
Cannae, 216 BC: a turn-by-turn replay of my own game as Carthage (hex-and-counter, coming in the full release)
I am the developer of a hex-and-counter wargame, and Cannae will be one of the scenarios in the full release. The video is a replay of a game I played as Carthage against the AI, from deployment to the end of Turn 6.
What happened on the map:
- Turn 1: The Carthaginian cavalry engaged the Roman horse on both wings and, with its surprise move, rode around behind the Roman line. The centre did not advance to meet the legions; it stepped back one hex and doubled its stacks.
- Turn 2: The Romans pressed into the hollow in the centre. The Libyan infantry on both flanks moved forward and turned inward.
- Turns 3–4: Attacks came from every side at 2:1 or better. Units that were forced to retreat had nowhere to go, and were eliminated.
- Turn 6: The Roman army was gone. Carthage lost one unit.
A few rules shape the battle:
- Units in contact must attack, so the Romans cannot simply hold the line and wait.
- Rome may move only a limited number of units each turn. The intention is to represent a very large army that could not easily change its facing.
- A unit that must retreat into an enemy zone of control is destroyed instead, which is what turns an encirclement into an annihilation.
- Deployment and order of battle follow Polybius (III.113–117) and Livy (XXII.45–49).
On the AI: Carthage was played by a human (me). Since then, the AI has reached a similar level. In the same test game it destroyed the Roman army without losing a unit. Averaged over many games it still loses a few more units than I did.
The counters in the video are the old ones. They are being redrawn with designs taken from coins of the period: a galley prow for Rome, an elephant for the Barcids, and a horse with a palm tree for the rest of the Carthaginian army.
Questions and criticism are welcome, particularly from anyone who knows the battle well.
Store page: https://store.steampowered.com/app/5185710/Sekigahara_1600/