Week 3 promises to be the decisive week of the campaign, as both sides have mustered all the forces at their disposal for a battle Royale (the Chuacii haven't been mobilized yet and even if they did, they probably would not factor in until near the end of the week at best).
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Week IIIa |
The Romans enter Chasuarii territory and march on the lone village with evil intent. The Germans won't stand for this...
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Week IIIb |
As expected, the Germans challenge the Romans with their combined force and a large battle occurs.
Again, German ardor, although remarkable, does not carry the day, and the Romans win a victory, although at a cost of 3 Cohorts and 1 Light Auxillia Infantry units. The Germans suffer losses of 16 warband, 3 Skirmisher, and 1 Heavy Cavalry unit.
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Week IIIc |
With the Germans a spent force, the Romans decide to tie up a few lose ends. After ending the Chasuarii by burning their village, they decide to head finally finish the Tencterii.
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Week IIId |
The Chaucii, feeling that discretion is the better part of valor, have decided not to join the German cause and have stayed neutral (they failed their activation roll). The desperate German army can only shadow the Romans and try to bring them to battle once again. The Romans slip away, onto the last Tencterii village. For all practical purposes, the campaign comes to a close 1 week early (week IV was upcoming).
Final Tally of VPs:
Romans: 7 + 2 = 9 (if played to Turn IVa, it would be 2 more for the Tencterii so actualy 11).
Germans: 5 + 3 = 8
The Romans win a marginal victory by points (they needed 4 or more to win a decisive victory). The Germans have been punished, but not thoroughly chastised enough to not rise again.
All in all, a fun campaign, with a decent amount of large-ish battles to keep things interesting (which I fought out with my own ancient army miniature rules). The campaign rules are simple enough to run without a referee (although hidden and false markers are needed).
On to pastures anew !
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