|Click to enlarge|
|Click to enlarge|
Victory for the Romans depends on pillaging the mobilization points, along with (maybe) killing Cassivelaunus. Victory for the Britons involves destroying legions and preventing pillaging of tribal points. Of course they gain an automatic victory for killing Caesar himself.
I can fight the battles generated using a battle-board system (I'll have to make a blog post about it sometime to explain it a bit) or using my miniatures rules as desired.
The boardgame rules allow for sea movement and invasions, as well as weather. It is a an I-go-You-go system, but with possible reaction moves by the non-moving side and the turns variable, you can never nail down when a turn will end with certainty.
The situation is interesting, as the Romans have a somewhat limited fleet but can land almost anywhere, while the Britons are scattered at first. Does Caesar land a small force and push inland in an attempt to overwhelm some of the scattered tribes (scattering his forces in the process) or does he make a more careful buildup, allowing the Britons to coalesce ?
With the season possibly changing in September to winter (ending the scenario) and the possibility of nasty weather (which can damage his fleet) during the other months, Caesar has to quickly and decisively make his mind up and execute his plan.
As a side note, in testing my version 1.0 of the rules, I used a ad-hoc Gaulish uprising scenario.
Caesar craftily side-stepped a river between a large Gallic force and managed to engage it on more favorable terrain. The hard fought battle caused lots of casualties to the Gauls but Caesar's Army still took some casualties, which caused its Army to fail its morale check and forcing withdrawal. In the pursuit after the battle, he lost his baggage train, causing further losses due to attrition before he could get back to friendly territory.
After the battle I noted that the hex the battle occurred was Gergovia ! I kind of took that as a sign that I'm doing something right with the game :)