Heraclea Interactive Replay


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Turn 1: Socrates's Activation

The voting:

 

Option

Votes
Activate Socrates, missile fire 2
Activate Milon, move up Tarentines 1
Activate Philocles, advance LC four hexes 1

My thoughts:

The vote totals here aren't the same as last activation because one person didn't specify what to do after knocking out Drusus.

Moving the LC forward four hexes is safe this turn -- it keeps the LC just out of reach of the Roman cavalry. Not unreasonable, but I'd rather hold off if possible, to first see what Falco does.

Moving up the Tarentines is likewise not bad. But, deprived of Momentum (like everyone this turn, because of Pyrrhus's trump), Milon isn't going to get to the front line before the Roman '2' initiative leaders make their move. It might help Milon, too, if he knew what that Roman cavalry was going to do. So I say hold off on this move.

That leaves Socrates, who can't do much useful other than trying to turn velites into pincushions. It's not too exciting, maybe, but it seems like the best thing to do to me, so I cast my vote with the plurality to form a slim majority.

Pyrrhus's 2nd Momentum

The original Epirote skirmish line is now broken up, so Socrates can't just give a Line Command to everyone. Activating the left flank lets five units fire, more than any other combination, so that's what Socrates does. (Note that a special scenario rule allows Epirote skirmishers to be three hexes apart and still considered to be a line.)

The missile fire results (incorporated into the above picture) aren't particularly lucky for Socrates, as only two units hit.

As a bypassed leader, Socrates can't try for Momentum, so play passes to the Roman, who can activate Falco, Cassius, or Magnus.

It's voting time!

Mail me.


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Dave Townsend
townsend@patriot.net