TTS AAR: Venice Abroad versus Later Romans
/Another practice session for the forthcoming Britcon 2026 competition: this time it would be my Venetians versus friend Si’s Later Romans. Warning: this report contains one of those endings that encapsulates the highs and lows of playing To The Strongest, leaving one of us celebrating and the other ruefully shaking their head in disbelief!
As this was a practice game, and as the terrain set up had given me hills and what looked like a pretty secure right flank, I decided to try something different and play this game defensively. I therefore sat and waited as the Romans came towards me.
I did send me knights forward on the left, thinking to use their weight to smash the Roman horse from the field, but this didn’t work…and didn’t work in a big way. After a few turns of intense melee, my knights and their supporting mounted crossbowmen had been cleared from the field and my left flank was wide, wide open!
Meanwhile the Romans sent their infantry and cataphracts forward against the rest of my line, focusing their attentions on my right where I thought that the terrain had given me an advantage.
Much to my surprise, the Alabardiers quickly destroyed the eagle-bearing legionaries in front of them, ending up suddenly all on their own in the middle of the battlefield.
Then, this time much to my annoyance, more Roman infantry took advantage of my defensive stance to get up on the hill that was supposed to protect the right hand side of my line and refused to be budged. Worse, I thought I’d try a charge with my nearby spearmen across the top of the hill and succeeded only in disordering them, leaving them vulnerable to future attack.
Si took full advantage on the left, driving my infantry back with his cavalry and Auxilia, and the only thing that prevented an immediate collapse was the heroic defence mounted by my troops there. It was, however, only a matter of time before the whole lot went!
Worse, the other end of the line was about to collapse as well, as the Roman cataphracts easily dealt with the disordered spearmen then turned to casue havoc elsewhere. I couldn’t even console myself by getting my knights to charge his lights off the table!
Ed.’s Note: this is what happens when you play defensively!
The Venetians were facing annihilation…but I had one last Hail Mary that could, perhaps, save the day.
The Alabardiers were in a position to strike at the Roman camp, but it had taken them a bit of time to do so…time that had allowed Si to move his light infantry defenders into the right part of the camp to face them. One more coin would see my army crumble, and I needed to both kill the lights defending the camp and take not one, but two of the three Roman camps to win the game i.e. seven coins, which shows you how far behind I was.
First up, getting into the camp: a diagonal move into rough ground. I pulled a seven, easily enough for the Alarbardiers to get over the ramparts and threaten the lights.
Next, defeating the lights: I pulled an eight, which was a hit, and Si didn’t pull a big enough save despite the fact that his men were defending a fortified camp. That meant I had killed the lights and taken one camp, but I still needed to take the other to win.
The Alabardiers were on a seven, so to move again (+1), sideways (+1), over rough ground (+1), I would need a natural ten: nothing else would do…
Amaze! Amaze! Amaze!
Seven coins in one activation and the game!
To be fair to Si, he took it very well: I’m not sure that I would have been so phlegmatic!
