This week we played Late Republican Romans vs. Gauls.
The rules used were Sword & Spear. For more information about these rules see
link
The Romans had 10 units – 6 Legionaries, 1 Gallic Cavalry, 1 Numidian Light Horse, 1 Auxiliary infantry, 1 Light Foot Slingers.
The Gauls had 10 units. The infantry were heavy foot with Impact ability and were mostly in large units to represent them fighting in deep formations. There were 5 of these large units of foot, and a normal sized unit of elite foot. Additionally there was a unit of noble cavalry, 2 units of chariots and a unit of Light Foot javelinmen.
There was a few pieces of rough terrain and a hill nicely placed for the Romans in their deployment area. Nothing unusual at deployment with both foot lines facing each other and mounted on the flanks.
I didn't get a photo at deployment but this is during turn one, as the Roman foot have started to advance.
The view from the Roman side:
End of turn one. The Gauls have not advanced much as they outscouted the Romans, leading them to deploy second, but this meant they had fewer action dice on the first turn.
In the first phase of turn two the Roman player makes a rare mistake. He forgets that his cavalry is within charge range of the Gallic cavalry, and he is focused on getting his infantry line forward. He doesn't activate the cavalry, so they are at a disadvantage when the Gallic cavalry charge. This could have been disastrous but luckily for the Romans they survive relatively unscathed.
At the end of turn two, both infantry lines have advanced to within charge range.
The Gauls get good action dice and charge in. As large units with the Impact ability, the Gallic foot can be very powerful when they charge. An effective volley of pila by the Romans can break up the impetus of the charge (counteracting the Impact ability). The combat goes reasonably well for the Gauls, with the rightmost Roman unit close to breaking (they take three hits and break on four) and other units taking hits.
On the Gallic left the chariots move into position to charge the legionaries. Chariots would not normally want to charge legionaries frontally, but here they will because there is already another unit of Gallic foot in contact with the legionaries.
End of turn three. On the Gallic right there is a stand-off between the Gallic chariots and the Roman auxiliaries, who are in rough terrain. This stand-off remains unchanged throughout the game, as with the focus on the close combat action in the centre and Gallic left, there are no action dice left to activate the troops on the right.
In turn four the rightomost Gallic infantry break the legionaries they were fighting. Fierce and bloody combat goes on elsehere.
In turn five the victorious gauls turn to threaten to roll up the flank of the Roman line. Turning a large or undrilled unit is difficult, requiring a high activation dice, but the presence of a general with the unit helps.
In the centre another unit of legionaries is close to breaking.
At the end of turn five, things are looking good for the gauls.
Roman light foot have charged the flank of the gallic cavalry. This is a risky move, as they could easily break on the charge. They just survive, and this tips this combat in favour of the Romans. Of the six units involved at this end, four are just one hit away from breaking!
End of turn six. The gallic infantry threatening the Roman flank didn't charge this turn, and were shot by the Roman light horse, taking a hit. This means they are no longer fresh and will not be as effective when they charge.
In turn seven they charge the flank of the legionaries, who manage to hold (legonaries are tough). They are then themselves charged in the flank by the Roman light cavalry. On the gallic left their cavalry break.
The Roman generals have been busy rallying the legionaries who are holding out well even when outnumbered. Losses are starting to take their toll on the gauls, who have greater difficulty in rallying.
The Roman cavalry on the left now break the gallic chariots.
In turn nine another unit of legionaries breaks, defeated by the elite gallic warband unit on the left. This takes the Roman losses up to the level required for an army morale test. The legionaries all pass, but both units of light troops fail, and as they had already suffered a hit each they both break. This takes the Roman losses to one point away from the army break level.
However, the victorious Roman cavalry on the gallic left have turned and are in position to charge the rear of the elite gauls or the main gallic infantry line.
In turn ten the elite gauls move forward out of the way, and the Roman cavalry charges the flank of the large gallic infantry block. They break the already weakened end unit, and the next unit is now outnumbered to the front and goes down against the legionaries it is facing. That is enough to break the gallic army.
It was a good, close game. It seemed to give a reasonable outcome, with the Roman legionaries suffering from the initial impact of the gallic warband, but then gradually rallying and turning the battle in their favour. It was a very narrow victory for the Romans, but could have easily gone either way.
There wasn't a lot of manoeuvre, as it was largely an infantry slog, but one of the good things about these rules is that even when this happens there is still plenty to think about each turn, with the decisions about where to use your action dice in each phase being crucial to the outcome of the battle.