002 Crimissos River (341 BC)

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2 years 2 months ago #4194 by Dionysius of Omaha
Crimissos River – 341 B.C.
Brought out the boxes for C&C Ancients… Haven’t played a game of Ancients since October of 2019 and had to review the rules a bit!
Turn 6: Hasdrubal’s Sacred Band is eliminated by a Mounted Charge and the Carthaginian center is broken. Timoleon and the Syracusan army lead 3 to 1.
Turn 8: Hasdrubal charges Timoleon’s line with heavy infantry and chariots. The Syracusans suffer significant casualties.
Turn 9: General Timoleon encourages his men to surge forward and Hasdrubal’s forces take losses of up to 75% before retreating. Carthaginian chariots cover Hasdrubal’s retreat and eliminate one of Timoleon’s heavy infantry units. Both sides tied at three banners each.
Turn 12: The tide seems to be turning against Timoleon on the left flank! And Carthaginian reinforcements are starting to arrive from across the Crimissos River on his right.
Turn 14: Timoleon is forced to turn to his general in the center... General Mamercus commands his heavy troops to push the Carthaginians back across the river. The assault is dramatically successful as his heavy infantry crush a skirmish line of slingers and then continue their momentum forward to liquidate a unit of warriors. The two units eliminated on the same turn gives the Syracusans the win 5 to 4. MVP is Mamercus and his heavy infantry shattering the ranks of the reinforcing Carthaginians near the river.

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7 months 3 weeks ago #28728 by Pevans
Replied by Pevans on topic 002 Crimissos River (341 BC)
I wanted to try out GMT's CDG Solo System for C&C: Ancients and decided to do so with this scenario (which I'd not played before - I've played Ancients the least of the C&C family).

The first rule of CDG Solo System is that it "is not a bot and cannot be played against." Instead, it "streamlines two-handed solitaire gameplay". Each side's turn, you roll the 'Fate' die, which dictates which card/s you are able to play for that side. It's then up to you to play the card that will do best for that side.

Looking at the board, my strategy as Carthaginian is to hang back from engaging the enemy until more of the army gets across the river. As the Syracusans, my strategy is to hit 'em with the Heavy infantry in the centre and keep on hitting them.

Some useful initial cards for Syracuse let me push the Heavy infantry forward, but the Carthaginian Light infantry Evaded them with little damage while the rear troops started crossing the river. The Sacred Band had a go at the Syracusans, eliminating one unit of Heavies and Timoleon. 2:0 to Carthage.

More Heavies fell to the Sacred Band as Syracusan Lights Evaded the Carthaginian chariots (first time I've played a scenario with chariots) - 3:0.

A "Double Time" card let the remaining Syracusan Heavies hit the Sacred Band and demolish one unit (3:1). The chariots joined the other Sacred Band unit to take on the Syracusans and both died in the battle backs! The chariots because three flags meant they had to retreat far beyond the edge of the board. And suddenly it's 3:3.

What was left of the Syracusan Heavy infantry, led by Mamaercus, now pinned the Carthaginian Light infantry against the back of the board and demolished them to win 3:5. So the Syracusan strategy worked, the Carthaginian one didn't - with almost half the army still on the wrong side of the river.

(This report is also on my BGG blog - with more explanation for non-C&C aficionados and some photos: boardgamegeek.com/blogpost/152498 )

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