxilia for no loss.
2. His cavalry charged my right flank legions and almost destroyed them in one turn.
3. One unit of superior warband charged one of my centre’s legions and almost destroyed it in one turn.
4. Three command cards per command was not enough to allow me to continue threatening his infantry’s left flank and try to stop the destruction all around them.
With three legions in combat rolling white to his green and already badly damaged, next turn there would be a big gap through which his warband and cavalry would charge to destroy the rest of the Roman army. At this point it all seemed a bit pointless to carry on, so I conceded.
Post-Game
Should I have chosen a smaller
but more elite force? Given the terrain and the plan on the day that might have
worked – the focus on turning his flank would not have changed and the infantry
had more chance of standing up to charges. But, the terrain could have gone
some other way and numbers might have been more advantageous. I was certain Alec
would take Sarmatians, so perhaps a unit or two of light horse instead of a
legion would have been useful. That is probably a better idea as they would
have provided more flexibility.
I misread the Battlefield effect
and paid the price for that. It might have made some difference during the
first two or three turns of manoeuvre.
His four commands allowed him to match
my three drilled commands. Wasn’t expecting that!
It was one of those MeG games
where it seemed to me quite obvious after a couple of turns of combat where the
game was going. To be fair that probably can happen with most systems, but the
relatively small number of units seems to make it more obvious compared to
ADLG.
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