MMcG02 Epic Sentinum (295 BC)

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1 year 11 months ago #4491 by Mark-McG
HISTORICAL BACKGROUNDThe Battle of Sentinum was the decisive...

MMcG02 Epic Sentinum (295 BC)

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

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1 year 6 months ago #4492 by MarcG
Replied by MarcG on topic MMcG02 Epic Sentinum (295 BC)
16-15 to the Samnites in a very entertaining battle. The Gauls initially rushed forwards and created mayhem for a few turns before the Romans stabilised the line , meanwhile the Samnite left flank rushed forward only to see their leader cut down at the head of the attack....at this moment the Roman centre Lurched into top gear and engaged all down the line only to be met by a volley from Darken the Sky and backed up by a Clash of Shields as the line engaged. A blood bath ensued with the battle in the balance turn after turn with the centre looking like it was going to be decisive one way or the other. At no point was either side ever more than 2 banners in front.
Decius Mus made a last charge on the left hoping to carry the battle but the Dice Gods were not with him (or at the least were on a toilet break) and 3 1 in 3s or a double retreat for the game netted but a single retreat......but at least he kept his head. Which sadly could not be said for the legionairres cut down from behind by a warrior band to give the Samnites the tightest of victories.
The reverse match to be played shortly!

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1 year 5 months ago #4561 by RiverWanderer
Played two enjoyable rounds of this so far.

First was a fairly comprehensive Gaul/Samnite victory - the chariots exchanging for much of the Roman left flank strength, and the main force ultimately holding firm against a Roman steamroller of line commands, culminating in a big melee in the centre.

Second was a lot closer - multiple Order Light Troops helping the Romans in early defence of their left. This time it was the Romans that waited to receive the enemy, with close combat more dispersed across the board. The Romans came off worse in too many close combats, going down 13:16.

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1 year 5 months ago #4562 by Mark-McG
Considering the Gallic/Samnite win ratio, I'm proposing a Mus rule;

If the Romans have less banners than the Allies in the banner score, the Roman CinC may choose to implement the Mus rule.
Place a Special Star marker on Decius Mus Leader.
Decius Mus always takes Leader loss checks with 1 die, and a Helmet eliminates him. When Decius Mus is eliminated in combat, all Roman Left section cards are henceforth considered Inspired Field General when played.

The following Section cards qualify for an Inspired Field General Command card play:
• Order One Unit Left: the Inspired Field General may order up to two units in this section. When drawing Command cards, draw three, keep two up to Command and discard the other(s).
• Order Two Units Left: the Inspired Field General may order up to four units in this section.
• Order Three Units Left: the Inspired Field General may order up to six units in this section.
• Order Four Units Left: the Inspired Field General may order up to eight units in this section.

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

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1 year 5 months ago #4563 by RiverWanderer

Considering the Gallic/Samnite win ratio, I'm proposing a Mus rule;

If the Romans have less banners than the Allies in the banner score, the Roman CinC may choose to implement the Mus rule.
Place a Special Star marker on Decius Mus Leader.
Decius Mus always takes Leader loss checks with 1 die, and a Helmet eliminates him. When Decius Mus is eliminated in combat, all Roman Left section cards are henceforth considered Inspired Field General when played.

The following Section cards qualify for an Inspired Field General Command card play:
• Order One Unit Left: the Inspired Field General may order up to two units in this section. When drawing Command cards, draw three, keep two up to Command and discard the other(s).
• Order Two Units Left: the Inspired Field General may order up to four units in this section.
• Order Three Units Left: the Inspired Field General may order up to six units in this section.
• Order Four Units Left: the Inspired Field General may order up to eight units in this section.
 


Happy to try this. Do the left section cards order a leader plus the connected number of units, is that what you mean? (like a normal Inspired Leadership card but with 4,6 or 8 units).

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1 year 5 months ago - 1 year 5 months ago #4564 by Mark-McG
the Mus rule essentially considers a Left Flank card as doubled, as if 2 identical cards were played. 
the particular rule is below;

Inspired Field General PlayNormally the Overall Commander may only give a single Command card to a Field General. However, when the Overall Commander has in his hand two Section Command cards that are exactly the same, both cards may be given to the Field Commander in the specified section. This is called Inspired Field General play. An Inspired Field General play will count as two Field Command cards issued, leaving only one additional Field Command card available to issue. If two Field Command cards have already been issued, an Inspired Field General play is not possible.The following Section cards qualify for an Inspired Field General Command card play:
• Order One Unit Left/Center/Right: the Inspired Field General may order up to two units in his section.
• Order Two Units Left/Center/Right: the Inspired Field General may order up to four units in his section.
• Order Three Units Left/Center/Right: the Inspired Field General may order up to six units in his section.
• Order Four Units Left/Center/Right: the Inspired Field General may order up to eight units in his section.


Page link: www.commandsandcolors.net/ancients/the-g...epic-ancients-2.html

"I will either find a way, or make one."
attrib to Hannibal Barca
Last edit: 1 year 5 months ago by Mark-McG.
The following user(s) said Thank You: RiverWanderer

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1 year 5 months ago #4565 by RiverWanderer
Ah! The Epic Inspired FG rule, thanks!

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1 year 2 months ago #8816 by Pevans
The weekend before last I joined Mark B and friends to play this scenario on Vassal (plus Discord for banter). We had six players, so the commanders also controlled the central section. Nick volunteered to be a commander and drew the Romans, Mark taking command of the barbarians. Darryl was field general of the Roman left (i.e. Decius Mus) with Leslie taking the right. I had the barbarian left (Samnites) with 'Van der Bangla' on the right (Gauls).

The Samnites started the battle by advancing their Light foot to harass the front row of the Romans. Nick played a "Line Command" card that was pretty awesome in an EPIC context: almost the entire Roman army advanced and started forcing our Light troops back.

On the extreme left of the battlefield, Gaulish Auxilia moved forward. They were on the receiving end of a "Mounted Charge". This saw the first casualties of the battle: the Gauls lost an Auxilia, the Romans a Medium Cavalry. While the bulk of the Romans advanced again (another "Line Command"!). And the score's 1:1 after 9 turns.

The Gauls threw more troops into the fight on the left as a "Line Command" on our side brought the armies closer together in the centre. Missile fire removed a Roman Light foot that thought it could shelter in the woods. Barbarians 2:1 Romans.

More Roman cavalry came into the fight on the left and removed a Gaulish chariot and Warriors to give the Romans the lead (2:3). A "Double Time" in the Roman centre added to this as Medium and Heavy foot punched through the barbarian line, eliminating a Gaulish Auxilia (2:4). The Roman right bounced off the Samnites, but somehow still managed to kill a leader (2:5).

The Samnites smacked into the advancing Romans, eliminating three foot units and the Leader with them in revenge. On the left, a Gaulish Chariot took out the Roman Heavy cavalry, Decius Mus just escaping to join some Auxilia well to the rear. And the score swings the other way - Barbarians 7:5 Romans.

The Romans continued their advance left of centre, killing a Gaulish Auxilia, while the continuing fight on the left claimed a Gaulish chariot and a Leader. (7:8)

The Gauls finished off a Roman cavalry unit on the left while the Samnites pushed forward to remove a Roman Auxilia and reduce the Roman right to just the cavalry. (9:8)

Regrouping on both sides saw the Samnites hitting the Roman centre from in front and the right, removing a Medium foot and almost getting Fabius Maximus into the bargain. While the Romans finished off some Gaulish warriors on the left. (10:9)

With the Samnites and Romans in close combat across the centre, Mark played "Clash of Shields" plus a "Mounted Charge" for the Gauls on the left of the battlefield. The result was the demise of a Roman Heavy and three Medium foot units for the loss of a Gaulish Light foot (in a battle back as they got involved in the fight in the centre). The score went to 14:10, the barbarians seeming to have the upper hand.

The Romans came back with attacks across the battlefield. They took out the last Gaul in the centre section while the right-flank cavalry finally got into the fight and the Samnites lost their first troops (Auxilia and Medium). The score went to 14:13.

But the final move came from the barbarians, the Gauls eliminating Auxilia on the left and the Samnites a Medium foot in the centre to finish off Roman hopes - though a Samnite Heavy foot also fell in these last exchanges.

And that was 16:14 to the barbarians in a hard-fought, bloody battle that lasted just 20 turns and less than three hours (including intro).

I was intrigued that the Gauls made up the bulk of the barbarian casualties: 9 units and a leader to the Samnites 3 units and a leader. Clearly the bulk of the fighting was on the left and I suspect this is at least partly because the Gauls are a mixture of Auxilia, Chariots and Warriors.

I do enjoy the EPIC games, not least because of the interaction between the players, and this was no exception.
The following user(s) said Thank You: RiverWanderer

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