No charges, but Ar0llery shoot.
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1 No charges, but Ar0llery shoot. Heavy Ar7llery are in range of anything 12 BW range. Can shoot overhead at any enemy 2BW from friends, but cannot shoot over one target to shoot another à has to shoot the Numidian Skirmishers. 2 WHITE dice upgraded for Experienced shoo7ng Poor, Downgraded for Ar7llery shoo7ng Skirmishers. So back to WHITE. 1 dice per base - Fires both on the leq hand SuG. 3 A bit of luck. A WOUND which causes a Kill- a- Base test (KAB) with ar7llery fire. Numidians are Poor so they lose a base on a 3 (beats the 2/3/4/5 to be]er Poor/Average/ Superior/Excep7onal).
2 Hannibal looks to rush the Roman leq flank. Makes a M3 (Advance and Wheel) move. A moving TuG can take on con7guous SuG with it, so it pulls the Numidians with it. Plays a WHITE upgraded to GREEN for the general moving with the Spanish Cavalry (WHITEà GREEN hereaqer) Wheels are locked at the inside corner, cavalry wheel at the end of the move (last 1BW). Maximum distance of 5BW for Spanish Cavalry and 6BW for Numidians.
3 Scipio is determined to get his Superior Legionaries into the enemy foot. Makes an M14 Move Twice using a YELLOW card. Any troops can pass through foot skirmishers. Two green moves allowed. Troops can go as close at it likes to enemy Skirmishers but must stop 4BW fro opposing TuGs
4 Hannibal looks to sweep the Roman right flank as well to create an envelopment. Moves the Cavalry forward full with a WHITE card and drags the Numidians along with it.
5 Scipio s Sub- General advances Legion 2. An M3 Advance and Wheel WHITE à GREEN + GREEN for a block move. Competent general can do 3 anyway, and this is just 2 with a single SuG pulled along. Note Skirmishers gedng within 1 BW of cavalry do not affect them at all
6 Hannibal refuses the centre and just advances his Numidians to harass the enemy. GREEN first for the one on the leq. Stays outside 1BW but inside 2 BW to be in javelin range.
7 Scipio now makes his bold move. He risks his flank in order to force the fight in the middle. Legion 1 is outside 4BW of enemy TuGs He makes an M14 Two Green Moves with his other Superior legionaries and makes two wheels with a YELLOW card. Any troops can pass through friendly foot skirmshers in any direc7on.
8 Hannibal admires his worthy opponent s skill but it hasn t changed his good plan. He completes bringing up his harassing Numidians with a BLACK card upgraded to WHITE. Again inside range of 2BW but outside 1BW to reduce risk of being caught..
9 Scipio moves his Velites forward to harass the advancing cavalry and slow the envelopment. A wheel M3 with Skirmishers is only a WHITE card
10 Both sides pass to end TURN 1 As soon as both sides pass in sequence the turn is over. Also note if you ever pass twice consecu7vely YOUR turn is over. The opponent has free reign thereaqer.
11 That s the TURN Hannibal keeps all his remaining cards in part to worry Scipio. Scipio discards both of his. The pack passes to Scipio who adds back all used cards and gives them a good shuffle. KEPT KEPT KEPT DISCARDED DISCARDED
12 Go to file 3 for the next installment
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