Heraclea Interactive Replay


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Turn 1: Leonatus's Activation

The voting:

 

Option

Votes
Pass 1
Move the PH forward 1
Wheel the HI to the right 1
Move the HI up in line with the PH 2
Move the HI ahead two hexes 2
Move the HI out of the way of the MI's rout path 1

My thoughts:

With no obvious attacks possible, or immediate threats to respond to, the voting is all over the map. That ordinarily causes me lots of heartache, but looking at the options more closely, but there's not much difference between "moving in line with the PH" (i.e. moving ahead one hex) and "moving ahead two hexes." So we're obviously going with some type of advance.

Consulting the Beneventum Line Command Eligibility Chart, which is in use for this scenario, I note that PH and HI/HO can form a single line. Since there otherwise seems little to choose from between advancing one or two hexes, and on the off chance that Leonatus might be called upon to move everyone forward, I'm going with the "advance one hex" option:

Leonatus's Activation

The Rout and Reload Phase is over quickly, as there are no "Rallied" nor Routed units, and the only units low on missiles (two Epirote LI and one velite in the center) are adjacent to enemy units and hence can't reload.

The rout point totals remain Romans 35 (limit: 185), Epirotes 2 (limit: 120).

And we're finally done with turn 1! It's taken a little longer than three months to get this far, which doesn't seem too bad to me for fifteen activations.

We begin Turn 2 with a vote for the Elite Initiative Orders Phase: should Pyrrhus use his EIO?

Mail me.


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Dave Townsend
townsend@patriot.net