Game 29 – Roman Era 3: Middle Republic
Republican Roman (Alec 176 pts) v Gallic (Gordon 180 pts)
Major Invasion 216 BCE (ADLG Std, 13-Sept-2023).
Battlefield Effects: None
The Plan (penned in advance of
the battle)
This is a Major invasion by Rome against the Cisalpine Gauls, so three points up for grabs for the Romans on a victory and only one at stake on a defeat. As I am currently at minus two Prestige Points in this era to Gordon’s plus one this is a good opportunity for me to turn things around and bring it back to a one all tie; all I need to do is win!
Gordon let me have the Roman’s
for 176 points to the Gauls 180, so not a lot in it. My plan is going to be to
maximise the number of Roman heavy infantry units I can deploy and shove them
forward into the face of the Gauls. As his men are going to be impetuous, and
his maximum command capability is quite woeful, he won’t be able to stand for
long before he is forced to charge in to commence the fight. All I will need to
do then is roll better than him!
If I can inveigle some tactical
advantage such as a combat bonus from a well-placed hill, an overlap or even a
vulnerable flank prior to the commencement of combat, using my superior command
and control, all the better.
That’s the plan!
The
Battle
End of my first turn as below:
I have advanced strongly on my right but have hung back on the left, no point in getting to grips with Gordon's main infantry force until I need to plus I want to clear the hill and swing round with my right before I engage with Gordon's right wing if at all possible. To do that I will need to clear the hill.
Gordon has other ideas of course. He moves forward with his right and begins to redeploy his left wing infantry across to his centre covered by the chariots. Additionally Gordon moves forward all his missile-armed troops to begin to whittle down my troops. The redeployment of his left wing infantry is risky as Gordon's commander on that wing is only Ordinary so he could get caught out if I can advance quickly enough to cause problems for his chariots enough to tie up that commander's command points..
He scores hits with his chariots on my heavy infantry.
End of Gordon's first turn as below:
End of Gordon's fourth turn as below:
End of Gordon's fifth turn as below:
End of my sixth turn as below:
End of my seventh turn as below:
Gordon's comments
Pre-Game
I simply have to avoid losing. I
let Alec win the bid. It is likely to be a straightforward infantry vs.
infantry fight that decides the game. The Gauls just have to try to hold their
nerve, while the Romans need to commit to combat, and risk the impetuous and
furious charge.
From previous experience I expect
Alec to choose a number of elite and armoured legions. While the armour won’t
help against the furious charge it has proved a battle winner after that. I
don’t expect to face many cavalry, although if he remembers our competition
practice games he will look for a decent number to protect flanks and chase
away delaying cavalry. I imagine we will be fighting in the plains.
Gallic command is poor, so hanging back and delaying combat is the order of the day. I will take three commands, two with competent generals and one with ordinary. The ordinary general gets four elite chariots and two medium warband to provide a backup and with some chance of keeping up with the chariots. This command will try to delay any open flank. The main command is seven warbands, two of them elite and armoured; they are to do the real work. There is a cavalry command of four heavy cavalry with a couple of warband and one light horse. They will form a link between the other two commands and provide some ability to fight legions in the right circumstance.
The Deployment
Alec chose Plains, but the
terrain was pretty good. Flanks were protected and I had a wee hill to sit on.
However, the waterway gave me a secure flank for my infantry so I put them
there. Then the cavalry and then the chariots on the left. I thought Alec might
believe I would put my main strength on my left with the hill and rough
terrain, so if he found himself facing chariots with infantry that might help
delay things a bit.
Anyway, Alec deployed a very
strong infantry force facing my chariots, some strong cavalry facing my cavalry
and a small number of legions facing my infantry.
My plan is now to make a right
hook to try to defeat his left, while the chariots skirmish his legions. The
infantry on the hill are far too vulnerable and I will pull them back under
cover of the chariots to form a line with the central command’s warband to
protect my left flank and camp.
Alec seems to playing a mirror of
that with his right flank advancing to outflank me and his left and centre
slowly advancing to provide protection to hi s right. It is all going to come
down to how quickly my infantry can get to him and how well the chariots can
hold up his right.
To my surprise Alec has no armoured troops and fewer elite than I expected.
The Game
Alec advances slowly on the left
and centre, and his right hook goes forward as fast as it can. He quickly gets
too close to my chariots for their speed and manoeuvrability to be much use. So
I start to move my warband off the hill towards my camp, and push the chariots
froward to start shooting. Throughout the game my shooting is particularly
good, and Alec’s rallying poor. This helps slow down his right a fair bit, so
that the warband get away, even though the chariots do get sacrificed though
evasion off table and to combat.
My cavalry centre advances to
slow things down and give his cavalry something to think about. We are evenly
matched so I do not engage initially, as I wait for the infantry to get into
position.
The infantry start to wheel from
my right flank towards the centre. The light infantry reveal a fake ambush and
even do some damage to the legions through shooting.
When in position some elite
infantry join the cavalry in combat against Alec’s cavalry. A couple of 6-1
dice rolls in my favour make a hole in his line, although one combat is drawn
and the other is lost (he inflicts two disorder on my cavalry). Still, a very
good start, and a number of his legions have losses from shooting.
Eventually his right flank
catches my chariots and slowly destroy them, while some other legions engage my
medium swordsmen. Things go well here too and the warband emerge victorious.
Despite some poor command rolls a couple of uncontrolled charges into his
legions on the hill cause some loss.
Meanwhile the right flank
infantry start chewing up Alec’s left flank legions, while the cavalry exploit
the gap to turn on his centre.
And then it was all over.
Post-Game
Terrain was good and, for once, I think I was able to advantage of Alec’s deployment and plan. I was greatly helped by amazingly good shooting by the chariots, poor Roman rallying and some very good combat results when the warband contacted the legions.
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