Heraclea Interactive Replay


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Turn 4: Laevinus's Momentum

I didn't bother stopping for a vote here. There's no point in Laevinus rallying anyone; he's got to attack, and either he can get the points or not.

The routed Epirote units are already within a move of the board's edge, so attacking them is likewise pointless.

Looking around for new units to kill, I noticed that several HC units are within one hit of routing. Ordinarily HC doesn't have much to worry about from infantry, but if approached from the rear then they suffer a hit -- which will rout them. It's not sufficient to guarantee the RPs, but Laevinus does have a pretty good chance of getting Momentum, so attacking them seems worthwhile.

The only good-order unit that I could see that could be guaranteed to be killed was the lone HI at the river's edge, which can be surrounded. Assuming that no attacker routs, that should guarantee the tie.

So the move looks like this:

Laevinus Momentum
Routing, not shown: AS/VII LG: c,h. AS/XIV RC: a
In Pursuit: AS/XV Ex RC (w/ 4 hits)

On the far left, the HC withdraws its allowed 3 hexes first, in a cheap ploy to place itself more than a move's worth away from its rout edge. Laevinus will have to get Momentum to kill the unit.

Laevinus then moves to the Roman left and orders the velites to attack the vulnerable HI.

There's one order left over, and with nothing else too exciting to do, Laevinus orders the velite in the river forward against the Epirote line. The PH is too far away to reach, so it makes a beeline for the LC, which OWs away handily.

Shock combat eliminates the HI as planned.

Current Rout Point totals:
Side Current Limit Pct Excess
 Romans 226 185 122% 41
 Epirotes 150 120 125% 30

Counting the units that will make it offmap (15 RP Roman, 25 RP Epirote), it's a tie game! Laevinus rolls for Momentum again, and succeeds with a '5'. (The real nightmare would have been a '9' followed by an Epirote Reactivation, huh?)

On to his 2nd Momentum.


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Dave Townsend
townsend@patriot.net