Heraclea Interactive Replay


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Turn 3: Rebilus's Activation

The voting:
 

Option

Votes
Advance the back line 3 hexes4
Advance the back line 5 hexes2
Remove cohesion hits from the front line (wait for Plautius first)4
Reorder velite line1
Clear the flanks with the velites2

The voting is about even for whether to advance the second line or wait for Plautius and then clean up after up his attack. In light of the extra votes for a full advance, I'm giving that option the nod:

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

The Skirmishers in the middle don't OW. They can't reach safety anyway, and by staying in place they'll break the Roman line if the Romans try to advance five hexes. (Of course we know that they're only going three hexes, but putting on my Epirote hat, I'm not supposed to know that.)

One cohort on the Roman right stays back a hex as a flank guard.

Defensive missile fire inflicts no hits. Offensive fire gets two hits on each SK and another hit on an MI.

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

Pre-shock TQ checks have no effect in the center, but knock one hit off of a cohort and five hits off the Epirote MI. Shock resolution routs each SK at the cost of one hit and each MI at the cost of two hits.

As the cohort on the Roman left advances, the adjacent SK gets Reaction Fire, but misses.

I wasn't sure what to do about Momentum. Some folks mentioned it, some folks didn't, and of course there was the usual lack of consensus. After much thought about what to do, I finally acted practically, and rolled for Momentum. I got a '3', so it's irrelevant.

Next up: Plautius.


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Dave Townsend
townsend@patriot.net