Game 52 – Roman Era 3: Middle Republic
Middle Republic Roman civil war 212 BCE (150 pts each)
(ADLG Std, 26-June-2024).
Battlefield Effects: None
The Plan (penned in advance of
the battle)
This game is an End of Era Civil War battle for the Mid-Republican Roman Era. Theoretically it is completely
equal at 150 ADLG army points each with no Battlefield Effects, however, it has
a tremendous amount riding on it. If I win or draw the game I win the entire
campaign, if Gordon wins he wins the era and keeps his hopes alive – just. I
say 'just' because I have a lead in each of the remaining four eras, three with big margins, so the
chances of Gordon even tying the Campaign are slim to none even should he win
this game.
To use a tennis match analogy we
are into that part of the game where one player has a big lead coming into the final set
and just needs to win one more game to win the match, everyone knows that player
is going to win, even that other player, but the other player fights on
regardless - for personal honour if nothing else.
At 150 points the armies aren’t
going to be big, and as they are going to be picked from a list with high
compulsory minima they aren’t going to be too different from each other.
My plan is going to be to
maximise the heavy infantry in my army and split them between two commands, all having armour but one command containing newly recruited mediocre infantry. I
will have a micro-command containing two cavalry and an elite unit of armoured Pedites
Extraordinarii medium swordsmen which I will use to have fun with on one flank,
possibly starting it in ambush. I decided to go with armour all round rather than having better quality troops in order to better withstand any enemy shooting.
As far as the game goes, as
Gordon really needs to win it I will try to be the defender so that I can place
some restricting terrain on the table, then sit and wait for Gordon to attack whereupon I will try to get some advantage – overlaps etc.
If we run out of time,
theoretically we should refight the game as there has to be a winner, but as
I’ve said above, there probably won’t really be any point; if we do run out out time to find a winner it’ll all come down to
Gordon’s motivation to struggle on against the odds.
That’s the plan!
The
Battle
The battlefield ended up as below, a village on my left, two fields in the centre and a gentle hill on Gordon's base line, once again this suited me as it fell in nicely with my game plan. I chose the village and placed the Manlii gens villa in the centre of it.
Gordon's turn one
Not wanting to leave my light infantry on my right hanging out on a limb unsupported I had to choose between advancing my main battle line to support them or pulling them back; given that I had no cavalry on that flank to counter Gordon's I decided on the latter.
I also decided, given the strength of Gordon's left wing, that the right of my line needed further bolstering so sent one of my cavalry over to that flank.
My turn ended as below:
In this turn I basically did not a lot. I rallied my Pedites Extraordinarii unit in the village back to full health and moved my light infantry to slightly more useful positions but otherwise just stood and continued the fight.
In the melee phase Gordon actually began to make some headway on his right with his remaining units, on his left. however, catastrophe struck - two of his heavy swordsmen units went under. He was now on fourteen points of losses to my five.
End of turn picture as below:
The turn ended with Gordon's army one point off army destruction, and as I had several units on his flanks ready to start rolling up his line, he threw in the towel for the last time.
Gordon's turn, and the game, ended as below;
Post-mortem
Recognising that he had to win the game or the whole campaign was lost, Gordon charged into contact wherever he felt he could achieve an edge. Unfortunately, the Fates can sometimes be cruel, despite a couple of sixes at the start of the melee combats, when it really mattered the dice just didn't fall his way. All the main combats except one went my way and his army was only one point away from demoralisation when he decided to call it a day.
With the battle went the era and the campaign!
Gordon's comments
Pre-Game
Two armies of Roman legions. This
is likely to be a simple face-to-face contest. I imagine Alec won’t want a lot
of terrain, no more than me, given we are both using armies that are badly
disadvantaged by terrain. However, both are only 150 points so there could be
plenty of space for manoeuvre.
The big decision is whether to
opt for fewer armoured troops or more unarmoured. Previous games have shown the
advantage of armour, but I decide a couple more legions might be more useful.
I take four cavalry in case there are open flanks.
The Deployment
Neither of us choose much
terrain. What there is protects Alec on my right flank and slows things down
for me in the centre. Looks like a classic corner sitting defence from Alec. I
have the same option on my left but that won’t win me the game.
Deployment confirms my thinking,
with Alec’s army deployed between a field and the village. I deploy two
commands opposite Alec’s army with the other command wide on my left in case I
was wrong about Alec’s intention.
Our troops are broadly similar –
we each have an elite unit, a number of mediocre units. Big difference is Alec
has armour. My slightly more numerous cavalry are not likely to play much of a
role. But they do offer effective flank guards with little to oppose them
So, I will slowly advance in the
centre and right while the unopposed left moves slowly through and around the
fields. I might get to surround or at least discommode Alec.
My centre and right contain the average legions and are faced by Alec’s mediocre troops. This gives me confidence even with the disparity in armour.
The Game
My army does what I expected it
to, at least until it got into combat.
The only excitement before the
main combat was catching Alec’s medium swordsmen in the rear with my light
infantry as they retreated in the village. Despite a good start by inflicting
two disorders on them, the swordsmen turned and destroyed the facing lights
despite being disadvantaged. Swings and roundabout. However, it reduced the
risk to my right flank.
My right and centre moved
rightward to line up with Alec’s mediocre troops. And then charged into them.
And lost almost all the first round combats. They never recovered from that.
My left flank mediocre infantry
and cavalry threw themselves on Alec’s better troops in a desperate attempt to
gain some advantage but it was a long shot and the dice played fair to reflect
that.
The Julii are written as the villains of history.
Post-Game
I blame the dice for losing this
one.
Result
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