Heraclea Interactive Replay


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Turn 4: End of Turn, End of Game

Here's what the final map looks like after rout movement (move arrows not shown for clarity):

Final situation
Routing, not shown: AS/VII LG: g, Thessaly HC: 4, Macedonian PH: 2
In Pursuit: AS/XV Ex RC (w/ 4 hits)

The rout points were close enough that the final activation dierolls were going to decide the game. The odds were with Pyrrhus, but they didn't pan out. In retrospect, perhaps risking the Trump was foolish. But had it succeeded -- 80% chance -- the Epirotes would have won right then and there.

The majority of the Epirote RPs (98 of 182) came from those eliminated PH. That certainly supports the common criticism of GBoH that something isn't quite right with the phalanxes. Their general uselessness once they're flanked or routed seems about right to me, but their RP value seems inflated. Ultimately, inflicting 7 cohesion hits isn't that hard, and the 14 RP reward for doing so seems awful generous.

The remaining Epirote RPs were mostly from the LI that start in the center and can't withdraw (there's not much else to do but write them off) and from cavalry which routed offmap before it could be rallied. The latter points up another artifact of the game system, the crucial difference that a few rows of hexes can make. It doesn't matter how many routed units you have on the map, even if their on the map edge -- you don't count them as RPs until they actually exit.

As for the Romans, once their cavalry was chased away they were doomed to be slowly (or quickly, depending on the Momentum rolls) picked away. Their command situation is such that they can't count on rallying; too few leaders with too poor initiative. Instead, they have to aggressively attack, hoping for a favorable RP ratio. As the game shows, they've obviously got the means to get that leg up on the RP curve.

I'll be putting further general scenario comments on the Pyrrhic Victory page.

As for how the replay turned out, I had originally intended for the results to be an example of expert play. As several folks noted during the game, the democratic nature of the voting made a consistent overall strategy difficult, and resulted in a fair bit of 'herky-jerk' play. So I can't claim that the result was "expert" play. But I think that the moves in general were pretty solid, and the less optimal moves more or less evened out for both sides. I do hope that the discussion of the various options was useful. I found that situations that I regarded as straightforward actually had several viable alternatives, and a few moves demonstrated some tricks and tactics for me. I hope that you folks got that same value from the exercise.

I'd like once again to thank all of you that took the time to vote. Many people wrote to tell me that they were enjoying it, for which I am thankful, but it's really the participants that drive a project like this and deserve the applause. Thank you! Some people managed a quite impressive number of votes, especially considering that this has gone on since July 1997 (written in Feb 2000).

A lot of people have asked what's next. The answer is "I don't know." I'd like to get another replay going, but I don't really know what game to use, much less scenario to pick. Suggestions and bribes are welcome. :^) Smaller, shorter, more manageable scenarios are more likely to be chosen then, say, Cannae.

I'll probably take a break of a month or a two, then start up the next replay. Hope to see you there!


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Dave Townsend
townsend@patriot.net