416 Abruttius (251 AD)

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14 years 7 months ago #1703 by alecrespi
Abruttius - 251 AD
Goths...

416 Abritus (251 AD)

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7 years 10 months ago #1704 by cannoneer
Replied by cannoneer on topic 416 Abruttius (251 AD)
Just played this solitaire last night and it came down to a Roman cavalry charge that netted them 2 banners, and a 6-5 win. Very exciting and balanced scenario.

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4 years 2 months ago #3268 by RiverWanderer
Replied by RiverWanderer on topic 416 Abritus (251 AD)
"Imperial Legions rule is in effect for both armies."

Why both armies? Surely only applies to the Roman army.

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4 years 2 months ago #3269 by Mark-McG
Replied by Mark-McG on topic 416 Abritus (251 AD)
probably an error, but since Imperial Legions applies only to Medium & Heavy Infantry, it is defacto Roman only.

"I will either find a way, or make one."
attrib to Hannibal Barca

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2 years 3 months ago - 2 years 3 months ago #4167 by Erik Uitdebroeck
Hi everyone,

Just one quick question:

A light unit is on a marsh and wants to evade; does it have to stop (while evading) on the adjecent hex?

Thanks for your time,
Erik.
Last edit: 2 years 3 months ago by Erik Uitdebroeck.

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2 years 3 months ago #4168 by Mark-McG
Replied by Mark-McG on topic 416 Abritus (251 AD)

A light unit is on a marsh and wants to evade; does it have to stop (while evading) on the adjecent hex?

 
no

www.commandsandcolors.net/ancients/the-g...ains/1074-marsh.html

Evading (and retreat) are not normal moves

"I will either find a way, or make one."
attrib to Hannibal Barca
The following user(s) said Thank You: Erik Uitdebroeck

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2 years 3 months ago #4169 by Erik Uitdebroeck
Thanks for the quick reply.

Erik.

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1 year 1 month ago #9037 by Riclev
Replied by Riclev on topic 416 Abritus (251 AD)
Our group played this six times, with four wins for the Goths and two for the Romans - in other words, in line with the stats above. However, one Goth win was 6-5 and could have gone either way, so with a following wind the Romans have a chance. The key is not to be afraid of moving into the marshes as the die roll reductions nullify the Goth warrior advantage when fighting Roman auxilia. It's a good scenario and relatively short, with no game of ours running beyond 40 minutes.

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