Post by IanC on Jan 15, 2017 20:55:47 GMT
This is a first play test of this scenario. The full scenario will be on a 12' board (this one was 7') and will include the Po river off to the right side and the small walled garrison colony of Placentia, where substantial Romans legionaries fought their way to after the battle.
The Romans have 28 elements and the Carthaginians 36, but much more light infantry.
Romans have 2 commands, the Carthaginians have 3, one of which must be the 2 LH and 2 Ps elements in the ambush to the left of the image (The Carthaginian right).
To win, the Romans must cross the river and defeat the Carthaginians, the Carthaginians merely need to avoid the Roman victory condition.
Special Rules.
Roman cavalry begin to cross The Trebia
The Roman cavalry easily crossed the river and got stuck in.
The Roman front line crossed and immediately rolled their lucky 6 therefore not getting the -1 penalty for freezing.
The Roman cavalry were chewed up on both flanks and fled (destroyed).
The Carthaginian Elephants deployed in the center, unlike the actual battle where they were deployed on the flank.
The Romans got stuck in in the center, did quite a bit of damage, but ultimately hit the 14 element break point while the Carthaginians were coming close to theirs. The Carthaginian ambush was sprung, but ultimately not quite needed.
Result was a fairly historical re fight. It lasted 2 hours at a very leisurely pace.
Questions for consideration for next play test:
Notes: Sprinkling snow flock of rubber game mats is messy - look for plan B
The Romans have 28 elements and the Carthaginians 36, but much more light infantry.
Romans have 2 commands, the Carthaginians have 3, one of which must be the 2 LH and 2 Ps elements in the ambush to the left of the image (The Carthaginian right).
To win, the Romans must cross the river and defeat the Carthaginians, the Carthaginians merely need to avoid the Roman victory condition.
Special Rules.
- Roman break point is 14 elements, the Carthaginian is 18
- On the loss of generals, the armies appoint new generals on the next but one turn forfeiting movement for all elements not in or within a TZ on the turn following the loss.
- Lost General elements count as 2 elements lost. Replacement Generals are for command and control only, no +1.
- Each Roman command that has crossed the river fights at a -1 until the command rolls a 6 for PIP
- The Roman cavalry must ignore the ambush and attack the Carthaginian cavalry.
Roman cavalry begin to cross The Trebia
The Roman cavalry easily crossed the river and got stuck in.
The Roman front line crossed and immediately rolled their lucky 6 therefore not getting the -1 penalty for freezing.
The Roman cavalry were chewed up on both flanks and fled (destroyed).
The Carthaginian Elephants deployed in the center, unlike the actual battle where they were deployed on the flank.
The Romans got stuck in in the center, did quite a bit of damage, but ultimately hit the 14 element break point while the Carthaginians were coming close to theirs. The Carthaginian ambush was sprung, but ultimately not quite needed.
Result was a fairly historical re fight. It lasted 2 hours at a very leisurely pace.
Questions for consideration for next play test:
- Should players be forced into the historical set up (where known) or should some re-positioning be allowed (as in this game we allowed the Elephant to be re positioned?
- When in this game the cavalry were destroyed, they just disappear, whereas in reality, "destroyed" is a process that entails them being chased away and ridden down, taking the enemy cavalry out of action for a few turns. Should we have destroyed cavalry flee off the table with additional element points for the Carthaginians if they chase them - or some other mechanism?
- If this game is played as a series of historical refights that follow on one from another, should we introduce a mechanism to allow the Romans to break off and flee or fight their way to Placentia?
Notes: Sprinkling snow flock of rubber game mats is messy - look for plan B