Saturday, December 21, 2024

Yes they can!

After the previous Frankish debacle I tried a different deployment and this time it worked.

The idea was to pack the big punch in the first line, using units in depth and elite Household Warriors against the Legions but keeping the original disposition against the Bucellarii - it had worked against them last time and I wanted to lose as few Warriors as possible when the first line routed in order not to tip the entire army over the edge.

Deployment.


Turn 1. Clovis.

The cavalry stay where they are for this game as the idea is to see how the infantry do. The two lines of Warriors advance.


Turn 1. Syagrius.

The Roman infantry advances to maximise its hill advantage (both Bucellarii units are now upslope). 


Turn 2. Clovis.

The Warriors keep moving. They feel good about things this time.


Turn 2. Syagrius.

Romans stay put. Those stupid Franks want another taste of it - let them come!


Turn 3. Clovis.

The Franks are now in missile range and everything flies.


Turn 3. Syagrius.

The missile barrage continues.


Turn 4. Clovis.

The first line charges. The Warriors in the centre have already lost some morale thanks to the Legions' missile barrage, but all Warriors win the charge combat, knocking off a morale interval of the Romans.


Turn 4. Syagrius.

Not much for the Romans to do other than fight it out.



Turn 4. Melee.

Which they do. No routs yet.


Turn 5. Clovis.

The Roman Archers have two minus modifiers - one for being in a thin line (one stand per square) and one for shooting at troops in hand-to-hand combat. This means they can shoot only during the Franks' move, i.e. once a turn instead of the usual twice.


Turn 5. Syagrius.

No much happens.


Turn 5. Melee.

The Frankish first line is becoming fragile.


Turn 6. Clovis.

The Franks hammer on, taking some hits from the Roman Archers.


Turn 6. Syagrius.

Not much to say.


Turn 6. Melee.

And the Frankish first line routs except the Household Warriors. Roman morale is boosted....


....and the victorious Romans occupy the vacated squares. This has for effect to put the supporting Archers out of range.


Turn 7. Clovis.

The Frankish second line charges after taking some missile hits. Despite morale boosts from the rout of the previous Frankish line, the Roman infantry are weakened. The battle is beginning to take its toll.


Turn 7. Syagrius.

The Archers - uncommanded hence slow - creep forwards  to support the HI again, as do the Levy.


Turn 7. Melee.

The Romans become shaken. Not looking good for them.


Turn 8. Clovis.

The battle rages on.


Turn 8. Syagrius.

The Archers are finally in range but can't shoot yet - only during the Franks' turn.


Turn 8. Melee.

The Legion on the Roman left routs whilst the rest of the line is close to breaking.


Nearby Franks get a morale boost from the routed Legionaries....


....and occupy their vacated square.


Turn 9. Clovis.

The Household Warriors charge the Garrison Troops, knocking down their morale.


Turn 9. Syagrius.

The Romans pray for a miracle.


Turn 9. Melee.

....which does not come. The Roman line routs.


The nearby Frankish units get morale boosts from the routed Romans....


....and occupy their squares.


And that's it. The Romans have lost enough stands for their brittle and average units to automatically rout. Their entire army decamps. Game over!


Moral of the story is that the movement and combat determinism of Optio does not mean that the outcome of a game is pre-determined, no matter how well you know the armies. Superlative system, what can I say? 😎