Caesar's War Least Two Roman Fortresses at the Start of Their Player Turn, Or by Preventing a Roman Win by the End of Turn Fourteen
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Caesar's War least two Roman fortresses at the start of their player turn, or by preventing a Roman win by the end of turn fourteen. Turn One 58 BC I The Campaign Card selected is: Recruits. The Romans recruit three legions in Cisalpine Gaul. Then Titus Labienus begins a campaign against the Helvetii, marching through Allobroges to Helvetia. A battle ensues and the Helvetii are defeated. Rome also loses a legion. The Gallic Player’s first card is Helvetians Migrate. Because of the Roman victory at Helvetia, there is no place to take the recruits and no Helvetian units to move. This is not a good start for the Gallic side. Turn Two 58 BC II The Romans begin with a supply crisis. Labienus’ Army is over-stacked in Helvetia. One unit is lost to attrition. (To be supplied units must be in or adjacent to a friendly fortress or camp. Up to two units can forage, but larger stacks have to check for attrition.) The campaign card selection is: Siege. This can be a good card because is allows enemy units in fortified areas to panic. Unfortunately, the Romans are within range of only one such area, Gergovia. Labienus continues to perform all of Caesar’s dirty work. Two legions are left behind in Helvetia, while the Roman army opens a campaign against Gergovia. The Romans seize the initiative and wipe out the garrison and capture Gergovia. At this point, the Romans have two of the four fortified areas needed for victory. The Gallic player selects the Germans by E.R. Bickford AAR of Caesar's War: Invade event. This allows the Germanic The Conquest of Gaul, 58-52 BC warband to rise in the German areas Production: with two movement points. One Lise’ Patterson This game is played in 14 turns, which thought is to attack Helvetia, but represent 6 months each beginning this is across the Rhenus River. The © 2012 Decision Games with the year 58 BC. The Roman units implications are that if forced to represent legions and auxiliaries, while retreat, the unit would be destroyed. Bakersfield, CA. the forces of Gaul consist of warbands Nonetheless, the Germanic warband from the various tribes. The Romans is raised in Suebi. The warband need to have captured at least four does cross the Rhenus,but it moves Barbarian Oppida (fortified settle- to Vessantio. Since it has crossed ments) at the start of any game turn to the river, it must stop there. win. The Gauls win by controlling at | AFTER ACTION REPORT | A1 Mini Series: Turn Three 57 BC I Labienus’ army is out of supply at Gergovia. The over-stacked units roll for supply and pass. Then the Roman player selects a card. It is Unrest in the Roman Ranks. This causes a check for defections and then a re-shuffle of the card deck. This time, none of the units defect, but the card has no recruit ability and the movement allowance is negligible. This still represents a prob- lem in the Roman ranks, even though no units were lost. The Roman player decides to remain static, with the low movement allowances this turn. The Barbarian card is: Venetii Raiders. This is also a weak card. The Barbarian player raises the Celtae Fleet. The Celtae tribes also have a movement of one, but their only warband is in Alesia, where it remains. The fleet is deployed in the port at Venetii. A2 | AFTER ACTION REPORT | Caesar's War Turn Four 57 BC II The Roman deck is reshuffled. Labienus’ Army at Gergovia is out of supply, so the first order of business is to roll for attrition. This time, the VII Legion is removed for lack of supply. Next, the campaign card selected is: Titus Pullo et Lucius Vorenus. This represents two Roman centurions who rose to notable distinction and were mentioned by Julius Caesar. The Romans recruit one unit and decide to build a camp at Gergovia to support a siege against the Gallic tribes in Avaricum. This will also provide supply for the Roman forces there. Additionally, the Roman player will receive an extra combat die roll for each round this turn. Labienus launches an attack and siege against the Gallic bands at Avaricum. The Romans gain a +2 DRM for Labienus and the elite X Legion. This is | AFTER ACTION REPORT | A3 Mini Series: enough to shift battlefield superiority so the Gallic player would like to river effects for marching across the to them. The Gallic garrison panics counterattack. The Celts and the Belgae Rhenus River on this turn. The recruit (due to the Roman camp causing can bring a significant force to bear, point is used to rebuild the Roman X panic results count), leaving a Belgae but the card only allows the tribe that Legion. It is deployed with Labienus warband to fight. The Belgae are was recruited this turn to move. This at Gergovia (allowed by the camp excellent warriors and are rated with a is the Celtic tribe, which has three there). The Romans have to be careful 4 combat factor. This time they whiff fairly strong units available. The fateful because they are outnumbered in on the die roll. The remaining Roman decision is made and the three Celtic Gaul at this time. Therefore Labienus units also miss. The battle goes to a units converge on the Romans in lays low in Gergovia and Caesar second round. The Romans maintain Avaricum. The Romans win battlefield likewise stays out of harm’s way. battlefield superiority. Finally, the superiority, but the X Legion fails in Belgae warband panics and flees. its attack. Then the Roman Auxilium The Gallic player’s card is Avaricum falls to the Romans. Labienus is destroyed. The X Legion falls Vercingetorix. This is the primary will receive a hero’s welcome from apart, and Labienus flees in a panic Gallic leader. He is bad news for the Caesar. The Belgae run to Alesia. to Gergovia. Glory is so short-lived. Roman player. Vercingetorix is recruit- ed along with four warbands. This is a The Gallic player selects the Gallic Turn Five 56 BC I one event card, so it must be removed Tribe Rises card. This is a powerful from play after its use. The Gallic player recruit card and allows all of the The Romans avoid their former sup- could also discard it and select another, warbands of one of the major tribes ply problems. Since two units were reshuffling the deck. This time, it to join the coalition. The Celts are destroyed by the Celts last time, there seems like Vercingetorix has come selected as the central area seems is not much demand for supply. The on the scene at the perfect moment. to be the focal point of the Romans. campaign card selected is: Legions Two Celtic warbands arise in Liger. on the March. This card allows good One of the implications of this card Labienus is a little exposed in Avaricum maneuverability and it suspends the is that Vercingetorix is a supreme A4 | AFTER ACTION REPORT | Caesar's War leader, which allows two card choices There is no recruiting and the potential Turn Seven 55 BC I from the discard pile. A second is loss of troops on the map. Simulating that he provides an elite bonus to the the dysfunction, there is limited The Roman player decides to risk a battlefield advantage die roll. This is movement too. The Roman army in random draw. The Raid Britain card one of the better opportunities, but the Allobroges and Gergovia are deployed is selected. This is not too useful. A Gallic player must take pause and look with leaders so these are safe from the fleet is recruited but the Roman player at the entire situation. Certainly a blow deadly die rolls. Unfortunately, the XIV has no port so it isn’t happening. The against Labienus could be the death Legion in Helvetia breaks down. The movement allowance is also fairly knell for the Romans, but it might leave remaining legion still controls the area low. Labienus decides to risk another Vercingetorix’s army vulnerable. The and it is not immediately threatened. go at Avaricum. The Romans still fact remains that the Romans have have the camp at Gergovia which only two of the four Oppida needed to The Gallic player selects the Gallic facilitates the siege by allowing panic secure victory. With that, Vercingetorix Tribe Rises event. There are no results against the enemy units in the holds back and decides to fight a more qualified units to recruit. This is a fortress, and the Romans outnumber underground type of campaign. Since sign that the Gallic tribes are unlikely the Gallic tribes in this location. Vercingetorix is the only Gallic leader, to gain much more strength. Also, his loss would be a devastating blow with this card in the discard pile, The Romans roll tied dice on the to the coalition. The Aquitanii deploy the Gallic leader can select it in lieu battlefield advantage roll, but win at the coastal port of Burdigala. of new card later in the game. The due to the elite units (plus they win Belgae tribe is selected for movement on ties anyway). There are two Celtae Turn Six 56 BC II and the unit in Axona moves to warbands there and one panics in the Alesia, where it joins Vercingetorix. face of the Roman X Legion. The other Adding insult, the Romans choose an Celtae warband gets a kill against ugly card: Unrest in the Roman Ranks.