|Map of the area, with north at top. Each carpet tile is 1 mile across.|
The temporary commander of the Thirteenth - Aaronius Bellicus Minimus - sends three cohorts and a wagon train to the ford northwest of the camp. Four other cohorts, a detachment of German cavalry and two trains are to cross the northeast ford. The remaining three cohorts will be held in reserve to cover the return crossing or to advance and fight if the foragers get into trouble. Orders are that the foraging cohorts are to take light equipment only.
[For game purposes the lightly equipped cohorts have lower morale and combat strength than the reserve cohorts. This is shown here by making the reserve cohorts three ranks deep]
|The cohorts leave camp.|
|The western ford.|
|The eastern ford.|
|The way to the village seems clear!|
But in the west they are not so lucky - three gallic warbands suddenly spring from the woods and catch the Roman column still in the ford. Alarums blare!
The western column has just enough time to rush a following cohort across the river before the Gallic attack hits.
|A bad situation, but help is on its way.|
|Sickles out, chaps!|
To be continued.... (see here)
[The game is a solitaire encounter scenario inspired by Stuart Asquith's book on solo wargaming. A simple dice mechanism is used to check if and where enemy forces are generated in response to the Roman moves. The fighting rules are an adapted form of Dan Mersey's Dux Bellorum]