Stephen delves in his lead pile and recovers some long lost figures.
Many moons ago I bought some 28mm ACW figures in a bring ‘n’ buy with the intention of doing some skirmish games with them. I think they are Essex Miniatures. They then languished in the lead pile for a couple of years until Covid 19 came along and I had run out of anything else to paint. So, due to a global pandemic they managed to wriggle their way to the top.
I still haven’t decided what rules I will use. There’s Rebels & Patriots and Sharpe Practice, but neither is really exciting me. Still, got to get them painted before you have a game with them. Rules can come later.
I based them on Renedra 25mm bases and added some filler. They were then given an undercoat with Humbrol ‘Dark Earth’ model spray (the confederates will get a grey undercoat). That was the point at which they then found themselves abandoned in the lead pile.
The first thing I tend to do is base coat the flesh. This was done with Vallejo Saddle Brown. I also base coated the rifle as well using GW’s Mournfang Brown and the bayonet was done with Revell acrylic Steel. I then washed the rifle and bayonet. Normally I would use GW’s Agrax Earthshade, but I’m out of that. So I went old skool – a watered-down version of a dark brown acrylic paint.
So, the flesh. The base colour was Vallejo Medium Flesh and then highlighted by adding a drop of white. Beard and hair was done with Vallejo Golden Brown. I decided I wanted the uniforms to be a bit random – fabric, dye, and supplier would have varied during the war.
The jacket was done with a mix of Vallejo Oxford Blue, a drop of Royal Blue, and a bit of black. I varied the ratio between batches to give a bit of variety. The base coat was highlighted with a drop of grey rather than white.
The sky blue trousers were a mix of Vallejo Sky Blue with a spot of brown and grey to dirty and vary the shade. Again, the ratios were varied to reflect different supplies. This was then highlighted by adding white.
Leather straps were done in black and highlighted by adding browns and greys. This helps vary the type of black, which can vary depending on material and quality of dye being used. The shoulder bag was undercoated with Vallejo khaki and then highlighted with Revell Beige.
That just left the rifle. All I did was touch up the wood with GW Mournfang Brown. The bayonet and fittings were done with Revell Steel. The bayonet point was highlighted with Vallejo silver.
That leaves the basing. A coat of PVA then sprinkle with ballast and let it dry. And then a blob or two of more PVA and sprinkle with static grass.
Emergency surgery for Andy’s horse. It’s lucky he didn’t just shoot it…
We’ve used a number of different sets of rules for games set in the Maximilian Adventure, most recently The Men Who Would Be Kings. Under these rules I class my Mexican Lancers as Irregular Cavalry, each unit being made up of 8 figures.
I had 15 lancers and 3 officers, so I had one Lancer I didn’t need to paint, which was useful as unfortunately his horse was a miscast with part of the rear left leg missing.
Once Rebels and Patriots came out I thought I might try these out for a game or so, and in these rules standard Cavalry units have 6 figures, so it was time to paint The Last Lancer so I could field three Mexican cavalry units.
To start off I had to do some remedial surgery on his horse. The lower half of the leg was missing below the hock, including the hoof. The horse was modelled with both front legs on the ground with both rear legs off the ground.
I cleaned up the stump of the leg and superglued a metal pin in place between the end of the leg and the hoof of the right leg.
I then built up the lower leg with several layers of Humbrol Model filler. This is a polystyrene paste, which I have found can be “diluted” with polystyrene cement to make it more easily worked.
Here’s the horse with the filler “mass” prior to filing into shape.
I left the layers to dry for a couple of days then filed the plastic into shape to form the leg and hoof.
Once the surgery was completed the horse was glued to a Warbases “pill” base, 50mm x 25mm, which was then built up with 4Ground base render.
All paints used are Vallejo acrylics, unless stated otherwise. The horse was painted Chocolate Brown and washed with Army Painter (AP) Dark Tone. Here’s a close up of the finished leg.
The Saddle cloth was painted Dark Blue over Light Brown with Flat Red trim.
I added a wire lance to the lancer, and undercoated him with matt black, face and hands were base coated Brown Sand and top coated Medium Flesh. His shirt was painted Deck Tan and the lance painted Beige Brown. Here they are part painted.
The horse’s saddle and harness were painted Saddle Brown and the saddle roll Black Red. The horse has a cloth draped over his back behind the saddle, this has a fur like texture; I painted this German Camouflage Beige with an AP Soft Tone wash.
The lancer was finished off with Light Brown chaps with Luftwaffe Camouflage Green trim, London Grey Vest, Flat Red Poncho lined Black Red and a Light Grey Hat. Lance and carbine stock were Beige Brown, Scabbard Black with Gunmetal fittings.
The base was painted AP Banshee Brown and patches of flock added and then the figure was mat varnished.
So, here he is: the Last Lancer. The final figure in my Maximillian Adventure collection.
Marcus eschews the beach and goes Top Gun instead.
We recently decided to have a virtual club meeting, and I decided that I might play “Full Thrust” or an aerial war game with my sons. However, they proved ambivalent on the day, preferring the beach…
Now, I do have a beautiful mountain mat from Deep Cut Studios intended for Korea. I think it may also work for Indo-Pakistan and possibly Iran-Iraq along the northern Iranian border, but at 6 x 4 it is just too big for my current table.
Since it is a plush rubber backed version I can’t hang it over the sides either. Until I find a solution, I unrolled my reversible, home-made sea/space mat, which I thought could serve as the Persian Gulf (that’s the sea side above).
I have long been interested in the Iran-Iraq War. Perhaps there is something about history that happens in your own lifetime. Now more than ever, I am far more interested in the Cold War than any other period, although I have only really ever gamed it at sea and in the air. I had painted up some aircraft for Iran-Iraq a year or so ago having read the superb “Iran-Iraq War In The Air” by Tom Cooper and Farzad Bishop. I decided this was now the time to bring them to the (3 x 5) table, where the mat could hang over the edge.
However, I must confess that I haven’t played CY6 yet, despite having a few of the Jet Age books. I have played the Tumbling Dice Wings At War rules however. I have tried Thud Ridge and had tried a home brew Arab-Israeli variant a while back. Given that the F4 is featured in Thud Ridge, along with the F5 and MiG-21, I thought that gave me a rough baseline, although in the end, the F5s didn’t get on and I don’t have any Iraqi MiG-21s.
Wings at War uses a deceptively simple energy/action system. You must use all your generated action points through the turn. The actions you use affects your “energy” subtracting or adding to your turn start action point. The net result gives the action point total for the next turn. The majority of my aircraft are from Tumbling Dice, and all of those used in this game.
The figures in the table were a rough guess after a bit of further research. I think the Mirage is a bit low on countermeasures and I am not sure if the MiG 23 is a bit too well rated. The MiG-25 unfortunately never made it onto the table with an ace pilot.
I should mention that in Wings At War Thud Ridge, there is a column for afterburner and height. All the aircraft has an afterburner and I didn’t think I needed a maximum height. I added some adaptations cribbed from the “Phantoms” system, which is based on the Avalon Hill game “Mustangs” but I think also owes a debt to Avalon Hill’s “Flight Leader”, notably around the missile and gunfire templates. I therefore added a Radar and countermeasures (C/M) column.
I seemed to recall reading that on introducing the Mirage F1EQ, the Iraqis had tried making attacks on the Iranian F14s by making a low approach and climbing from underneath to find a firing position. My hazy recollection lead me to deploy a pair of F14s armed with Sparrow (radar homing – RH) and Sidewinder (heat seeking – HS) missiles against a pair of F1EQs, with one Super 530 (RH) and two Matra Magic (HS) missiles.
I rolled the Iranians coming in from the east at height 3 (one ace and one experienced – the Iranians were much better trained), and the Mirages from the west at height 2 (one experienced and one green). I also had a system for rolling reinforcements. At the end of each turn I rolled a D6 for each side. if the roll exceeded the number of aircraft on the table, I rolled for the type of aircraft to come on.
A word of note on the photos. The green dots on the Mirages indicate the inexperienced pilots. The blue dot on the F14 indicates the ace.
The Iranians came in and went onto a shallow dive to height 2 having detected the Iraqi Mirages. The Mirages also detected the Iranians and the leader launched his Super 530, which the Iranians failed to avoid and which damaged the Tomcat to give the Iraqis an early advantage. The Iraqis rolled for another Mirage flight.
The Iranians again had the first move, detecting the second Mirage and both F14s fired Sparrows. The leaders Sparrow failed to launch, possibly as a result of the earlier damage. The wingman successfully launched, but the target evaded. The Mirage leader dived for the deck, but his wingman went for an optimistic (and unsuccessful) head on shot at the incoming F14 wingman before following his leader down. The second pair of Mirages at height 3 dived to level 1 also.
The first Iraqi element tight turned to the north and west. Iranian reinforcements, a pair of F4s now entered from the east. The F4s detected the second Iraqi element. A sparrow destroyed the Iraqi leader and another damaged his wingman. Both Tomcats pull a tight turn, but it is the damaged leader who lines up for a Sparrow shot. This time he launches successfully, but it misses. His prospective target, the lone Mirage has spotted the F4s and climbed to height 3.
The first Mirage group turns to face the F4s, who attempt another Sparrow launch, but this fails. The Iranian leader tries to launch another Sparrow, but fails again. That damage is playing havoc with his electrics!
The F14s move first and the leader now goes for a heat seeking sidewinder shot, but misses! The Mirage pair turns after the F4s, but can’t get on their tails and pass them as the Mirages head west. The F4s heading north will try to turn after them…
The damaged Iraqi Mirage turns east with the F4s turning after it and the second Mirage group, who have pulled away after the F14 leader, who hasn’t spotted them. The Mirage leader launches a Magic heat seeker at close range and brings down the already damaged F14. However, the F14 wingman closes in behind the Mirage leader and destroys him with a sidewinder.
The Iraqi’s wingman now attempts the same on the F14, but he evades the heat seeking magic, the F14 then turns south and dog-legs for home on afterburner. The F4s try for a sparrow shot and the leader launches successfully. He gets a hit but only damages the retreating Mirage which also turns south on afterburner. His wingman picks up the second Mirage, but his sparrow fails to launch.
Quite an exciting last couple of turns, even playing solo. The Iranians lost one F14 with an ace pilot but the Iraqis lost two Mirages and a third damaged. Overall, the Iranians were more experienced, so the result isn’t too surprising. The rules worked reasonably for a cobbled together variant. There are some issues with playing Wings at War with a hex mat, as it isn’t designed for one, but I managed to get around those (you definitely need to add a sideslip maneuver!). The chrome add-ons worked pretty well, although I would have to codify them a bit for head to head play. I am tempted to read Cooper & Bishop again, and make a mini campaign out of it!
Now, I just need to finish off my Fleet Air Arm Phantoms and Buccaneers and I can do a Cold War gone hot in the North Atlantic 1972 scenario…more variants!
In the pack of ACW Union artillery men I finished recently was a small ammunition marker, comprising a powder barrel and a stack of cannon balls. I thought this would be useful for any rules or scenarios that have ammunition restrictions, but I’d need more than one.
I mounted the original on a 25mm washer, painted the barrel Vallejo German Camouflage Brown with an Army Painter dark wash. The bands were painted copper.
I had some spare barrels already painted; from Ainsty I think. But how to do the cannonballs?
A recent clothing purchase yielded the answer; on a couple of the items the sales tags were attached by means of a ball chain. So, getting a few 25mm diameter washers and some card I went to work.
On each of the washers I glued a square of carboard over the hole, while the glue was drying, I started work on the chain. Using a small pair of nail clippers I keep for cleaning up metal figures, I cut the chain into 9 lengths of 3, 5 lengths of 2 and a couple of individual balls.
Once the glue was dry, I spread some more on top of the cardboard (leaving enough space for the barrels) and stuck the first layer of balls to the card, three sections of three balls in parallel lines. This was the trickiest bit, getting the balls close together in a straight line without sticking myself to the base.
Once these were dry, I added the second layer of two balls and (on one of the bases) a third layer of a single ball fixing them in place with superglue.
Now, the balls have two small holes for the wire that links them together. I should have filled these in before painting, but several coats of primer served the purpose. I painted the cannon balls Vallejo Dark Grey.
Next, I took the pre-painted barrels and stuck them to the bases.
I then used a spatula to put some 4Ground base render on the bases, trying not to plaster the side of the barrels.
The bases were then painted Army Painter Banshee Brown, and flocked.
Dave Sime makes some fiddly robots, and dedicates them to Jeremey!
Back a few years ago at a SELWG show I relieved Jeremey of the burden of taking back home his 9 box collection of VOTOMS Vol.02 Mechs, that had failed to sell in the Bring & Buy. As I recall, Jeremy did not have the time to carefully assemble them.
VOTOMS Mechs feature in a Japan anime series from the mid 1980’s. The series did not gain any traction outside of Japan. While a number of larger plastic models were produced during the series run, Takara Micro World produced a range of 1/144 scale models, probably in 2007.
At first glance in their box trays, just separate heads, trunks, arms, legs & weapons, pre-formed and painted, you think this is going to be a doddle. Alas NOT. They are made of some sort of soft ‘rubbery feel’ plastic which, even using my range of tweezers, were hard to grasp/control. They did not all fit together correctly, which required painstakingly slow micro surgery using the sharpest blades to correct. Even then some parts, especially the legs, would not stay in the correct position. The only adhesive that worked was rubber glue for the body parts, even then I had to wait for each part to set before continuing, and epoxy resin to adhere to the 2p coin bases. It actually took over two weeks to assemble them. When I had finished I thought never again !
They are 27mm in height, for representative scale purposes the first photograph includes a GZG 15mm figure I am currently painting, which is actually 17mm high and one of the crewmen for the mechs which are 14mm in height. In the anime each VOTOMS has a human operator who sits in the trunk. Depending on how Chris and I intend to use them, we can use them as mechs in Sci Fi games from 6mm to 15mm, possibly even at 28mm ? Crewed or not.
It was intended that they would have their debut at the Open Day end of June, but alas that’s not to be.
Last Saturday, at Stephen’s suggestion, some club members held a ‘virtual’ club meeting; some played solo games or with family members at home, and three even managed to play a board game over Zoom. Here’s a round up of what went on.
Mark H, Mark J and Seán – Nightfighter
Mark H ran a three-player game over Zoom – he’s written it up fully in a separate report.
Marcus – Air Combat in the Gulf War
Marcus played a solo game of modern air combat using Wings at War; this will also be getting its own write-up soon.
Phil – Space Hulk
Phil broke out the new (ish) re-issue of Games Workshop’s Space Hulk with his eldest son; unpainted figures, really!
Stephen – Full Thrust
Stephen, whose idea this all was, went for some solo Full Thrust. Which just sounds all wrong…
Mark J – Kobolds and Cobblestones
Mark.2 played out a Fantasy rumble at the docks.
Tony F – Lord of the Rings
And finally, the webmaster played out a simple Lord of the Rings scenario (the one where Sean Bean/Boromir gets shot full of arrows defending Merry and Pippin).
My French troops for the Maximillian Adventure also see service in Osprey rule’s “In Her Majesty’s Name” and “Rebels and Patriots” games. Both rules allow field guns to have an upgrade of a limber team to increase mobility, and / or crew size.
I bought a Wargames Foundry Franco Prussian War French limber team and also picked up a spare limber (Minifigs) at a bring and buy or similar. So instead of building one four horse limber team, I built two, two horse limber teams.
Horses were painted in black, or various shades of brown. Horse furniture was black, saddle and saddle bags Saddle Brown, horse blanket Black Grey dry brushed Basalt Grey and cape London Grey dry brushed Light Grey.
Limbers were painted Beige Brown with an Army Painter Soft tone was and brass metalwork.
The crew men were painted the same way as the dismounted crew, although the outriders have cavalry boots rather than standard boots and gaiters.
Bases were painted AP Banshee Brown and patches of flock applied with PVA glue.
New(ish) member Mark2 shows us how he paints his little fellas…
I’ve recently started playing Field of Glory at the club and decided to purchase a 6mm late Roman Army, never owned a Roman army but I have dabbled with late western Roman reenactment and enjoy this period. After consulting the FoG ‘Legions Triumphant’ army list, I picked a Dominate army (3rd to 5th century). Bought my figures from Baccus, they have a good range of late Roman and allies to pick from, the whole army cost around £90. Bases where purchased from Warbases and I used a mixture of Citadel and Vallejo paints, plus the Baccus basing kit.
Baccus figures are pretty chunky for 6mm and have quite a bit of detail, after consulting with some experienced 6mm painters at the club I decided to start with a black undercoat and work up from this, dry brushing light/bold colours to accentuate the detail, finally picking out detail such as weapons, helmets and banners. It’s important to use lighter or bolder colours at this scale, without this figures tend to look like a dark blob on the table. The black undercoat acts as shade/black line effect. The trick here is to ’trick’ the eye, with the aim of producing hopefully decent looking figures on a tabletop battlefield.
These figures are Baccus late roman with helm, I’m using them for my Auxilia palatina. In a Dominate army these troops were usually deployed as medium infantry but where also used as heavy infantry. I believe this was to fill gaps in the legions which were becoming a little more scarce during this time. I’ll be basing the auxilia on a FoG 15mm medium infantry base (40x30mm) but will pack the troops together in the style of heavy infantry. The figures come in fours and I use 16 per base, two lines of eight, that’s about as many as you can get across a stand this size using Baccus.
These figures where tacked to temporary painting bases, I usually permanently base before painting if I can, but didn’t fancy painting these guys when they are so closely packed together. I tack using a small blob of super glue as it’s easy to break off when you’re ready to base.
I base coat using a black acrylic spray, I find cheaper car sprays work well with metal figures, not to be used with plastics. It’s a messy job, but you can cover a whole army fairly quickly. I tend to undercoat in chunks, usually around 4 units at a time.
I begin by dry brushing the main colour, for the auxilia it’s their tunic, which I have painted using Citadel Lothern Blue, a bright powder like blue. I chose this colour as I have seen artists impressions using blue and it plausible that it may have been used. I dry brush with one of my 0 size brushes that has seen better days, you can purchase dry brushes but they tend to be on the large size and you need a relatively small brush for this scale. Dry brushing involves removing moisture from the brush by sweeping it across some kitchen role or the like and then lightly brushing across the area you want to paint, at a 45 degree angle if possible. This technique highlights raised detail and leaves recessed areas darker, giving a fairly good and realistic contrast, I find it works really well at this scale. I don’t tend to dry brush at larger scales as I prefer to wash and layer, however this is a quick and effective way to paint 6mm armies. You need to be careful not to contaminate other parts of the figure, such as the spear, shield and forearms, but this is relatively easy with some steady sweeps of your brush, any miss-haps can be blacked over.
Once I’ve completed the main colour I move on to the ‘large’ peripheries, in this case the shield (Vallejo Scarlet). Note that I am not dry brushing here but applying colour to the front of the shield leaving the middle and rear black, the same technique is also used with the spear (Vallejo Beige Brown), helmet (Citadel Mithril Silver) and flesh (Vallejo Flat Flesh), more on this in a moment.
Fourth picture – helmet, spear.
Before moving on the next stage, now is a good time to check for any contamination, such as tunic colour on flesh or weapon areas by touching up with some black, this sounds fiddly but it’s worth doing and doesn’t take long at all. I spend about 5 minutes per unit, the auxilia have eight stands with 16 figures on each so it gives you an idea of what I mean by not taking up much time.
I now move on to the flesh, hands and face in the case of these figures. As I mentioned above, Baccus are quite detailed for 6mm, so need a little care and attention when doing the Faces. I use a three spot method, one at the mid-top of the face and two below, left and right, this creates a face rather than a flesh coloured blob (at least that’s the theory). I’ve found the Baccus figures do have different faces, some work well with three dots others are better with two, this can only be about casting variations. Remember the effect works at battlefield level, on the table top, not close up. Next is to add any metal colours, I used Citadel Mithril Silver for the helmets, spear tips and shield boss. Gold (Vallejo Brass) for the standard, instrument and helms for the officer, musician and standard bearer. I use the same technique described above, making sure to pick out highlights and leave those in shade black. After this it’s the spear poles and then onto shield detail (see below). I also apply paint to the leggings at this point (Vallejo Pale Sand).
I’ve chosen to add a pattern to the shield, I’ve done this as it adds a little more detail to the figures and helps to catch the eye, really important at this scale. I’ve used Vallejo white, note that there are two units both with differing patterns. I’ve done this based on research carried out about the period, which indicates that Roman armies of this time were subject to more barbarian influence.
Finally the base materials are applied, basing is important at all scales, for 6mm it’s really important as it helps to bring your units to life. Again, brighter colours should be used for same reasons described above. I’ve chosen to use the Baccus basing system, which involves applying fine grade sand using PVA glue, washing the sand with a light brown ink and then dry brushing three progressively lighter sand colours over the dry wash. Don’t worry about hiding the figures’ stands at the moment, this comes next. Once the dry brushing is complete, you add the grass, this is done using a small plastic device called an Uff Puff. It’s best described as a plastic bellows, which you fill with grass and then apply the grass over the base, this means that the grass is more likely to stand up, and less likely to lie flat or clump. So, water down a little PVA apply around the figures’ base and hey presto you have some grass and no step showing from the figures’ base. Finally I paint the edges of the base Citadel Moot Green. I’ve also included some of my archers and cavalry, these were done without using temporary panting bases and there’s more space between these figures. I have also added grass between each figure. So that’s it, I hope this has been helpful, I am also working on a 6mm Spanish Peninsular army and hope to share some photos of these in the not too distant future.
Among my Mexican forces for the Maximillian Adventure I have some dismounted Irregular cavalry, to represent these as Mounted Infantry in “The Men Who Would Be Kings” games I wanted some rider-less horses. I eventually found some Sash & Sabre ACW Union horses (and holders) at Colonel Bill’s. Not ideal as they are uniformly equipped, but they’ll do for my purposes.
After cleaning up any vents and flash and washing in soapy water they were glued to 50mm x 25mm pill bases, 4Ground base render was used to build up the bases and they were undercoated with Halfords grey primer. The horses were painted black or various shades of brown, the latter with an Army Painter dark tone wash. Horse furniture, blankets and saddle rolls were painted a variety of Vallejo colours to give the impression of an irregular unit.
Bases were finished with Banshee brown and flocked, and then matt varnished.
I downloaded Basic Impetus yonks ago, when it was available as a free download.
Unfortunately it’s no longer available as a freebie because the publishers subsequently brought out a separate edition because it proved so popular as a game in its own right and not just as a stepping stone on to the full Impetus rules. After my recent game I think I may buy the bells-and-whistles published version because Basic Impetus is a great game.
I went with Romans, invading the Germans. The battlefield was set up with a river going across the middle, some woods either side of the river on one flank and an area of rocky ground on the other. The Romans lined up with their auxiliaries facing the wood, the cavalry and legionaries in the middle, and the artillery and archers on the left. Similarly, the Germans also lined up with their warbands in the middle. On their left they put their cavalry and some of their skirmisher archers, and on their right they had the rest of their skirmishers. The Roman tactic was to use their archers and artillery to engage the Germans.
The risk was the Germans would take up position along the river, meaning it would cause disruption to the Romans as they crossed. So the Romans chose to use the archers and artillery to draw the Germans across the river rather than just sit there taking all the hits. The Germans put most of their skirmishers on their left flank, to make their way through the woods and outflank the Romans. Both sides initially held their cavalry back to act as a reserve unit to exploit gaps.
The Germans did indeed move up to the river and take position along it. This was an understandable and obvious tactic. The Roman auxiliaries moved up using the woods as cover, trying to shield themselves from the German skirmishers. This was fine, but as soon as they cleared the woods and moved up to the river they would be exposed, and the German archers opened fire. The Romans were trying a similar tactic on the other flank – their archers moved up and engaged the German archers that had taken up position in some rocks, and the artillery fired at long range in an attempt to disrupt the German battle line. Neither had any effect (something that would continue throughout the game).
The Germans did indeed move up to the river and take position along it. This was an understandable and obvious tactic. The Roman auxiliaries moved up using the woods as cover, trying to shield themselves from the German skirmishers. This was fine, but as soon as they cleared the woods and moved up to the river they would be exposed, and the German archers opened fire.
The Romans were trying a similar tactic on the other flank – their archers moved up and engaged the German archers that had taken up position in some rocks, and the artillery fired at long range in an attempt to disrupt the German battle line. Neither had any effect (something that would continue throughout the game). The Roman artillery and archers continued their firing but were having little effect. Fortunately, neither were the German archers.
The auxiliaries had made good progress against the Germans – having advanced across the river and pushed their opposition back. It had come at a price, though, and the auxiliaries had taken damage in securing this bridgehead. Now it was up to the legionaries. With initiative finally going the Roman way, the legions splashed across the river and charged against the Germans! A shoving match ensued, with the Germans counter-attacking. But the Romans were winning and steadily pushing the Germans back.
There now came the chance for the auxiliaries to show their worth once more. Although they had taken damage and were no longer fresh, all that stood in front of them were the German cavalry, commanded by their general. If the auxiliaires could eliminate the cavalry and general then victory would go to the Romans. Fortunately, the cavalry had also taken some damage, but it had rallied and was no longer disrupted. Nevertheless, the auxiliaries formed up and they charged against them.
This would prove to be the decisive melee. In went the auxiliaries and they managed to destroy the German cavalry and with it the German general. Final victory went to the Romans who, though many of their units had taken damage, had not lost a single unit.