Set-up
- Home and away: LCart Ag4 rnd6=10, Num Ag1 rnd2=6. Num are defence.
- Terrain: results on the random terrain roll are tweaked to portray Num home ground, in that 'hill' becomes 'difficult hill' and 'boggy' becomes 'woods'. The result of four rolls is a fairly symmetrical map with woods on one end, broken ground on the other, and two lengthwise difficult hills.
(Later pictures have a stalagmite on each hill and a treestump on the woods to remind myself they are rough going.) - Deployment: LCart roll high again and deploy left, Num deploy centre.
- The sides: Both have rolled attacking options, so once again LCart have no El and for their part Num go heavy on the LH. No El at all! Booo!
LCart: 1xCvGen, 1xCv, 1xIberian LH 1xNumidian LH 'traitor', 3x4Sp, 1xLigurian 4Ax, 2xIberian 4Ax, 2xPs, 1xCF in camp.
Num: 1xCvGen, 6xLH, 4xjavelin Ps, 1xsling Ps in camp.
The Game
Round 1
Num PIP3 axis 4=shift left, to left.
Reserving the right and centre, the left flank moves then Ps seize the heights!
Reserving the right and centre, the left flank moves then Ps seize the heights!
LCart PIP1 axis 5=shift left, rotates to right.
All Ax wheel right. They are solid Ax and move 2BW.
Round 2
NUM PIP3 axis 1, remain left.
The centre LH race forward to join the left in a daring sweep! (Farthest element is now out of command, and the hill is threatening to block command to other LH.)
LCart PIP3 axis 5=shift left, to centre.
While reserve Ps (in woods) edge round to prevent a full encirclement, Ax rush the difficult ground, and reserve LH covers their flank.
Round 3
Num PIP3 axis 4=shift left, rotates to right.
The right flank is unleashed, Ps making extra moves to gain the right-flank heights!
LCart PIP6 axis 5=shift left, to left flank.
Skirmishing Ps race forward to the heights, Sp march slowly forward. Cv and LH move out, LH making one extra move. Command is becoming a problem.
Round 4
Num PIP2 axis 1=remain right.
LH cover the possibility of a thrust down the flank, and the 'traitor' menacing the Ps flanks.
LCart PIP5 axis4=shift left, rotates right.
The Ax are thrown up the heights into battle, gaining a lock, and one 4Sp is marched over rightward.
Melee 1: 4Ax rnd2+3 v locked Ps rnd6+2+1uphill-1locked=5:8. Recoil destroys locking Ax!Melee 2: 4Ax rnd6+3-1flanked c Ps rnd4+2+1uphill=8:7, Ps recoil. (And looking at the photo, I notice they did not do that!)
Round 5
Num PIP2 axis6=shift right, rotates to left.
CvGen moves left, LH swing on 4Ax,
Melee: LH rnd2+2 v 4Ax rnd6+3, LH flee (but are halted by friendly flank contact)
LCart PIP4 axis 6=shift right, rotates left.Cv, CvGen and Ps all challenge for control of the left!
Melee 1: Cv are forced to recoil by pesky LH, exposing Ps to a double flanking.
Melee 2: Ps thus exposed is duly destroyed!
Melee 3: CvGen, flanked, manages an unsatisfactory recoil on the LH.
Round 6
Num PIP3 axis 6=shift right, to centre.
CvGen moves to centre enabling command over the hill, Ps lock on 4Ax on hill.
Melee: Ps rnd3+2+1uphill v 4Ax rnd3+3-1flanked=6:5, 4Ax destroyed!
LCart PIP3 axis 1=remain left.
CvGen closes, bringing traitor LH up on his right and 2x4Sp advance to cover heights.
Melee: CvGen rnd5+4-1 flanked v LH rnd3+2-1flanked=8:4, LH destroyed. At last!
Round 7
Num PIP2 axis 5=shift left, to left flank.
LH (the one in command line of sight) swing and charge!
Melee: LH rnd1+2 v 4Ax rnd3+3=3:6, LH flee again! (And once again halt on friendly flank contact.)
LCart PIP4 axis 1=remain left.
2x4Sp ascend heights and their fellow 4Sp reserve shift left. The reserve LH is pulled to centre. (This could have been a decisive punch through to trap the Num CvGen, axis dice said otherwise. A race forward would leave most of the LCart army out of command, so a more prudent advance makes sense.)
Round 8
Num PIP5 axis 2=remain left.
Ps and LH team up to tackle 4Ax. With spare PIPs far-left LH sweep round to enter reserve Ps' ZOC.
Melee: Ps rnd2+2 v 4Ax rnd3+3-1flanked=4:5, Ps and LH recoil.
LCart PIP1 axis3, remain left.
Reserve 4Sp closes. A little.
Round 9
Num PIP3 axis 6=shift right, to centre.
Pull back!
LCart PIP5 axis 5=shift left, rotates right.
Reserve Ps in woods tackles the LH in its ZOC while 4Ax and Iberian LH attack the now-isolated LH, and traitor LH shift to cover.
Melee 1: Ps rnd4+2 v LH rnd2+2=6:4, LH recoil.
Melee 2: 4Ax rnd2+3 v LH rnd3+2-1flanked=5:4, LH recoil.
Round 10
Num PIP6 axis 5=shift left, to left.
Two disengaged LH sweep round to attack and lock the traitor LH, while remaining elements cover.
Melee: LH rnd6+2 v traitor LH rnd4+2-1flanked=8:5. Traitor destroyed,
game over, Numidians win 4:1.
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