Prufrock's Wargaming Blog

Prufrock's Wargaming Blog

Saturday, August 29, 2026

Trebia - the fight

Without further ado, here is the report of our Lost Battles playthrough of Trebia from the other weekend. SP took Rome, DS took Carthage, and I was umpire (preparatory post is here).

The battle begins with the Roman turn, but there are a few factors to note first. Hannibal, as a brilliant general, is able once in the game to reverse the turn order and take a second turn in succession to reflect his genius as a commander. The limitation with this is that no zone can be attacked out of in both turns. 

There are two obvious ways to use the 'flip-flop' (as it is termed by Lost Battles players): one is to employ it early in the battle to bring all units into contact with the enemy and attack from all zones on the flip-flop turn; the other is to declare it after a breakthrough on one or both wings, and use the flip-flop turn to get cavalry in behind the Roman line. In Lost Battles, this not only allows combat advantage when attacking the infantry but also reduces local morale (zones with enemy to front and rear or on left and right suffer a -1 in morale tests and also lose their lead unit bonus when attacking).

Legionaries are difficult to beat in these rules for a number of reasons. Heavy infantry units facing fresh legionaries lose their +1 attack bonus meaning it is more difficult to hit them. They also have a morale bonus meaning that it is harder to rout them. Facing Romans you have to look for every combat and morale modifier advantage you can get: that means trying to surround them, trying to force them out of their key zone, trying to shatter 4 and then 8 of them, and trying to reduce the units left on field until you outnumber them 2-1.

An advantage the Carthaginians have at Trebia is that the Romans are fatigued. Fatigue has no impact when units are fresh, but spent units have a -1 applied to their attack rolls. 

There is a lot for players to consider tactically in this scenario, and for the Carthaginians especially.  

With that out of the way, let us commence the commentary.


(Photo with additional info - lines, etc)

Rome begins by attacking the enemy skirmishers in the central zone. They have no success. Rome then brings the legionaries forward into all three central zones. One unit on each wing of the legions is kept in the rear zone in reserve. The cavalry units on each wing turn to face the enemy.



Carthage holds back in the centre and centre right, but advances the elephants and Libyans of the centre left into contact. On the wings the Numidian light cavalry skirmish with the enemy, with the heavy cavalry following up behind them. The right wing scores a hit on the the Roman cavalry. The skirmishers in the centre see off the Roman light infantry who retreat behind the legions, but as the Carthaginian lights have no heavy infantry support they will be extremely vulnerable themselves to attack by the Romans on the next turn.



In turn three the Romans attack in the centre and on both cavalry wings. The Carthaginian failure to support the light troops with their heavier cousins results in the Numidian cavalry on the left and the skirmishers in the centre being shattered. The Carthaginans are half the way to the '4+ shattered' morale effect and have already lost their key zone in the centre (also a negative morale effect) as the Romans advance into the pocket. On the right wing the cavalry do not advance, to buy further time on the flanks. In anticipation of the coming fight the Roman infantry in reserve turn to face the flanks.

Carthage, now realising the seriousness of the situation, uses Mago to reinforce the right centre and also bring the infantry up from the rear. The rest of the cavalry attacks on both flanks, but the -1 to their attacks for charging in from two zones away saves the Roman cavalry from any damage.



Rome attacks again, with great success. There are four successful hits across the five zones engaged in combat. The Carthaginians respond, shattering a cavalry unit on each flank. Carthage clears the Roman left wing zone and advances.


Hannibal now declares his flip flop: all zones can move this turn, but only the victorious advancing cavalry of the right can attack. The remaining Numidian cavalry turns to prepare to attack the Roman left centre next turn; the victorious cavalry attack and shatter the reserve unit of Roman legionaries, despite the minus for attacking after turning. Carthaginian prospects are improving!


In the Roman portion of the turn (we had to keep reminding ourselves that the turns were now reversed), they take their steady toll on the enemy. The single remaining cavalry unit scores a double-hit on the Carthaginian cavalry, leaving them all spent on the Carthaginian left. In the infantry battle the Romans score another two hits. The Carthaginian centre is now entirely spent and has nowhere to retreat to. The Romans just keep grinding them down. 



Carthage loads up with combat bonuses where it can and continues the attack. The cavalry gets into position behind the Roman lines to prepare to attack next turn and to affect the Roman morale. On the left the cavalry is successful (all Roman units are now spent, including the reinforcing legionaries) but they cannot quite manage to finish the job and shatter a unit. The elephants score a hit in the left centre, and the Libyans a hit in the right centre, but the centre itself is too disorganised to inflict any damage on their opposition.



The Roman efforts now begin to pay off. The cavalry scores a double hit on the Carthaginian cavalry, shattering two and routing the other. The Carthaginian left flank is defeated and opened up for the Romans to advance. Another unit is shattered in the centre, but high morale roles keep the rest of the army on the field. 



In a desperate attempt to turn the tide Mago himself leads the attack from the Roman centre right, leading his guard unit with two combat bonuses. His charge is a success, and with attacks on that same zone from the flank and the rear, the Romans there are now entirely spent. The cavalry shatter the levy light infantry holding the Roman centre, and advance into the Roman key zone, removing the key zone morale penalty that the Carthaginians had been facing.

But Sempronius is not done: an attack in the centre sees a unit there shattered, and the other routs in sympathy, as do the light infantry and the elephants. The Romans advance two units into the vacated zone. 



Carthage now has some success: they shatter two units in the Roman left centre, but the Romans remain steadfast and do not rout. The Romans advance to surround the remaining Carthaginian infantry blocks to reduce local morale, and the centre turns to drive off the Carthaginian horse to their rear, who retreat on their next turn.

The Carthaginians cannot cause another shatter and the Romans advance into space. An attack is made on Hannibal's zone: a unit is routed, Hannibal fails to rally the hit, and the zone routs. At this, the army routs.



Sempronius has won a battlefield victory!

****

In what was a profound reversal of the historical result, Rome won the field as well as winning the points victory. It was an unusual outcome, and interesting to analyse. Inexperience with the rules played a part in DS's struggles to make headway against the Romans, particularly with the early failure to reinforce the light troops, leaving them exposed to Roman attack and also preventing Carthage from being able to being force to bear efficiently in their own attacks. This was partly my fault as umpire. My approach was to give both players access to their options at all times, but not to recommend any course of action. I probably did not quite emphasise enough the potential negative impacts of leaving light troops unsupported. That said, DS did have a definite plan and I did not want to interfere with the prosecution of that plan. 

The other issue for DS in only his second Lost Battles game was how best to use the flip-flop rule. While it can offer a great advantage when used at the right time, it probably requires a little more experience to know what those advantages are. In hindsight, it might have been better to give SP the task of commanding the Carthaginians and wrestling with the nuances of flip-flop strategy. That said, SP had not yet encountered a brilliant general either, so he would also have been flying somewhat blind.

As it turned out, DS missed out on about 6 potential attack rolls with the non-reinforcement of the light troops early in the piece, and on the flip-flop turn missed out on another potential 11 attacks. 

Still, both players will now have a bit more experience with what sort of play the rules encourage and discourage, and this should stand them in good stead in the future.

It was a really good day and personally I get just as much enjoyment from acting as umpire / scribe as I do playing.  

The battle has weather effects and fatigue to worry about as well as the brilliant commander considerations, so there is a lot going on for players. We did not use the 'favour of the gods' rule but did use the revised scoring (not that it was needed!). 

Always good to get a game on the table!

1 comment:

  1. Hi Aaron, an interesting fight and your post game analysis helps put everything into context.

    What should a good game of Trebia look like? should the Carthaginians generally have the better chance of winning, or is a more balanced fight desired, giving both sides a fighting chance?

    Though my first thought was that perhaps the Romans were having it too easy, the game seemed to remain a contest throughout and it sounds like everyone got a good days gaming, a tight engagement throughout, which I think is fundamentally why we wargame.

    ReplyDelete

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