Round 6 - VV 03 Adrianople
Mark McG (Goths): 7 banners 27 blocks lost
Adam (Romans): 6 banners, 29 blocks lost
Initial Roman cavalry charge swept away the two LI, but cost the two LC in reply. Roman heavy cavalry pulled away with losses.
The Roman line the started forward, and missile fire was exchanged. Goths got lucky here destroying a Roman LB unit exposed at the front with no longer retreat path. Something I'd forgotten until writing this report was that the Imperial infantry had 1 pilum die to use, but they never did.
After a series of mis-steps, firstly me attempting to bring on the Gothic cavalry with a Leadership card (uninspired), and the Romans trying to use the Medieval Line Command rule rather than the Ancients version (foot only), it dawned upon me that the chance of the Goth cavalry to arrive in a timely fashion had passed, and it was up to Fritgern to save his own bacon. In a mad charge down the hill, he collected over 3 turns the needed 4 banners, alibi at a cost of 4 banners including his own. Goths snatch a hardly deserved 7-6 win.
This was a tough game, and I won't claim excellence on either part. More like a scrum in the mud. I enjoyed the struggle.
However, I'd rate the Scenario special rules as some of the worst I have encountered.
- Roman First Orders: at least one order must be given to Bacurius’ troops in the Left section before moving any other troops.
what does this mean? Does it apply just to the first Command card, or every turn? Does it have to be the HCC unit, or can it be any left unit? Can Bacurius move to another troop and order that one? What if the Romans CANNOT order any units in the Left section?
This seems to me one of the weirdest, straightjacket rules I have encountered, with no real explanation of how it works.
It also seems totally unneeded, Bacurius is already in an advanced position.
- The Goth player can enter his cavalry groups by playing an "inspired leader" card (no matter which).
which of course assumes the Goth player draws one of the 3 Inspired Leadership Command cards out of the 60 cards. If they don't, as is probable, then no cavalry. Moreover, if the Roman player draws those cards, they know the odds of the cavalry coming are reduced. What if the Roman got all 3? Did the designer think this through at all, or are they just born lucky?