Heraclea Interactive Replay


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Turn 3: Pyrrhus's EIO Activation

The voting:
 

Option

Votes
Activate Megacles, w/d 3 units, attack w/2 units3
Activate Megacles, attack w/4 units 1
Activate Pyrrhus, recover, redeploy, attack w/2 unhurt units6
As above, but fire the skirmishers 3

A good turnout for this move, probably aided by my tardiness in doing this update. I've coagulated a lot of votes, some very general, some very specific, into the above categories.

A significant minority thought Pyrrhus should pass off to Megacles. This increases your average number of activations (because Megacles would get his normal activation, whereas if Pyrrhus takes the EIO, and then trumps later in the turn (as happened last turn) then Megacles gets only one activation.

The majority voted for Pyrrhus to attack where he could and recover where he couldn't.

A common error -- at least I'm calling it that -- was trying to recover the unit in the river with 7 hits. Rule [10.14] says that a unit may recover if it "is in ``clear'' terrain," and clear almost certainly doesn't include river, although the double quotes around the word are a bit alarming.

Only one person mentioned sending Pyrrhus off to the right flank. I suspect that the elephants are going to sit out this game.

Pyrrhus's EIO Activation
Routing, not shown: AS/VII LG h
In Pursuit: AS/XV Ex RC (w/ 4 hits)

The recoveries are pretty obvious: the '5' and '7' can't recover (being adjacent to the enemy and in the water, respectively), but the other three hit units do so.

The unit in the water moves to safety, out of reach of the velites. The two unhit units move to attack the Romans. The northernmost unit is forced to move through a recovering HC to make the attack, the nearby Romans doing a manipular extension in response. Reaction Facing Change would be pointless, because in SPQR only a single vertex change is allowed.

The southernmost cavalry will do a combined with the damaged unit. It takes a missile hit from Reaction Fire as it moves adjacent to the Romans.

With his last order, Pyrrhus orders the nearby SK to attack, but it misses.

Combat Resolution
Routing, not shown: AS/VII LG h
In Pursuit: AS/XV Ex RC (w/ 4 hits)

Pre-shock TQ checks inflict no hits, but the subsequent clash of swords predictably sees the cohorts routed, although both attackers get Break-Off results and will not be able to move again this turn!

The routing Romans take advantage of their ability to easily rout move through their own lines, though causing one extra TQ hit on their way north.

Next up: Plautius and Rebilus. What should they do? Keep in mind that leaders not giving orders (like Cassius and Magnus) don't get a free ride along with their units, so if you want them to be able to use Line Commands in their turns, the Roman line shouldn't move too far forward.

Mail me.


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Dave Townsend
townsend@patriot.net