Heraclea Interactive Replay


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Turn 1: Pyrrhus's Momentum

The voting:

 

Option

Votes
Recover x2, attack many RC 1
Recover x2, attack three RC w/4 1
Recover x2, attack two RC w/5 1
Recover x3, attack one RC w/2, defend w/2 1
Recover x4, no attack 1
Recover x4, attack one RC w/2, defend w/1 1

My thoughts:

No exact agreement in the votes here. But the overall sense is clear -- recover the worst-damaged units and pick off a few more RC.

Curiously, several votes mentioned moving up at least partially to defend against the Roman cavalry. Why bother? As several people noted, Drusus's last move was a flank attack under close to optimal conditions, and it misfired badly. So why worry now? And even if Pyrrhus does muff his next Momentum roll, he'll still (barring a fluke Dieroll of Doom result) get to go before Drusus because of EIO.

For those reasons, I'm inclined offensively. The question is: how many RC to attack?

By avoiding off-map cavalry pursuit, Pyrrhus maximizes his offensive potential, and avoids wasting activations chasing down pursuing units. Unfortunately, he can't quite surround the remaining RC (no one can cover the hex west of the northern cavalry).

Since he can't bag all the RC this turn, and (one way or another) Pyrrhus is going to move before Drusus anyway, it seems best to me to pick off the "isolated" RC (using the three unhit units to surround it, so there will be no pursuit), and remove everyone else's cohesion hits in preparation for the next activation.

While that doesn't correspond exactly with what any one person said (so, in essence, we have a seven-way tie), I think that it does reasonably well represent the tenor of the voting. ("I told you so"s will be awarded as usual...)

Pyrrhus's Momentum The unhit cavalry are moved, first into the RC's frontal hexes (to prevent Reaction Facing Changes) and then behind the RC to surround it and seal its fate. These units get a TQ in the process, since they've already moved.

Drusus takes the better part of valor and conducts Orderly Withdrawal to the relative safety of the cavalry line.

Pyrrhus uses his remaining initiative points to remove cohesion hits from the remaining four HCs, with the results as shown in the diagram.

Shock Resolution All units survive the Pre-Shock TQ checks unscathed. The combat results are 2(6), eliminated the RC for failure to rout and putting a hit on each of the 8 TQ HC (since they can best afford it).

The Romans now have 20 Rout Points.

Pyrrhus tries for momentum again, and succeeds (dieroll '5').

To keep things moving, I was originally not going to pause here, but I had second thoughts (and it takes a fair chunk of time to do these updates; better one now than two later, I think).

So, the current questions:

Mail me.



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Dave Townsend
townsend@patriot.net