As fast as lightening, the Romans managed to shore up their left flank and press their own attack in the centre. The Carthaginians began to lose their impetus (a lack of useful cards) and the Romans began to make ground. The battle that followed was all too bloody. In a matter of half a dozen cards and some incredible dice rolling by both sides the issue had been decided. The Romans managed to make up for the earlier losses, but the objective points held by Carthage (C&C 'flags' given to key terrain features) kept Carthage in the game just long enough to gain a very marginal victory.
There wasn't much left in the centre when it was over!
The position following the battle. Hannibal had lost 1 CU. Paulus lost 4 CU and retreated to Cosa. Rome lost political control of one area.
I decided, BTW, that in campaign game terms, Paulus should roll on the retreat table with a minus 1 modifier.
End of Campaign Turn 3
(C = Carthage, R = Rome, # = Strategy card ID number played)
R47 Political control of three areas in Corsica and Sardinia. Rome regains control of the islands.
C28 Political control of Pisae and Heraclea.
R17 Political control of one area in the region of Massilia.
C13 Event: Bruttian Recruits. 2 CU are added to Hanno's army in Lucania. Obviously the Bruttians have not forgiven Rome for subjugating them earlier in the campaign!
End of turn consequences: Rome loses 2 political control markers. In the senate Flaminius remains pro-consul. Paulus, due to his recent efforts no doubt, is re-elected as consul for a second term. His fellow consul is Marcellus.
Campaign Turn 4
R33 Major Campaign card. Marcellus, in Mutinae (Cisalpinia) moves south over the passes taking heavy losses (3CU) due to late snowfalls, marches via Cosa where he picks up replacements (3 CU) from Paulus, and tries to bring Hannibal to battle. Hannibal deftly withdraws back to Boii in Cisalpinia. Paulus retreats on Rome. Flaminius marches around Sardinia picking up the garrisons he used to regain political control of the island.
C29 Event: Carthaginian Naval Victory. It will be a good year to take a Mediterranean cruise!
R38 Minor Campaign. Flaminius manages to evade the victorious Carthaginian fleet - he makes landfall at Saldae in Eastern Numidia but not everything goes his way. Heav seas take their toll (loses 1 CU to Storms - C60).
Paulus marches from rome to engage Hanno at Heraclea in Lucania.
The Campaign map at the Battle of Heraclea. Paulus is fighting with 5 CUs plus 2 CUs for his Italian allies. Hanno will be fighting with 5 CUs plus 1 CU for Cisalpinia. Both commanders are class 2 battle commanders and will get 5 Commands and Colors cards each.
I have changed the way that armies are proportionally determined. In the first battle I worked this out using a simple number of units sum. But this wasn't quite fair on Carthage as she tends to have more cavalry and less capable javelinmen in her armies. So, I have done the following to get a fairer way of balancing strengths by assigning points. Points are, with a bit of fiddling here and there, roughly equal to Commands and Colors hit points plus combat dice:
Unit
|
Normal strength
|
Double strength
|
Spanish caetrati
|
6
|
-
|
African javelinmen
|
5
|
-
|
Balearic slingers
|
6
|
-
|
Gallic skirmishers
|
6
|
-
|
Spanish scutarii
|
8
|
10
|
Gallic warriors
|
7
|
9
|
Italian Infantry
|
8
|
-
|
Libyan spearmen
|
9
|
-
|
Numdian cavalry
|
6
|
-
|
Spanish cavalry
|
6
|
-
|
Gallic cavalry
|
6
|
-
|
Elephants
|
6
|
-
|
Unit
|
Normal strength
|
Double strength
|
Triplex acies
|
30
|
-
|
Roman
velites
|
6
|
-
|
Roman hastati
|
8
|
-
|
Roman principes
|
8
|
-
|
Roman
triarii
|
8
|
-
|
Spanish caetrati
|
6
|
-
|
Cretan archers
|
6
|
-
|
Gallic skirmishers
|
6
|
-
|
Spanish scutarii
|
8
|
10
|
Gallic warriors
|
7
|
9
|
Roman cavalry
|
6
|
-
|
Allied cavalry
|
6
|
-
|
Numdian cavalry
|
6
|
-
|
Spanish cavalry
|
6
|
-
|
Gallic cavalry
|
6
|
-
|
Battle rating 1
|
Battle rating 2
|
Battle rating 3
|
Battle rating 4
|
|
C&C Cards
|
4
|
5
|
6
|
7
|
Table-top Generals
|
2
|
2
|
3
|
3
|
I have also knocked up some troop type combat tables that suit me better than the standard ones in C&C:
I have put out the armies, but they are not deployed. Paulus gets a Consular army. Hanno gets a mix of troops decided on by me (umpire).
Note the objective points and 'victory flags' marked with small playing cards in place setting holders: 2 for each side's entry road (centre) and the settlement (flank), and 1 for each hill (flank).
The army of Carthage, proportionally it has the same 'value' as the Romans. it is worth 123 points. It includes Africans, Spanish, and in the distance Bruttians.
Below, Rome's consular army. Worth 144 points.
Finally, here the notes we are using for hexless Commands and Colors. Everything else is done using the basic game rules and a bit of common sense.
GENERAL CONVENTIONS AND ORDERS
Measurement for the purpose of
‘adjacent hexes’ is 8” measured from the middle of one unit to the nearest
point of the next. The traced line may not pass through any part of another
intervening unit.
Units may only have one facing
and may only initiate combat to their front.
Roman infantry may not form a
triplex acies formation after battle has begun. Troops leaving a triplex acies
formation, by turning out of ‘line astern’ or becoming separated by more than
8” (see above), may not re-join. For the purposes of ordering, whilst in
triplex acies formation all troops count as medium troops. On a ‘general’ order
one unit in the formation may engage in close combat or shoot. On a ‘medium
troops’ order one unit may engage in close combat.
MOVEMENT
All ordered movement must precede
combat rolls.
All units may turn once, through
90 degrees or about turn, before
moving.
All troops may side step four
stands width instead of moving but they may not do so to effect a contact.
All light units may oblique (45 degree) move.
All light infantry may interpenetrate freely. Other troops require a gap of 8”.
Evades can be in any direction (not necessarily towards the unit's own basline) but must be made in an arc of 45 degrees to either side of the direction of the attacking unit.
A triplex acies formation may move
8” on a single order. All units within a triplex acies formation may
interpenetrate front to back (or vice versa), by advancing one place, without
penalty.
Units with an attached leader
require only one order to move.
SHOOTING
Shooting ranges are measured from
the middle of the shooting unit to the nearest point of the target unit.
Shooting arc is 45 degrees to either
side of the shooting unit’s front. At least one full stand of the target must
fall within arc to qualify as a target.
When shooting from behind the
flank of a target the shooting unit adds one dice.
CLOSE COMBAT
Flanking units count flag symbols
as hits. Flanked units do not retreat. When flanked units battle back they do
not count sword or flag symbols. After the initial round of combat the outflanked
unit may turn to face.
Units attacking an enemy’s rear
count flag symbols as hits. Units attacked in their rear do not retreat. Units
attacked in the rear do not battle back. After the initial round of combat the outflanked
unit may turn to face.
Units engaged frontally in triplex
acies formation may retreat through the ranks of the formation counting each
rank interpenetrated as a retreat. The following unit in the formation always
has the option to advance to take the place of a retreating, or destroyed, unit
and fight if battling back. Note, all units in a triplex acies formation count
as a single supporting unit.
LARGE & SMALL UNITS
Large units add 2 hits to their
initial strength. Combat die are unaffected.
Small units deduct 1 hit from
their initial strength. Combat die are unaffected.