This battle takes place somewhere in South-eastern Asia Minor in around 269AD, in the latter stages of the Crisis of the Third Century.
Gothic and Germanic raiding groups have caused much trouble within the Roman Empire, roaming over large areas of Greece, Western Asia Minor, and assorted Aegean islands. They have managed to sack a number of large cities, and in the process have enriched themselves with large stacks of booty. For the purposes of this battle, let us assume that one large coalition of raiders decides to try their luck further Eastwards, looting their way along the southern coast of Asia Minor.
Imperial forces in this region are almost non-existent at this point due to previous events, and only the rising power of Palmyra, filling the vacuum which has arisen but at this point still nominally loyal to Rome, are capable and willing to intervene and prove they have become a regional power.. The raiders do not want a large set-piece battle, only to be allowed to escape Northwards with their accumulated booty.
The raiders do not come from any one list, and I have taken a few liberties with troop types and their individual lists.
Palmyra:
3500 points
Right (Sub-Commander: Competent Instinctive)
Cataphracts x2 Cavalry,FormedClose,Average,FullyArmd+Horse,LngSpear,DevastatingChg+Shove
Best archers x2 Infantry,DrilledLoose,Average,Unprotected,ExperiencedBow
Best archers x2 Infantry,DrilledLoose,Average,Unprotected,ExperiencedBow
Centre-R (Commander-in-Chief: Talented Instinctive)
Cataphracts x2 Cavalry,FormedClose,Average,FullyArmd+Horse,LngSpear,DevastatingChg+Shove
Cataphracts x2 Cavalry,FormedClose,Average,FullyArmd+Horse,LngSpear,DevastatingChg+Shove
Cataphracts x2 Cavalry,FormedClose,Average,FullyArmd+Horse,LngSpear,DevastatingChg+Shove
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Centre-L (Sub-Commander: Competent Instinctive)
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Left (Sub-Commander: Competent Instinctive)
Horse archers x2 Cavalry,Skirmish,Average,Unprotected,ExperiencedBow,CombatShy
Horse archers x2 Cavalry,Skirmish,Average,Unprotected,ExperiencedBow,CombatShy
Horse archers x2 Cavalry,Skirmish,Average,Unprotected,ExperiencedBow,CombatShy
Gothic
Raiders: 3500 points
Left (Sub-Commander: Competent Instinctive)
Gepid Cav x2 Cavalry,FormedLoose,Superior,Protected,DevastatingChg
Gepid Cav x2 Cavalry,FormedLoose,Superior,Protected,DevastatingChg
Gepid Warriors x2 Infantry,TribalFlexible,Average,Protected,ShtSpear,DevastatingChg
Gepid Warriors x2 Infantry,TribalFlexible,Average,Protected,ShtSpear,DevastatingChg
Centre (Commander-in-Chief: Competent Instinctive)
Heruli Warriors x2 Infantry,TribalClose,Average,Protected,ShtSpear,UnskilledJav,Shoot&Chg
Heruli Warriors x2 Infantry,TribalClose,Average,Protected,ShtSpear,UnskilledJav,Shoot&Chg
Heruli Warriors x2 Infantry,TribalClose,Average,Protected,ShtSpear,UnskilledJav,Shoot&Chg
Heruli Javelinmen x2 Infantry,Skirmish,Average,Unprotected,ShtSpear,ExperiencedJav,CombatShy
Heruli Javelinmen x2 Infantry,Skirmish,Average,Unprotected,ShtSpear,ExperiencedJav,CombatShy
Heruli Javelinmen x2 Infantry,Skirmish,Average,Unprotected,ShtSpear,ExperiencedJav,CombatShy
Centre-L/Reserve (Sub-Commander: Competent Instinctive)
Tervingi Warriors x2 Infantry,TribalClose,Average,Protected,ShtSpear,UnskilledJav,Shoot&Chg
Tervingi Warriors x2 Infantry,TribalClose,Average,Protected,ShtSpear,UnskilledJav,Shoot&Chg
Tervingi Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Tervingi Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Right (Commander-in-Chief: Competent Instinctive)
Greuthingi Cav x2 Cavalry,FormedLoose,Superior,Protected,DevastatingChg
Greuthingi Cav x2 Cavalry,FormedLoose,Superior,Protected,DevastatingChg
Greuthingi Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
Greuthingi Archers x2 Infantry,TribalLoose,Average,Unprotected,ExperiencedBow
The Goths etc. are slightly handicapped due to consisting of commands
representing distinct tribal groupings, reducing their flexibility of
deployment (although there is no possibility that any of them will turn
out to be unreliable in battle). To offset this, they are assumed to be
taking a defensive posture, in quite suitable defensive terrain –
mountain, normal density of terrain; but I mandated that the Palmyrans
must also place their two optional terrain pieces, and these may not be
good going.
Terrain:
The hill on the left flank is steep and craggy (difficult going).
The two central hills are gently sloping but rough going.
The two marshy areas are difficult going.
On the right flank, the rocky ground is rough going.
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Overall view of terrain and deployments
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Left wing: Gepid command
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Centre left and reserve: Tervingi command (top left and bottom right only)
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Centre: Heruli command (front line only)
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Right wing: Greuthingi command |
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Palymran right wing command
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Palmyran right centre command
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Palmyran left centre command
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Palymran left wing command |
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Goths etc. plan:
Defend the central gap with the close order foot, in depth, try to hold long enough against (what is expected to be) the cataphracts in order to be able to find and exploit opportunities on the flanks.
Try to push the right wing forward through the rocky ground, since the Palmyrans do not appear to be committing forces that can do more than delay there.
On the left, push forward initially if possible to get the attention of enemy forces and constrain their freedom of movement, take advantage of opportunities should these be presented, but be careful not to over-commit – the cavalry should be able to fall back if opposed by stronger forces and pass over the rough hill into central reserve.
Palmyran plan:
Push archers forwards to contest the central marsh, clearing the way for and protecting the flank of the main group of cataphracts to attempt to blast their way through the centre,
Everybody else react to any offensive movements by the enemy, rather than undertaking aggressive movements of their own. Ensure the Catapharacts are not impeded or threatened until they have achieved their aim.
Note:
In what follows: units will be denoted (P) for Palmyrans; whereas for the raiders: (Gr) for Greuthingi, (T) Tervingi, (H) Heruli , (Gp) Gepidae.
Turn 1
(P) archers advance to the edge of the central marsh, clearing the way (somewhat) for the cataphracts behind them. They would have liked to double move, but: lack of cards!
(H) javelinmen double move into the marsh, they feel they have a slight edge against the archers if they are careful over shooting distances, and wish to try to cramp the enemy’s movements and delay the cataphracts.
(P) horse archers double move into the rocky ground, staking out some room to skirmish in later.
(Gr) archers are tasked with clearing the way for the cavalry behind them, and advance close to the (P) horse archers.
(P) cataphracts wheel and advance towards the gap between marsh and hill, They double move but are brought up short by running into the back of their archer friends.
(Gp) cavalry double move forward, to put the question to the enemy in this half of the battlefield. They have remembered they cannot skirmish, and are relying on the facts that a) they are faster than any of their opponents; b) their commander will carry over a red card into the next turn, which should ensure that if enemy get close they will be able to turn around and move away as a group.
(P) archers from the centre wheel, ready to advance and provide protection for the right flank of the main body of cataphracts. They may also have to assist against the apparently aggressively minded (Gp) cavalry.
One unit of (Gr) cavalry starts to move (slowly) to the right through the rocky ground, preparing to support the archers ahead of them.
The (P) right flank command does not move at all – their cards were not good enough to advance and wheel all 3 units (a downside of mixing infantry and cavalry!), and if they advance straight ahead the cataphract unit may find itself flanked. This is not intended to be an attacking command, so caution trumps recklessness.
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Position at end of turn 1
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Gepids start their feint aggressively; Palmyran right still asleep
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Goth centre: all looks calm at present
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Lots of shooting about to kick off here
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Palmyran catphracts struggle to get through traffic
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Turn 2
Mass shooting breaks out on the right hand side. The Palmyrans achieve a big fat zero; but in return one of their units of horse archers receives two wounds and breaks. Not an auspicious start! I was about to check for effects on the Commander currently with that unit, but a quick check of the rules reminds me this only happens when a unit is broken in hand-to-hand combat, and never to skirmishers. For once I catch a mistake in advance, rather than write about it later when it is too late :)
(Gr) cavalry continue to move up slowly in the rocky ground, coming up in support of the advanced archers.
(P) archers in the middle advance diagonally across the field towards the (Gp) forces. In particular the (Gp) cavalry cannot be allowed too much freedom of action. The right-hand archer unit has now wheeled, and all four units are once again in a coherent body.
Bad command cards once again hinder the intended movement of the supposedly talented Palmyran C-in-C. One archer unit advances into the marsh, making room for the cataphracts to pass. But the second archer unit does not move up in support; this will allow concentrated javelin fire against the advancing archers next turn.
The (P) horse archers cannot fall back as a group (you guessed it – bad command cards!) but moves back so that they are beyond the range at which the enemy archers can exploit their lack of armour.
The Gothic commander has been discarding cards, including several very good ones (two yellows AND a red...this may be a cause for regret later!) in order to attempt to wait and see what the Palmyran right wing will do, so that the (Gp) cavalry can react accordingly without over-committing themselves.
The (P) right wing archers, being drilled, are significantly more manoeuvrable than their comrades. They double move with a slight wheel, bringing them into shooting range of the (Gp) cavalry. Their cataphract pals also wheel, and remain aligned with the archers. This leaves them too far away to be able to charge next turn; but more importantly, they remain too far back for the enemy to be able to get into a position to flank them.
Seeing this, the (Gp) cavalry decide to fall directly back, remaining facing the enemy. They are far enough away that the enemy archers cannot get within 3 base widths next turn – the distance at which, being an impetuous troop type, the cavalry may find they fail to avoiding charging recklessly forward the turn after. The cataphracts might just be able to get into that range, it’s a fine measurement; but would then be exposing themselves to being ganged up upon, a risk they are perhaps unlikely to take. In the judgement of the Gepid commander at this moment, anyway!
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Position at end of turn 2
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Gepid cavalry pulls back a bit, in the face of converging enemies
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The Palmyran cataphracts emerge from the traffic jam
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First blood to the Greuthingi - one dead horse archer unit
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Turn 3
The (P) archers who have advanced into the marsh on their own do indeed suffer for their temerity from concentrated javelins – two wounds remove a base. To balance this, in the rocky ground, the (Gr) archers also suffer two wounds, from horse archery, also losing a base.
Both blocks of (P) archers have managed to move just far enough for the cataphracts to advance unimpeded with a double move, and this turn the cards are good enough to allow them to do so. Which is just as well, as the hopes of the Palmyrans largely rest in getting these guys into contact pronto! They don’t quite get to within charge reach of the opposing (H) warriors though, who are not expected to obligingly advance into range., so it will be a couple of turns yet…) Meanwhile they are ignoring the fact that enemy light are now behind their flank, assuming them to be of little practical threat.
(Gr) cavalry in the rocky ground continue to move up onto the flank of their friendly archers, ready to start chasing the enemy horse archers away.
(P) drilled archers and supporting cataphract unit move forward on the Palmyran right, still taking care to present a unified front lest they allow the opposing (Gp) cavalry to attack them individually. They do just get into shooting range again.
The (P) archers in the centre continue to advance – 3 of them wheel to face the central hill and try to provide direct support for the flank of the main body of cataphracts who must rapidly engage in the centre; whilst one goes over to provide additional assistance against the (Gp) cavalry.
The (Gp) cavalry have been waiting until all enemy in their half of the battlefield have committed themselves this turn. They now don’t fancy going forward again, but they don’t want to retreat until they absolutely have to – keeping as much of the enemy focusing on their threat for as long as possible.
With a red and a yellow card in hand they know they will be able to turn and retreat next turn as fast as the cataphracts could potentially advance (as long as they can avoid the situation where turn round first and the cataphracts are then able to make a double move in pursuit), so decide to hold their ground this turn. This does expose them to being shot at next turn, a risk they will take.
The more advanced of the (P) horse archer units falls back into line with their colleagues. They are now still in range to shoot at the enemy archers but out of range of the enemy cavalry; this in turn means though that the cavalry cannot charge them next turn, which is considered A Good Thing.
At the end of this turn there are 3 red and 2 yellow cards being carried over, so there should be no excuse next turn for commands to complain about not having good enough cards to achieve whatever it is they want to achieve!
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Position at end of turn 3
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Pressure on the Gepid cavalry increases |
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The heavy metal gets closer
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Some attrition on both sides from shooting
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Turn 4
Still no charges!
Shooting is a messy affair, but this time to Palmyran advantage.
(P) the full-strength archer unit in the marsh lose a base; (P) light horse in the rocky ground take a wound.
(Gr) single-base archers in the rocky ground are destroyed, (H) light javelinmen in the marsh take a wound, (Gp) cavalry on the left wing take a wound.
The adverse morale effects of the destroyed (Gr) archers are: a base loss on the other (Gr) archers, and a wound on the rear-most (Gr) cavalry).
(Gp) cavalry both move (one of them a double move) to get right in the face of the (P) horse archers in the rocky ground. The latter respond by falling back, remaining within bow range but reducing the chance they will be caught by a charge.
(P) archer group in the centre move up to discourage enemy on the hill from coming down and operate against the flank of the (P) cataphracts, who move almost right up to the (H) warriors facing them. Next turn will be crunch time!
(Gp) warriors on the central hill move forward to cover the retreat of the (Gp) cavalry a little better (including their effect in limiting the opportunity for double moves by their opponents). This is prompted by the Herul commander, who fortunately has a stonkingly good set of cards this turn, and expends them all in this one action. This leaves the Gepid commander free to get on with...
The (Gp) cavalry finally turn around and seriously withdraw, past the position of the warriors. Some careful thinking going on here...it turns out the cataphracts will not be able to get into charge reach so this move is safe – but only just!
(P) right wing archers and cataphracts move up in pursuit as expected.
Wound removal: (P) horse archers, (H) javelinmen.
The (Gp) cavalry on the left do not remove a wound – the commander has a red card but considers it needs to be retained to give maximum chance of being able to move flexibly and keep out of trouble.
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Position at end of turn 4
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Gepid cavalry bravely turn and "advance in a different direction"
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Heavy metal teasers
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And from a slightly prettier angle...!
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More attrition on both sides; Greuthingi cavalry find the way clear
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Turn 5 Charges at last! All are impetuous cases so no commander prompting necessary.
On the right, (Gr) cavalry chase away the horse archers, who take a small risk by electing to skirmish rather than run away. One unit is almost caught as a result, but in the process effective shooting inflicts a second wound which removes a cavalry base. The risk definitely paid off!
In the centre, the (P) cataphracts crash home. They are completely immune to the warriors javelins (because they are unskilled and start off a factor down already before the horse armour is also taken into account), and the nearby archer unit fails to do any damage to them either.
In the impact resolution, both commanders join the fighting. This seems a bit of a no-brainer for the Palmyran commander (who has moved over to the central unit, in order to increase the chances of generating a “shatter” effect to the benefit of both of the other cataphract units); for the Herul it is a tricky decision whether to it is worth trying to delay almost certain failure. No shatter effects arise, but nevertheless the 3 (H) warrior units suffer 2 wounds and a base loss.
In other shooting, the weakened (P) archers in the marsh are both destroyed, but too late perhaps to make a significant difference.
The (P) horse archers re-align themselves neatly, just inside shooting range, ready to skirmish again next turn.
The (Gr) archers are turned, with the help of the commander moving over to join them, ready to cross the marsh. Probably far too late to hope to intervene in the centre effectively.
The (T) archers move forward on the hill and wheel slightly, looking like they might think about intervening on the flank of the cataphracts.
The (P) archers facing them move forward to put a stop to that.
The (Gp) cavalry on the left wing decide the time has come to commit to relocating, they are achieving nothing where they are and they might be needed in the centre shortly. They wheel ready to start climbing the hill. They also look likely to be too late to make a difference.
The (P) right wing cataphracts wheel slightly to align themselves neatly with their supporting archers. No real reason, possibly just a bit of a tidiness fetish on their commander’s part!
In the melee, the (P) cataphracts fail to generate any “shove” benefits, but the (H) warriors again suffer a base loss and 2 wounds anyway. One unit breaks and their commander is stunned. The resulting morale tests break both of the other warriors and the commander is now wounded in the rout, plus a wound is caused to the nearest archers on the hill. (There was a possibility that, if they rolled a 6, the broken units would rout into the supporting (T) warriors behind them – fortunately this did not happen, nevertheless it was a possibility I should have considered when deploying them oh-so-carefully just beyond 3 base widths to the rear).
The cataphracts all pursue into the gap.
The (Gp) cavalry on the left have their wound removed.
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Position at end of turn 5
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Gepid cavalry frantically trying to get back to help in the centre
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Where did the line of infantry in front of us go?
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The marsh has been claimed, big fat hairy deal
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Turn 6
(Gr) cavalry in the rocky ground charge impetuously again, and the (P) horse archers skirmish away, causing no damage this time.
2 units of (P) cataphracts in the centre charge impetuously into the (T) warriors., and the commander again chooses to fight in the front ranks. Continuing a theme, both warrior units take a wound; but this time, a wound is inflicted back on one of the cataphract units.
One of the (T) archer units takes a wound from shooting, the other is broken, their commander is himself wounded, and the morale effects break the first unit as well. The (P) archers take one wound in return.
The (H) javelinmen turn left and exit the marsh in column, whilst the (Gr) archers double move through the marsh also trying to get into a position of being able to exert some influence.
The non-engaged (P) cataphract in the centre moves up and wheels, in position to charge a flank next turn if further intervention is needed.
The (Gp) cavalry double move up onto the hill. They are a move too late to have a shot at charging the flank of the (P) cataphracts.
(P) horse archers get back into shooting range of the the (Gr) cavalry, also giving themselves a little bit more room to continue skirmishing in.
(P) central archers and (P) right archers get into position to concentrate fire at the (Gp) warriors on the hill.
In the melee, one of the (H) warrior units loses a base and breaks, the other takes a wound, but is then itself broken by the morale test. The already-wounded (P) cataphracts take another wound so lose a base. Too little too late!
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Position at end of turn 6
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Palmyran right wing: not done much, but job done
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Cataphracts have blown everything away
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We claimed the marsh, now what do we do with it?
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Finis
And with that, the Goths Etc. army breaks, and the Palmyrans have a throughly pleasant time claiming the looted booty for themselves.
Conclusion
I set this battle up with the deliberate intention of being able to try out cataphracts under these rules, and a battle against a largely mediocre-quality foot army was the chosen test case.
The Palmyran deployment and plan of action was always going to be the easier to formulate – get the cataphracts into contact with enemy infantry ASAP and hopefully BANG! Whilst all of the other troops simply try to keep enemy occupied for a little while. The only slighly-more-subtle piece was the deployment of one unit of cataphracts to the right flank – which was partly influenced by the lack of space to employ all of the cataphracts side-by-side in the central region, and partly by having outscouted their opponents and being able to some extent react to deployments made first by the Gothic side.
The Goths etc. would like to be able to travel back in time and have a rethink! The attempt to attack wide through the rocky ground turned out to be too slow – some better command cards might have speeded this up a bit but it is still hard to see it achieving anything in time to matter.
The defence-in-depth attempt in the centre did not work at all! Some better (luckier) combat results enabling some of the units to hold on a bit longer might perhaps have given a chance of getting onto the flanks of the cataphracts, but getting forces into position to do so was also botched.
The attempt to “skirmish” with the (Gp) cavalry on the left didn’t really work. They did manage to avoid getting themselves committed on that flank, and managed to carry out their feint and get back into reserve for the central battle...almost in time! They occupied the attention of some of the Palmyran forces, but not enough to make a difference. With hindsight they needed more force themselves. Perhaps risking bringing the (Gp) warriors off the hill and just going all-out aggressive on that flank might have been a better bet, but again it is hard to see them being able to achieve enough in time to avoid calamity in the centre.
(And note: doing this require a lot of good command cards to manage this feint and withdraw manoeuvre, including
at one point 3 command cards spent by the Tervingi commander to prompt
Gepid troops - something which I realised afterwards was not allowed
because he is not a Professional commander!)
Putting the javelinmen in the marsh seemed an obvious ploy, but even though they dominated it they did not exert influence outside of its confines. Some archers, or perhaps the (Gp) warriors, albeit suffering slightly from the difficult terrain, would have perhaps caused the Palmyran cataphracts to have to actually worry about their flank.
The requirement for the Goths etc. to deploy in their rigidly-defined commands turned out to be even more of a disadvantage than I was expecting. An all-out cavalry deployment on the left might have been able to achieve something, with an infantry flank/rear guard to worry about horse archers coming through the rocky ground. But once the (Gr) archers had been deployed in the rocky ground early on, the opportunity to concentrate cavalry on the other wing had been lost.
A final plus point: It has become something of a running joke that my cataphracts never achieve anything useful, under previous rulesets...not so this time :)