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Return to Magna Graecia - Turn 5

PYRRHUS plays MARCH operation.

Pyrrhus Army I to march Luceria --> Boviamum.

(Modifier: Friendly City +1, Hostile City -1) Die roll: 5 -- SUCCESS.

We have CONTACT with Rome Army I and have a BATTLE at Boviamum. (Rome Army I cannot retreat so must stand and fight or surrender)

Pyrrhus Army I strength 12

Rome Army I strength 15

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Back to Consul @Nathangun

Phyrrus Turn 5 Camp 10.jpg

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@Nathangun @kronenblatt

1703943813588.png

Battle for Boviamum

Battle map: Mediterranean Agricultural

Pyrrhus Army I: strength 12
Call for Allies:

Maleventum (Samnite +2) -- Die roll: 8 + 2 = 10 --> +2 sp
Corfinium -- Die roll: 5 --> +1 sp
Luceria -- Die roll: 2 --> no allies

Total strength: 15

Rome Army I: strength 15
Call for Allies:

Bovianum -- Die roll: 8 --> +1 sp

Total strength: 16



1703943894107.png
 
Darn, much stronger Roman army than I expected... But never mind: the fight is on!

:2charge:

I'll set up the game now. Enjoy!
 
The Battle of Boviamum
  • Strength difference is 1 in Roman favour (16-15), why the Roman side will have 1600 FP and the Pyrrhic 1560 FP. (+40 FP difference for each strength difference.)
  • Allies were successfully called from Samnite Maleventum for the Pyrrhic side, so it must use Samnite 355-272 BC allies.
  • Getting allies from Samnite Boviamum doesn't however result in any army list for allies for the Romans (since the Romans don't have Samnites as allies in the TT Mod).
The game is therefore now set up with the TT Mod 1.5.32b as:

@kronenblatt Pyrrhus 280-275 BC with Samnite 355-272 BC allies (1560 FP)
versus
@Nathangun Roman 280-220 BC (1600 FP)

Mediterranean Agricultural terrain.

Password: BOVIAMUM
 
Don't worry, I swear the mod we're playing with gives the Pyrrhus army more hit points.
Could be. It's much more flexible at least, with more cavalry opportunities, in particular combined with the Samnite allies. Would you want to try the BASE GAME army lists instead?

ROMAN UNITS (@1600 FP)PYRRHIC UNITS (@1600 FP) - including Samnite allies
Armoured Cavalry1 + 0/240Archers1 + 0/130
Hastati/Principes5 + 0/861Armoured Cavalry1 + 0/140
Italian Foot0 + 0/1036Citizen Hoplites0 + 0/242
Light Javelinmen5 + 0/824Elephants0 + 0/160
Raw Legionaries0 + 0/530Italian Foot1 + 0/436
Slingers0 + 0/227Light Javelin Horse0 + 0/224
Triarii2 + 0/443Light Javelinmen1 + 0/124
Veteran Hastati/Principes0 + 0/578Mercenary Hoplites0 + 0/248
Pike Phalanx2 + 0/572
Raw Hoplites0 + 0/230
Raw Pike Phalanx0 + 0/548
Slingers1 + 0/127
Veteran Armoured Cavalry1 + 0/160
Xystophoroi1 + 0/164
Armoured Cavalry0 + 0/240
Light Javelinmen0 + 0/224
Samnite Foot2 + 0/742
Veteran Armoured Cavalry0 + 0/160
Veteran Samnite Foot0 + 0/266
 
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Here's the TT MOD's units:


ROMAN UNITS (@1600 FP)PYRRHIC UNITS (@1600 FP) - including Samnite allies
Cretan Archers0 + 0/239Archers1 + 0/130
Hastati/Principes5 + 0/861Armoured Cavalry1 + 0/140
Italian Foot0 + 0/1036Citizen Hoplites0 + 0/242
Light Javelinmen5 + 0/824Italian Foot1 + 0/436
Pedites Extraordinarii0 + 0/266Light Javelin Horse0 + 0/224
Raw Hastati/Principes0 + 0/530Light Javelinmen1 + 0/124
Roman Armoured Cavalry1 + 0/240Mercenary Hoplites0 + 0/248
Slingers0 + 0/224Pyrrhic Agema Cavalry0 + 0/170
Triarii2 + 0/443Pyrrhic Elephants0 + 0/160
Veteran Hastati/Principes0 + 0/578Pyrrhic Pike Phalanx2 + 0/572
Raw Hoplites0 + 0/230
Slingers1 + 0/124
Tarantine Pike Phalanx0 + 0/548
Veteran Armoured Cavalry1 + 0/160
Xystophoroi1 + 0/064
Italian Cavalry0 + 0/136
Italian Veteran Armoured Cavalry0 + 0/152
Light Javelinmen0 + 0/224
Samnite Foot2 + 0/742
Veteran Samnite Foot0 + 0/266
 
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Rome Army I cannot retreat so must stand and fight or surrender.
@chiquichops @Nathangun @Rico :

We must establish and agree beforehand what will happen if there's a draw or (heaven's praise!) a Roman loss. Can the Rome Army I then retreat, and if so to where, or will it be eliminated? Thoughts please. (See rules below.)

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Sorry I took so long to reply to this one. I didn't get a reminder mail.
Hmmm. Well, in my opinion, if the Roman army couldn't retreat in the first place, it shouldn't be able to retreat if it's defeated...
That's my take on the rules, even though it goes against my team.
I don't know how everyone else sees it. I think it all boils down to what 'viable retreat option' is taken to be.
 
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