The game can be played up to 24-turns, but we ended up going for only four with a pretty clear indication of Vercingetorix being able to make it off the table - which is the victory condition for the Gauls. Although the evenly spaced placement of Roman forces by Kimo around the perimeter of the outer barricades seemed to make sense, it ended up being their downfall. It soon became evident, that the use of more centrally-staged Quick Reaction Forces would have been better.
Early on the Gauls inside fortress Alesia had half their forces, along with Vercingetorix, swiftly move southwards for a breakout. As the Romans were spread thinly throughout the outer perimeter, they only had a small force in the southern area. This area is also the first area which off-board relieving Gauls can enter (Turn 1), which they did.
Maybe if Vercingetorix had the same view as I did, he would've made it out too. |
Image from the old National Geographic Greece and Rome book - depicting Caesar's cavalry leading a desperate, and successful, counter attack. |
I'm quite sure we missed some of the details of the rules, but for the most part it played very smoothly and was quite an enjoyable first time for me with a board game. As the game is borrowed from a buddy, I'll likely look for a set on ebay in the future. I have to say the counters make sense, but they are a bit fiddly to move around - particularly when the units get pressed together in close combat.