Tactics
in 'Fading Legions'
Scenario #1, 'Argentoratum
(Strasbourg)'
By Doug McNair
June 2006
In my last strategy article on our Alsace,
1945 game, I dealt with the World
War II American offensive against the Germans
north of Strasbourg. So today, the obvious
thing to do is leap backward in time 1,600
years to tackle another offensive against
the Germans near Strasbourg. In Scenario #1
of our Rome
at War: Fading Legions game, the Caesar
Julian seeks to stop German incursions into
the Western Empire by taking the Gallic Army
to attack the Alemannic King Chnodomar just
as he is crossing the Rhine.

The Caesar Julian, known to history
as Emperor Julian the Apostate.
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Roman Situation
Julian has marched his army 21 miles to meet
Chnodomar before the Germans are fully across
the river. Each of his five legions is therefore
tired and at less than full strength —
they start the game on their “B”
sides. Julian himself commands his army’s
right wing, whose two legions are well-guarded
on the flanks by cavalry and light infantry.
The left wing of the army is commanded by
Severus, whose Celtae legion is exposed on
the left flank. This is of concern to the
Romans since the Germans start the game with
the initiative, and can start with two barbarian
infantry units hidden behind their own line
or in a patch of woods to the northeast of
the Celtae. If the barbarians are able to
gain the Celtae’s flank right from the
start, Severus and the left wing may be in
serious trouble. But Roman legionary discipline
has a way of absorbing whatever barbarians
can throw at it, and the Roman reserves under
Florentius can come up from the rear and bolster
any cracks the Germans make in the Roman line.
German Situation
King Chnodomar’s heavy barbarian infantry
units outnumber the Roman legions seven to
five, and each one is higher strength and
of equal morale to the tired Roman legions.
The Germans can also hide two of their heavy
infantry at start, and putting them in the
woods northeast of the exposed Roman left
flank makes the most sense from a tactical
perspective. Also, the Roman line is weak
in the center, with light infantry, light
cavalry and archers occupying two zones between
the legions of the left and right Roman wings.
Finally, German heavy cavalry outnumbers Roman
heavy cavalry four to one, and the barbarian
infantry has a special ability in this scenario
to charge just like heavy cavalry if they
start their activation two zones away from
the Romans.
Since charging barbarians will be doubled
in strength from 6 to 12 (assuming the Romans
don’t damage them first), King Chnodomar
should order his entire line to charge the
Romans right away. This is his best shot at
eliminating the light units between the two
Roman wings and effectively breaking the Roman
army in two. The hidden barbarians can either
wait to see how the battle plays out and act
as a reserve, or they can pounce right away
on Severus’ legions so Chnodomar can
concentrate on wiping out Julian.
Game Summary
Here’s what happened in a recent game:
Turn 1
The German player places his two hidden
barbarian infantry units in the forest on
the right flank of the German line, two zones
to the northeast of the Roman Celtae legion.
King Chnodomar has the initiative per scenario
instructions, and rolls a 1 on his first activation
roll. This is three less than his Initiative
of 4, so he can activate himself and his son,
Prince Serapion (commanding the German right
wing).
As planned, the entire German line charges
the Roman line, with the two hidden units
staying in the forest to see how the charge
pans out. Chnodomar rides forward with his
cavalry to hit the Roman right. All Roman
units make their morale, so the Roman cavalry
guarding the end of the Roman right flank
countercharge. The German cavalry scores two
hits on the Roman cavalry, causing both Roman
cavalry units to flip to their reduced-strength
sides. The Roman cavalry do no hits in return,
but the German charge is repelled and the
German cavalry return to their starting zone.
The Bracchiati legion accepts the charge
of King Chnodomar leading the other German
heavy cavalry, and does no damage to them.
Chnodomar’s cavalry is doubled in strength
to 12 and then gets Chnodomar’s tactical
leadership bonus of 2, and ends up rolling
14 dice. They roll five sixes, wiping out
the Bracchiati legion entirely! But they do
not advance into the Bracchiati’s vacated
zone, knowing that Julian on their own right
is unlikely to break, and not wanting King
Chnodomar to be isolated and surrounded by
Romans (as happened to another enemy king
in a recent running of the
Ctesiphon scenario).
King Chnodomar’s two barbarian infantry
units charge at Julian and the light forces
guarding his left flank. Julian does one hit
to the incoming barbarians, who hit Julian
back with ten dice and do two hits to his
Cornuti legion. The barbarian charge on Julian
is repelled, but then the light infantry and
cavalry on Julian’s left fail their
morale check and take a step loss, meaning
the cavalry there can’t countercharge.
The light cavalry would like to withdraw,
but doing that would leave just one light
infantry there, which the barbarians would
likely overwhelm. That would leave Julian
outflanked on both his flanks. So they accept
the charge, and are happy they did, because
they roll two sixes on four dice, reducing
the barbarian unit dramatically in strength.
The barbarians do only one hit and their charge
is also repelled.
Serapion’s three barbarian units then
charge the Roman left wing under Severus.
The archers and light infantry on Severus’
right fail morale and take a step loss, and
once again do two hits to the incoming barbarians,
who do no hits in return and are repelled.
Serapion himself then charges Severus, whose
Petulantes Legion rolls three sixes on six
dice, taking Serapion’s barbarians down
to their last step and killing Serapion!
Serapion’s leaderless barbarians roll
only six dice and do only one hit to the Petulantes,
and are repelled.
Finally, the Celtae legion on the Roman left
accepts the barbarian charge but does no hits,
and the barbarian charge hits at full strength
but does only one hit and is repelled.
The two barbarian infantry in the woods
storm out, with one moving directly forward
to hit the Celtae Legion in the flank, and
the other taking up position in front of the
repelled German charge line to hit the Celtae
in the front. The Celtae fail morale and take
a step loss, but the barbarians score no hits
while the Celtae score one hit on the barbarians
flanking them!
The Germans have activated all their units,
and Julian rolls a 2, beating his initiative
of 5 by 3, meaning he and his two commanders
can all activate their units. The German center-right
has been weakened badly, and the main threat
is coming from the three strong barbarian
units on the German right. So, Julian tells
Severus to refuse the left but not retreat,
since doing that would give the Germans another
shot at a charge. Julian himself will move
right to hit King Chnodomar and his cavalry.
He then orders Florentius and his reserves
to move directly forward and through the hole
Julian will make in the Roman center, to hit
the weak German center and hopefully break
their line in two.
Julian moves his Cornuti legion to the right,
has his cavalry envelop King Chnodomar on
the right and has his light infantry advance
to envelop them on the left. His archers and
light infantry do no hits to the barbarians
on Chnodomar’s right. Julian’s
legion and cavalry do one hit to Chnodomar,
whose cavalry reply by rolling four sixes
on eight dice, wiping out the Cornuti legion
and killing Julian!
Florentius, stunned by the death of his
Caesar, nevertheless follows orders and rushes
up with his Primani legion to plug the hole
in the Roman line left by Julian when he made
his last move to the right. But instead of
sending his light units ahead, he sends them
to the right to plug up the hole left by the
dead Cornuti legion. Those units take some
revenge, hitting Chnodomar’s cavalry
once with missile fire.
Then Severus’ units pull back and refuse
the left, shortening the Roman line and plugging
the hole in the center. Severus’ light
infantry and archers rush ahead of the refused
line on the left, screening the Roman line
from another German charge. They attack with
missile fire, doing one hit to the barbarians
on the extreme German right.
All activations are over, and Florentius
takes over as Roman commander, installing
Dagalif as commander of the Roman right while
Hortar is brought in as replacement leader
for the German right wing.
The barbarian charge wreaked horrible death
and destruction. The victory point totals
after Turn 1 stand at:
Romans: 12
Germans: 23
Turn 2
All units are within their leaders’
command radii. King Chnodomar has higher initiative
than the new Roman commander Florentius, and
he wins the initiative roll. He then rolls
a 4 and can activate one of his two formations.
He activates his own wing, pulls back from
his exposed position and has his cavalry attack
the Roman cavalry on the right while his barbarians
attack toward the Roman center. The Roman
cavalry on the right fail morale, and the
remaining light cavalry unit withdraws from
combat rather than being destroyed by the
German cavalry, which would attack at a strength
of 10 to 2. The Germans advance into the zone
the Roman cavalry vacated. Then the light
infantry in the center makes morale and also
withdraws before the barbarians, who advance.
Then the barbarians in the center hit the
Primani legion, doing one hit and taking one
in return.
Florentius rolls a 4, exceeding his initiative
of 3, and can’t activate anyone. Then
Chnodomar rolls a 4 and activates Hortar and
his barbarians on the right. All Roman units
on the Roman left are screened except for
the Petulantes legion in the left-center,
so Hortar and his barbarians charge the Petulantes.
The Petulantes make morale and do one hit
to Hortar’s barbarians, just missing
Hortar himself on a roll of 10. Hortar’s
men attack back with 8 dice and do 1 hit in
return. Hortar’s charge is repelled
and he retreats.
The Roman light infantry hamper the movement
of the other barbarians, subtracting one from
the movement allowances of heavy infantry
who start adjacent to light infantry. The
barbarians can’t move to outflank the
Roman line, and just move to attack the light
infantry screen instead. One light infantry
unit fails morale and dissolves, but the other
stands its ground. Neither side does damage.
Florentius rolls a 3 and can activate one
formation. The three barbarian units in the
German center are down to their last steps
now. If Severus can move forward and destroy
two of them, Florentius can then (hopefully)
activate and advance to destroy the third,
thereby cutting the German army in two. He
orders Severus to advance the Roman left and
attack. The light infantry guarding the Roman
left flank do one hit to the barbarians attempting
to wrap around the Roman left. Then Severus
attacks Horstar, destroying the barbarian
unit he was with, and killing Hortar! Severus
then advances east and turns his legion’s
facing northwest to gain the newly-exposed
left flank of the split-off barbarian right.
Florentius then moves left to accompany
the Primani legion in its attack on the barbarian
center. The Primani legion destroys the barbarians
and advances to gain the flank of the last
barbarians on the German left. Then Florentius
successfully activates the right wing, which
fails to do any damage to Chnodomar’s
men.
All activations are complete, and the last
German leader, Vestralp, is installed as leader
of the German right wing. He has his work
cut out for him, as his own left is outflanked
and he himself is cutoff from King Chnodomar’s
command radius by the Roman breach of the
German center. His four barbarian units face
only two Roman legions, however, so if he
is able to self-activate he may be able to
outflank them.
The victory point totals after Turn 2 are:
Roman: 19
German: 28
Turn 3
Vestralp is outside Chnodomar’s command
radius due to the Roman breach in the German
line. Chnodomar wins initiative again and
can activate one formation. He has to try
to break through to Vestralp since Vestralp’s
initiative is only 3, and he’s therefore
not going to be able to activate his troops
reliably. He also needs to reposition his
own troops to avoid being outflanked by the
breaching Roman units. So he activates, re-faces
his barbarians to the right so they can hit
Florentius, thins out his cavalry screen on
the left and then rides with the two remaining
cavalry northward to hit Severus’ breaching
legion in the rear.
The cavalry on the extreme Roman left fails
morale before the German cavalry attack and
dissolves, letting the German cavalry advance
into its zone and cut off any future Roman
flanking maneuver. Florentius’ Primani
legion also fails morale and loses a step
before Chnodomar’s barbarians attack.
The barbarians do two hits on five dice,
causing Primani Legion to “shrink”
to a small counter. But the Romans get two
hits in return, taking the barbarians down
to their last step. Then Chnodomar hits Severus
and his Petulantes Legion in the rear with
two heavy cavalry. Petulantes fails morale
and shrinks to a small counter, and then Chnodomar
does two more hits to Petulantes, wiping it
out and killing Severus. But as a dying gesture,
Severus and the Petulantes score two hits
on Chnodomar’s cavalry, wiping them
out, but not killing Chnodomar. Chnodomar
is left all alone, facing Florentius and his
shrunken legion in the adjacent zone.
Florentius rolls a 1 and can activate two
formations, all of which are very, very weak.
His left wing is leaderless with Severus’
death, so all they can do is hold the line
against Vestralp’s four barbarian units.
Florentius activates his shrunken Primani
legion to attack the last step of barbarian
infantry on the German left. Neither side
does damage. Florentius’ light Batavii
infantry fails to hurt the German cavalry
with missile fire. Then Dagalif’s light
forces on the Roman right activate and hit
the Germans with missile fire, and they finally
eliminate the barbarians there, plus one step
of German cavalry.
Chnodomar makes his initiative roll, and
Vestralp rolls a 1 and successfully puts himself
in command. His four barbarians spread out
and advance their line, with one weak unit
moving south to attack Florentius in the center,
and the rest attacking the Celtae and their
accompanying light infantry. The light infantry
takes a hit but stands its ground and finally
wipes out the weak barbarians it’s been
hitting with missile fire on the extreme German
left. The Celtae (the last un-shrunk legion
on the board) hold morale, but are hit by
two fresh barbarian infantry units plus Vestralp,
at a strength of 14 to 4. Vestralp’s
barbarians roll three hits, wiping out the
Celtae, who do no hits in return. Finally,
Florentius wipes out the barbarians attacking
him.
Nevitta takes command of the sole surviving
unit of the Roman left wing (the light infantry
which was guarding the now non-existent left-wing
flank). Then, since there are no Roman “long”
counters left on the board, the Roman player
must roll for Army Collapse each time he tries
to activate a leader in future.
The victory point totals now stand at:
Romans: 27
German: 42
Turn 4
Nevitta is out of Florentius’ command
radius. Chnodomar wins initiative and can
activate one formation. He pulls in his heavy
cavalry to attack Florentius and his shrunken
legion. Neither side does damage. Then Florentius
is able to activate one formation, and since
he is in grave danger of being destroyed by
Vestralp’s infantry to the north, he
activates and rolls less than his initiative,
so his forces do not flee the battlefield
due to Army Collapse. He and his Batavii infantry
try to establish something resembling a north-facing
line, attacking a German cavalry unit in the
process.
The cavalry makes morale and withdraws from
combat. Then Vestralp activates and sends
one barbarian unit to attack Dagalif’s
light forces at the west end of the Roman
“line,” while his other unit attacks
Nevitta’s half-strength light infantry.
Vestralp does no damage and takes a hit in
return, while his barbarians hitting the Roman
line do even worse, taking two hits with none
done.
Florentius is able to activate another leader,
and Dagalif does so without his forces collapsing.
They envelop the barbarians to whom they just
gave a bloody nose, and the barbarians take
a step loss before combat. They then wipe
out the barbarians, taking no hits in return!
Florentius activates again and tells Nevitta
to move south and shoot more barbarians. Nevitta’s
forces do not collapse, but he is outside
Florentius’ command radius and he is
unable to put himself in command.
The barbarians took a horrible beating this
turn, and the Romans now have something resembling
a jagged, crooked line, with Nevitta somewhere
off to the north. The victory point totals
stand at:
Romans: 32
Germans: 42
Turn 5
Nevitta is still outside command radius.
Chnodomar wins initiative, and can activate
both his formations. He orders all his cavalry
to charge Florentius and the Batavii light
infantry to the south. Chnodomar’s cavalry
rolls two sixes on six dice and wipes out
the last of the Primani legion, killing Florentius
too! The Batavii fail morale but take no damage
from the charge, which is repelled.
Vestrap’s barbarians then move south
to form a line with Chnodomar’s cavalry,
leaving Nevitta behind and counting on him
to either fail to put himself in command or
have his forces flee. The barbarians attack
a cavalry unit, which withdraws from battle.
There is no army commander, so the confused
Romans can’t activate this turn (they
could appoint a new one in the Recovery phase
at the end of the turn). They are also down
14 VPs now with only 8 VPs worth of Germans
on the board, so there’s no way they
can win. The Romans flee the field, and the
future speaks German.
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