CvG, Cv, 2xLH, 3xBd, 3xAx, 2xPs
My opponent chose to play Later Visigoths II/82:
KnG, 3xCv, 4xWb, 2xPs, 2xBw
I laid out the terrain, choosing this time to place only some roads, a wood and two gentle hills. I wanted space to spread my line out like good old fashioned Romans! My opponent put a block of Cv on the hill and his block of Wb on the flat with Bw on the right and Ps on the left.
|After the first bounds|
After a few more bounds my much longer line was starting to envelop the Visigoths:
|Come to papa!|
My real fear was that his Kn would punch through my Ax or Bd with the quick kill, but since it was his general he probably decided that it was too risky. I sent a single Ax through the woods to turn the block of Wb away from my Bd, ignoring the enemy Ps in my rear which were now out of command distance. My LH went wide left atop the hill, so the Visigoths bent their line of Cv back to protect their flanks, but it did cause them to have quite a fragmented line.
|Romans 1 - Visigoths 0|
The Wb split up to try to kill my Ax in the woods but the Ax recoiled. My LH charged the lone straggling Cv with one overlap and killed them in an even fight with a lucky roll. My Cv also charged the Goth Cv with an overlap but got a stick. The enemy Cv then withdrew from combat back to the top of the hill. The Goth Bw started to shoot my Ax but nothing came of it.
|Romans 2 - Visigoths 0|
My CG then attacked the next Visigoth Cv in the line, with the flank from my other Cv unit. I got the recoil easily on a 4-2 combat and the enemy Cv was cut down. The Visigoths were suffering a severe pip drought at this time so it was not easy for them to respond as I rolled up their line.
|Romans 3G - Visigoths 0|
- My plan this game was to keep it simple. No elaborate back-field runs, no attempts at pushing big columns through bad going, just rely on a solid wall of Bd and mounted. And it worked!
- It certainly helped that the bad guys had Kn + 3xCv rather than 4xKn. It allowed me to be much more assertive in enveloping him.
- We used a system of drawing playing cards ranging from Ace to 6 to determine pips. No different really to rolling for pips except that if you draw some low cards early you know you're due for higher cards later on, which is a nice psychological and statistical addition to the game.