Sunday, 8 February 2026

Gaul army gets to the tabletop for a game

Having recently completed some additional bases for my Gaul army, it did not take long for me to get them on to the tabletop for a game. Here the scenario and a quick battle report.

Background

The Gauls have been raiding Roman-controlled settlements. This has prompted the Romans to assemble a force to deal with the threat. The bulk of the Gauls have taken up positions on a line of hills. One warband may emerge from any of the three wooded areas on the table, provided the wood is not already occupied by a Roman unit.

Order of Battle

Gauls:

  • 4 Warband units (one is waiting in ambush)
  • 2 Chariot units
  • 1 Cavalry unit

Romans:

  • 4 Heavy Infantry units
  • 2 Light Infantry units
  • 1 Cavalry unit

Rules Used

The game uses a modified version of One-Hour Wargames (OHW). Some of the variations include:

  1. Gauls are treated as warbands and roll D6 + D3 in combat, but are not treated as armoured or formed infantry.
  2. Roman heavy infantry roll D6 in combat and halve all hits inflicted against them.
  3. Combined chariot and skirmisher units may operate as skirmishers shooting D3, moving 12", or fight as cavalry when engaged in melee.
The tabletop all set up for a game.

The game is using chance cards with each having army a tailored deck to reflect its character and random battlefield events (such as Gaul warbands emerging from wooded areas).

Gaul Chance Cards

2 × Initiative – allow one unit an extra action

1 × Rally – remove D3 hits from D3 units

1 × Ambush – a warband may appear from any of the three woods, provided it is not already occupied

1 × Enemy Panic – an enemy unit within 12" takes D6 hits

1 × Panic – the unit with the highest number of hits takes D6 additional hits

2 × Confusion – no movement this turn. Units may only pivot

2 × Fatigue – on the first card, all units with hits suffer +1 hit; on the second card, +2 hits (maximum hits before elimination increased to 17 instead of the OHW standard 15)

1 × Uncontrolled Advance – all Gaul units must advance at least 6" towards the enemy

Roman Chance Cards

2 × Initiative – allows one unit an extra action

2 × Rally – remove D3 hits from D3 units

1 × Enemy Panic – an enemy unit within 12" takes D6 hits

1 × Panic – the unit with the highest number of hits takes D6 additional hits

2 × Confusion – no movement this turn. Units may only pivot

2 × Loss of Formation – Heavy infantry roll 2D6 and select the lowest score.

Gaul chance cards.

Roman chance cards.

For this battle report I used ChatGPT to convert my game notes into a report as if it were written from the Roman commander's perspective.

Battle Report

When our forces advanced, we observed that the Gauls had drawn up their forces upon the high ground. Suspecting ambushes from the surrounding woods, I ordered the skirmishers forward to screen the advance, while the cavalry secured a small hill on our right flank. As our line pressed on in good order, the Gauls, unable to maintain discipline, advanced rashly and without command. Most of their warbands surged toward our left flank, moving around the central wood.

The heaviest fighting took place on our right flank, around the small hill held by the cavalry. The Gallic horse advanced boldly and clashed with our heavy infantry, but after testing our strength they withdrew prudently. Our light infantry, however, were unable to withstand the assault of the enemies chariots and warbands and they were soon driven from the field.

As the battle began there was an uncontrolled advance by all Gaul forces.

The Roman cavalry have seized the hilltop and are supported on either side by Roman infantry.

Roman cavalry holding firm on the hilltop.

On our left flank, the enemy chariots were used to delay our advance of a single cohort of heavy infantry, preventing it from threatening the rear of the main Gallic force by advancing around the central wood. Meanwhile, on our right flank, on both sides of the hill held by the cavalry, the Gallic warbands and Roman heavy infantry became locked in stubborn combat.

Gaul chariots attempt to delay the Roman advance on the other side of the central wood.

Gaul warbands and Roman infantry slog it out on the Roman right flank.

Gauls are gradually gaining the upper hand.

As the struggle continued, the enemy chariots on our left were being gradually forced back. At this moment, a Gallic warband emerged suddenly from the woods on our flank and fell upon the heavy infantry, who were taken by surprise. At the same time, the main engagement on the right had worn both armies down, with the opposing commanders and their troops facing one another. The Gauls now held the advantage, for their cavalry, which had earlier withdrawn, returned to the field and threatened our flank.

Gauls launch an ambush from the woods.

Seeing that the position could no longer be held without undue risk, I ordered a withdrawal. Thus the Gauls remained in possession of the field, claiming victory, while our army retired in good order.

The Gaul cavalry return to threaten the Roman flank.

Wrap up

Overall, this was a most enjoyable game, and it was good to see the newly completed Gaul army perform well and give a good account of itself on the tabletop. As a solo wargamer, I always enjoy using chance cards for the twists they can introduce into a game and the way they help shape the unfolding narrative. The tailoring chance card decks for each army is particularly effective in helping to reinforce the character of the one or other force. The use of chance cards is something I will continue to use and will expand the chance events on the cards so the deck can be more randomly selected.

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