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Ryan Powers
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After his death @ Chaeronea (see http://boardgamegeek.com/thread/334550 ) the zombified corpse of Alexander (brains zombie )set out to put down the revolting Triballians.

The battle is essentially light and few medium infantry vs a small vesrion of Alexander's army. With a fairly representative sampling of units. Heavy infantry (including six phalanx units) light and heavy cavalry, supported by some skirmishers.

Given unlimited time, there's pretty much no way Alexander loses this one. However, the scenario imposes a seven turn limit

For the Triballian side I decided to leave them pretty much as set up with little shifting until the Macedonians got closer. While the trees will eventually make for hiding places, they are more difficult to move through. Moving forward is a bit easier than backwards, but puts more infantry in immediate missile range where they can be coaxed out of cover by being shot at. Once that happens, you can kiss that unit goodbye as the cavalry and phalanxes will make short work out of any Triballians in the open plain.

With the time limit, the Macedonians can't afford to mess around. They need to kill a lot of enemies, and they won't have a whole lot of time to lick their wounds/remove cohesion hits in the meantime. (They will have some though, the time limit isn't *that* short)

The battle opens with Alexander moving up the skirmishers and some cavalry, as well as getting at least some of the heavy infantry in motion. The skirmishers job is to pelt the Triballians with slings, arrows, and javelins to get them to come out of hiding. Then the other units pounce.

For Alexander's right wing, this is exactly what happens. The skirmishers draw out the Triballians who get hit by the cavalry/hypaspists. On the left things take a bit longer to develop, but the eventually get rolling too.

Since the Tribaliian right is less strongly held, this slow start by the Macedonian left is not a disaster.

With skirmishers pulling Triballians out of the woods, and infantry/cavalry hunting them down, the Phalanxes push right up the middle (aimed at the Triballian medium infantry). And zombie zombie Alex throws himself into the fray. After all, what can they do? Kill him? The mediums give way, and the rout is on. Though not without cost. Two of the phalanxes are themselves routed. With the narrow "valley" maybe I should have attempted to double them up?

After the Triballian mediums give way, it's only another turn before enough of the army has fled that the remaining forces scatter into the woods/across the river.
Last edited on 2008-08-21 16:16:15 CST (Total Number of Edits: 1)
Mick Weitz
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Nice review and synopsis. This one seems tougher than it really is for the Macedonians. Agressiveness pays off, particularly in the center. As long as the wings don't crumble, the MI in the valley should disipate quickly in the face of the well led phalanxes.

Good Gaming~! Mick
Ryan Powers
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I agree. This one really isn't that tough.

On the other hand the time limit makes it at least possible to lose.

I wonder what time limit would give the game a roughly 50/50 split?

Though I imagine that just means the game would come down to trump/momentum rolls and the rest would be window dressing.
 
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