The previous battle did not go well for the rebels. They elected to flee back to the main army, but the Vilmir (roman) commander followed in hot pursuit. The generals skills in field tactics was measured against each other. This meant a 70% chance of the rebels getting caught. They did not, to their luck.
We decided to play the pursuit scenario anyways, to see how it would have gone, and if the scenario would be off balance.
The Carthaginians were the pursued and the Romans, the pursuers. The Carthaginians would have to deploy in center. Due to previous losses they had about a hundred points less. Their aim is to escape to their table edge. The romans had the possibility to place two divisions in a flanking maneuver. They would need a command roll to appear. -2 the first turn, -1 the next and normal thereafter. The Carthage players would be allowed to ignore the proximity rule due to their aim of escaping. They were also allowed to chose the time of day they where to stand and fight, as described in the Dacian Wars supplement. Facing the sun is a disadvantage.
Romans 530 points
Carthage 420 points
It took about 4 hours.
It went like this:
The Carthage players had two plans playing at the same time, escape and attack. Not focusing on retreat was a disaster as this would have negated the envelopment somewhat. The Roman player got lucky with the flanking divisions, and this really made it very hard for the Carthage players to escape. The scenario might be better if only one unit is allowed to appear at the flank.
The scenario is meant to be a “standard” way of solving a pursuit in our grand rpg campaign. One player will, if they are caught, probably have less points than the pursuer and the pursuit can be a dangerous situation.
Luckily for the rebel, the battle did not happen in the rpg, but it was a fun game. For the scenario i even made a unit of the 144 surviving pikemen from the previous battle.