<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Great Battles of Alexander, The: Deluxe Edition</title>
	<link>http://www.boardgamegeek.com/boardgame/11057</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:26:09 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:26:09 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>&lt;b&gt;skars wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...this the &quot;Holy smokes those Macedonians are Fast Erratum&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; Good name.&lt;br&gt;&lt;br&gt;Thanks for the help, Todd.&lt;br&gt;&lt;br&gt;See you in a few Mondays for another game, Thom.</description>
	<link>http://www.boardgamegeek.com/article/2826034#2826034</link>
	<pubDate>2008-11-15T02:27:22+00:00</pubDate>
	<dc:creator>travellerne</dc:creator>
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	<title>Image</title>
	<description>
		Setup for the small Pelium half-map scenario.  Tribal units can set up in any hill hex (but no more than 9 units within 15 hexes of the ford) so this is just one possible setup. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic397416_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/397416</link>
	<pubDate>2008-11-14T23:36:30+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Pelium scenario.  Clitus' command begins in the walled city of Pelium.  They cannot be attacked or fired on by the Macedonians (though if they fire first, the Macedonians can return fire). &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic397402_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/397402</link>
	<pubDate>2008-11-14T23:25:51+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Closeup of the tribal units from the Pelium scenario.  The Macedonians have the troop quality, but the tribal units have the numbers. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic397398_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/397398</link>
	<pubDate>2008-11-14T23:23:48+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Thread: Re: Alexander tries to cross the Jaxartes under the fire of hundreds of horse archers</title>
	<description>Mick, &lt;br&gt;&lt;br&gt;The final picture shows a number of horse archers near their cohesion limits as well.  So the battle was a lot closer than the 55-0 score would suggest.  &lt;br&gt;&lt;br&gt;The real problem I had was after crossing the river, the unit was quite isolated, had no retreat path, was in range of archers and therefore couldn't rally, and already had a number of hits from the crossing.  So, even if the HI could advance a bit, after the first shock attack, they would be on the cusp of collapse and the Scythians only had to &quot;harrass&quot; them a little to make them break.  Once broken, they were as good as dead.&lt;br&gt;&lt;br&gt;Tough battle.  But I'm probably just too aggresive. &lt;img src=&quot;http://files.boardgamegeek.com/images/arrr.gif&quot; alt=&quot;:arrrh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2821970#2821970</link>
	<pubDate>2008-11-14T00:25:19+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Re: Chaeronea - First Play For New Players</title>
	<description>I'm not remembering the exact rules but the last time I played this scenario as the greeks, I stayed one hex back on my side of the stream that bisects the battlefield.  Something about roughing up the formations of the Macedonians with cohesion hits as they crossed the stream to get into combat.&lt;br&gt;&lt;br&gt;It's not much, but the Greeks can use every advantage that they can get.</description>
	<link>http://www.boardgamegeek.com/article/2821051#2821051</link>
	<pubDate>2008-11-13T21:11:59+00:00</pubDate>
	<dc:creator>Mike Sisson</dc:creator>
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	<title>Thread: Re: Alexander tries to cross the Jaxartes under the fire of hundreds of horse archers</title>
	<description>Great report Randy!  I'm trying to think of the last time I played this battle, and I'm drawing a complete blank.  If I wasn't in the middle of the First Punic War (playing a game of &lt;i&gt;Carthage&lt;/i&gt;), I would bust out Alex and give this battle a try.  It's rare that Alexander has much trouble with the locals...&lt;br&gt;&lt;br&gt;Excellent use of pictures as well.&lt;br&gt;&lt;br&gt;Good Gaming~!  Mick</description>
	<link>http://www.boardgamegeek.com/article/2819370#2819370</link>
	<pubDate>2008-11-13T14:34:07+00:00</pubDate>
	<dc:creator>Archilochus</dc:creator>
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	<title>Thread: Re: Chaeronea - First Play For New Players</title>
	<description>Nice battle report!  I have enjoyed GBOA for a long time.  I agree with your assessments of this battle as well.  I never count on killing leaders in combat.  Remeber that a leader who participates in combat is finished as well, which makes leading from the back even more appropriate.  Chaeronea has always been one of my favorite battles.  As the above poster said, even with added Spartans, the Macedonians are favored, but it does increase the tension.  &lt;br&gt;&lt;br&gt;For what it's worth, Alexander was 18 at the battle.&lt;br&gt;&lt;br&gt;Good Gaming~!  Mick</description>
	<link>http://www.boardgamegeek.com/article/2819349#2819349</link>
	<pubDate>2008-11-13T14:28:05+00:00</pubDate>
	<dc:creator>Archilochus</dc:creator>
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	<title>Thread: Re: Chaeronea - First Play For New Players</title>
	<description>Hi Peter,&lt;br&gt;&lt;br&gt;Thanks!  &lt;br&gt;&lt;br&gt;We played the historical scenario with no optional rules.&lt;br&gt;&lt;br&gt;Kris</description>
	<link>http://www.boardgamegeek.com/article/2818876#2818876</link>
	<pubDate>2008-11-13T09:45:48+00:00</pubDate>
	<dc:creator>travellerne</dc:creator>
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	<title>Thread: Re: Chaeronea - First Play For New Players</title>
	<description>Welcome to GBOH-land.  Did you play with the historical forces or did you use the option that includes the Spartans in the Greek army?  The latter makes this scenario more interesting (though the Macedonians are still gonna win). </description>
	<link>http://www.boardgamegeek.com/article/2817158#2817158</link>
	<pubDate>2008-11-12T21:25:07+00:00</pubDate>
	<dc:creator>Peter Pariseau</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>Uhp I figured it out...there are no &quot;threads&quot; really just a pile of posts. Thanks again. heh and we can from this day on call this the &quot;Holy smokes those Macedonians are Fast Erratum&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2814597#2814597</link>
	<pubDate>2008-11-12T07:03:49+00:00</pubDate>
	<dc:creator>skars</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>Hey thanks for getting the rules clarification Todd. Try as I may, I just find csw to be completely unintuitive, I can't make heads or tails of threads there...so I'll take your word for it. &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2814588#2814588</link>
	<pubDate>2008-11-12T06:58:41+00:00</pubDate>
	<dc:creator>skars</dc:creator>
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	<title>Thread: Alexander tries to cross the Jaxartes under the fire of hundreds of horse archers</title>
	<description>&lt;b&gt;Alexander tries to cross the Jaxartes under the fire of hundreds of horse archers&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Introduction&lt;/u&gt;&lt;br&gt;It’s been a while since I’ve got to play GBOH:A, so I was a bit daunted setting this one up.  You see, I couldn’t see a really easy way for Alexander to cross this damned river.  Eventually, I decided on my plan and the set-up was complete:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/396095"><img src="http://images.boardgamegeek.com/images/pic396095_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Attempt Number One&lt;/u&gt;&lt;br&gt;&lt;br&gt;Alexander uses his elite initiative to begin the crossing.&lt;br&gt;&lt;br&gt;The Scythians play an ingenious counter ordering the lancers forward, forming them into charge formation and then charging full steam while the phalanxes are still in their make-shift rafts in column formation.&lt;br&gt;&lt;br&gt;Macedonian oxys fire in defense, but the Lancers make it through!  Two lancers are shattered against the Macedonian Heavy Infantry and Heavy Cavalry, but both phalanxes are routed (and eliminated!). &lt;br&gt;&lt;br&gt;With a huge ‘lead’, Alexander aborts the crossing to try another day.&lt;br&gt;&lt;br&gt;&lt;u&gt;Attempt Number Two&lt;/u&gt;&lt;br&gt;&lt;br&gt;In which Alexander takes a slightly, yes only slightly, more conservative approach.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/396102"><img src="http://images.boardgamegeek.com/images/pic396102_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn One&lt;/u&gt;&lt;br&gt;&lt;br&gt;Scythians advance toward the river, drawing some long range oxy fire.  &lt;br&gt;Macedonian Heavy Infantry and Lancers push to cross the river as quickly as possible.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/396103"><img src="http://images.boardgamegeek.com/images/pic396103_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn Two&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Elite&lt;/i&gt;: Prodmai Lancers charge the Scythian Light Cavalry (LC).  Both Lancers rout and one LC routs.&lt;br&gt;&lt;br&gt;&lt;i&gt;Scythian&lt;/i&gt;: LC eliminates the two Scythian Lancers with archer fire. (0-14, Macedonain Score – Scythian Score).&lt;br&gt;&lt;br&gt;LC begins to harass the heavy infantry, denying them the time to reform.&lt;br&gt;&lt;br&gt;Routed LC rallies.&lt;br&gt;&lt;br&gt;&lt;i&gt;Macedonian&lt;/i&gt;: Heavy Infantry, seeing a slow demise under the constant rain of the Scythian Horse Archers decides to charge.   The Scythians, being pretty wily, refuse to orderly withdraw so the Macedonians can’t rally (They are keeping the river under constant rain of arrows).   Both Heavy Infantry, on the verge of collapse, rout as a result of the Clash of Shields.&lt;br&gt;&lt;br&gt;Macedonian Heavy Cavalry crosses the ford and charges into the Schythian Light Cavalry.  &lt;i&gt;The tactic here, was that a successful charge was required to push the Scythians back from the river to enable the heavy infantry to rally&lt;/i&gt;.  Again, the Scythians hold their ground, but 3 units rout under the pounding of the Heavy cavalry.&lt;br&gt;HC Agema pursues, and a fourth LC is routed!&lt;br&gt;In a battle rage, HC Agema continues to pursue and meets a Scythian Lancer.  The Macedonians are in turn routed.&lt;br&gt;&lt;br&gt;Two Macedonian Light Cavalry cross the ford and one of the heavy infantry rallies.&lt;br&gt;&lt;br&gt;&lt;i&gt;Rout Phase&lt;/i&gt;  Four Scythian LC begin to run away from the battle.  Macedonian Agema Heavy Cavalry and Heavy Infantry (Hysp2) are eliminated with nowhere to flee!  (0-31)&lt;br&gt;&lt;br&gt;&lt;i&gt;Things are looking bad for Alex again, with already 31 of max 55 rout points lost.&lt;/i&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/396105"><img src="http://images.boardgamegeek.com/images/pic396105_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn Three&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Elite&lt;/i&gt;:  Alex uses his elite order phase to order his LC and HI to provide a screen for the crossing (vulnerable) PH.&lt;br&gt;&lt;br&gt;&lt;i&gt;Scythian&lt;/i&gt;: Horse Archers rout HC Perdicas which is in turn eliminated by Lancers (0-39).&lt;br&gt;&lt;br&gt;Sensing the Macedonian army on the verge of collapse, The Horse Archers descend onto Agema HI, routing, and then eliminating them (0-46).&lt;br&gt;&lt;br&gt;Scythian Lancers charge the Macedonian HC flank (which is pinned by a second unit of lancers) and the HC routs!&lt;br&gt;&lt;br&gt;Haustus charges the Macedonian archers (who are pinned with their backs against the river) and the routed HC.   Both units are eliminated (0-55) and the battle is over!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/396106"><img src="http://images.boardgamegeek.com/images/pic396106_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Aftermath&lt;/u&gt;&lt;br&gt;&lt;br&gt;Although, a clear victory for the Scythians, 22 points of LC were about to rout off the battlefield.  The Scythians were merciless in their attack and had little regard for their fleeing units.&lt;br&gt;&lt;br&gt;It should also be noted, that being a wily general, the Scythians never tried for momentum, thus denying the Macedonians a chance to trump.  This allowed them four consecutive activations, without allowing the Macedonians a chance to ‘regroup’. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2814223#2814223</link>
	<pubDate>2008-11-12T03:55:18+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Image</title>
	<description>
		Scythains move forward and prepare to charge the Macedonians as they are crossing the Jaxartes. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic396100_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/396100</link>
	<pubDate>2008-11-12T03:24:02+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Image</title>
	<description>
		Alexander's forces poised to cross the Jaxartes. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic396095_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/396095</link>
	<pubDate>2008-11-12T03:18:28+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>I posed this question on CSW starting here:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://talk.consimworld.com/WebX?14@260.kQDheM8Fy2K.68@.ee6b47b/10113&quot; rel=&quot;nofollow&quot;&gt;http://talk.consimworld.com/WebX?14@260.kQDheM8Fy2K.68@.ee6b...&lt;/A&gt;&lt;br&gt;&lt;br&gt;The official word (from Alan Ray, the developer) is that you may &lt;i&gt;not&lt;/i&gt; use a Move order and then a Recover order in the same Orders Phase, or vice versa. An erratum is provided.</description>
	<link>http://www.boardgamegeek.com/article/2813687#2813687</link>
	<pubDate>2008-11-12T00:29:04+00:00</pubDate>
	<dc:creator>tppytel</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>&lt;b&gt;skars wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I think you misunderstood; the interpretation was that it would cost one order to move, then one additional order to recover&lt;/i&gt;&lt;br&gt;Ah... that's OK, I think. Nowhere do the rules state that a unit can receive only one order per Orders Phase. They only state that a unit is limited to one move/missile per phase. So you could spend two orders and do a move/recover, provided the other recovery conditions are met.</description>
	<link>http://www.boardgamegeek.com/article/2811025#2811025</link>
	<pubDate>2008-11-11T14:34:33+00:00</pubDate>
	<dc:creator>tppytel</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>I'd say Todd got it right.  If you're recovering cohesion, then your order is for the unit(s) in question to spend their time running around, reforming lines, etc. and aren't moving.&lt;br&gt;&lt;br&gt;Plus, if you've moved, you've already violated the &quot;may not do anything else that phase,&quot; right?  They've already done something else.  It's not &quot;may not do anything for the remainder of that phase.&quot;&lt;br&gt;&lt;br&gt;Think you played this one wrong, but it's been a long time since I've had this on the table.</description>
	<link>http://www.boardgamegeek.com/article/2810830#2810830</link>
	<pubDate>2008-11-11T13:13:51+00:00</pubDate>
	<dc:creator>perfalbion</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>&lt;b&gt;tppytel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've only played solo and thus haven't checked my play against others, but I'd absolutely agree with you. Recovery requires an order - a Recovery order specifically. You can't just tack a recovery onto the end of movement. That would make Recovery far too powerful and cohesion hits for movement mostly irrelevant. &lt;/i&gt;&lt;br&gt;&lt;br&gt;I think you misunderstood; the interpretation was that it would cost one order to move, then one additional order to recover up to 2 cohesion hits per the restrictions in 10.14:&lt;br&gt;&lt;br&gt;&quot;During an Orders Phase;&lt;br&gt;1. any unrouted unit&lt;br&gt;2. with cohesion hits&lt;br&gt;3. which is not in an enemy ZOC&lt;br&gt;4. nor adjacent to any enemy unit&lt;br&gt;5. nor within range and LOS of an enemy missile unit&lt;br&gt;      A.that is not &quot;Missile No&quot;&lt;br&gt;6. and is in &quot;Clear terrain&quot;&lt;br&gt;may remove two cohesion hits by being given and Individual Order to do so. A unit may not remove more than two cohesion hits per Orders Phase, and neither Line nor Contingent Commands may be used to do this. A unit that has “Recovered” may not do anything else that Phase.&quot;&lt;br&gt;&lt;br&gt;So, my interpretation was that any unit that met those 6 criteria were eligible to receive a recovery order as long as they didn't try to recover more than 2 cohesion hits in one phase, (nor received it via line command or contingent command) because then it says once a unit has recovered, it may do nothing else in the phase. Thanks again for the game too Kris. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2810806#2810806</link>
	<pubDate>2008-11-11T12:58:32+00:00</pubDate>
	<dc:creator>skars</dc:creator>
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	<title>Thread: Chaeronea - First Play For New Players</title>
	<description>Thom (skars) and I sat down for an afternoon of &lt;a class='gamelink' target='_blank' href=&quot;/game/11057&quot;&gt;Great Battles of Alexander: Deluxe Edition&lt;/a&gt;.  We decided on the Chaeronea scenario as it was straightforward with few special rules.  Chaeronea was Alexander's first battle when he was only 13 years old.&lt;br&gt;&lt;br&gt;I played the vastly inferior Greek position and Thom took the auspicious Macedonians.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 1&lt;/u&gt;&lt;br&gt;Both sides cautiously move foward.  No real action.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 2&lt;/u&gt;&lt;br&gt;More cautious movement, but Thom puts Alexander out on a wide salient with a few units.  Maybe I have an opportunity there.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 3&lt;/u&gt;&lt;br&gt;I have my right flank, led by Theagenes, move and engage Alexander's units.  In the personal combat Theasgenes is killed (+20 Greek rout points (GRP) ).  This is bad as he is the only leader that can order my Theban right flank.  I begin to think maybe the Greek leaders should lead from the rear as my right flank is now useless.&lt;br&gt;&lt;br&gt;True to history, the Theban Sacred Band is wiped out (+9 GRP) but Alexander's Campanion Agema routs off the table (+9 Macedonian rout points (MRP) ).&lt;br&gt;&lt;br&gt;Macedonia, 9; Greece, 29&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 4&lt;/u&gt;&lt;br&gt;Thom moves Alexander's troops towards the middle but leaves Alexander alone on the right.  I see a chance and the Theban light cavalry swoops in.  Alexander withdraws and the Macedonian cavalry swarms the Theban cavalry (+6 GRP).  Oh, catching leaders is hard.  You really need to swarm them with units.&lt;br&gt;&lt;br&gt;Macedonia, 8; Greece, 35&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 5&lt;/u&gt;&lt;br&gt;Philip and the double deep Macedonian phalanxes push into the Greek middle and destroys or routes the hoplite units there.  The Greek left gets in several attacks against the Macedonian phalanxes which advanced into the Greek center and are somewhat scattered.  One phalanx is destroyed when its double deep parent phalanxes must rout and there is no room for the two individual phalanxes to rout.  Another double deep phalanx is destroyed when it cannot rout due to zones of control from the units of the Athenian left.  It's an intense brawl from the Greek left to the middle.  &lt;br&gt;&lt;br&gt;Final tally for Cerberus and Hades:  Macedonia, 30; Greece, 69&lt;br&gt;&lt;br&gt;Ah, but Alexander hasn't activated yet this turn.  He sends his cavalry to swarm a lone Theban hoplite unit.  The Thebans must rout but the cavalry runs them down (+7 GRP). &lt;br&gt;&lt;br&gt;Macedonia, 30; Greece 76 (75 is needed for the Greek army to withdraw from the field).  Macedonia wins (of course).&lt;br&gt;&lt;br&gt;&lt;u&gt;Tactics&lt;/u&gt;&lt;br&gt;-The Greeks might not want their leaders in the battle line.  If they die, a whole one-third of their army cannot be Ordered.  Consider having them lead from the rear.  Their Charisma will not influence combat much and their Personal Combat scores aren't a match for the Macedonians.  The Greeks really suffer from a lack of &quot;unity of command&quot; as they don't have an overall commander that can order any unit in the army.  No other leader can cover for their loss.&lt;br&gt;&lt;br&gt;-Leaders are hard to catch as they can do an Orderly Withdrawal when a lone enemy approaches.  I'd say do not even bother trying to catch them.  You might be able to separate them from their units though.&lt;br&gt;&lt;br&gt;-As usual for ancients try and maintain you line.  Having the Greek units in a coherent formation is the only thing that gave me any hitting power against the superior Macedonians.  When the Macedonians scattered into the Greek middle, that gave me an opportunity to force a few routs into space where the phalanxes could not fit and were destroyed.</description>
	<link>http://www.boardgamegeek.com/article/2810407#2810407</link>
	<pubDate>2008-11-11T07:25:14+00:00</pubDate>
	<dc:creator>travellerne</dc:creator>
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	<title>Thread: Re: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>I've only played solo and thus haven't checked my play against others, but I'd absolutely agree with you. Recovery requires an order - a Recovery order specifically. You can't just tack a recovery onto the end of movement. That would make Recovery far too powerful and cohesion hits for movement mostly irrelevant. </description>
	<link>http://www.boardgamegeek.com/article/2810344#2810344</link>
	<pubDate>2008-11-11T06:35:58+00:00</pubDate>
	<dc:creator>tppytel</dc:creator>
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	<title>Thread: 10.14 Recovery:  &quot;May Not Do Anything Else&quot;?</title>
	<description>Hi All,&lt;br&gt;&lt;br&gt;I played GBoA for the first time today.  My opponent was playing the Macedonians and would move a unit then Recover Cohesion hits per rule 10.14.  &lt;br&gt;&lt;br&gt;10.14 says 'A unit that has “Recovered” may not do anything else that Phase.'  I interpreted that to mean that a Recovery is &lt;b&gt;the only&lt;/b&gt; Order that may be given to a unit in that Phase.  My opponent insisted that a unit could be ordered to move (taking Cohesion Hits) then Recover.  Then, after the Recovery, do nothing else for the rest of the phase.&lt;br&gt;&lt;br&gt;The use of &quot;Recovered&quot; indicates my opponent was correct (and that's what we played with).&lt;br&gt;&lt;br&gt;Which is the correct interpretation?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Kris</description>
	<link>http://www.boardgamegeek.com/article/2810289#2810289</link>
	<pubDate>2008-11-11T05:53:13+00:00</pubDate>
	<dc:creator>travellerne</dc:creator>
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	<title>Thread: Re: Phalanx rout rule and 'one cohesion hit away from rout in EZOC' rule interaction?</title>
	<description>&lt;b&gt;Cleitus the Black wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;tiger,tiger wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;From the developer....&lt;br&gt;&lt;br&gt;8.38 Add at the end of the 2nd Bullet: “Double size unit that Stand (9.65) do not make this check.”&lt;/i&gt;&lt;br&gt;&lt;br&gt;That makes it clear!  Where did you find that?  Consimworld?&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The GMT errata:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.gmtgames.com/gbad/GBOA_4th_Edition_Errata_&amp;_Clarifications_Feb_2008.PDF&quot; rel=&quot;nofollow&quot;&gt;http://www.gmtgames.com/gbad/GBOA_4th_Edition_Errata_&amp;_Clari...&lt;/A&gt;&lt;br&gt;&lt;br&gt;Kris</description>
	<link>http://www.boardgamegeek.com/article/2792024#2792024</link>
	<pubDate>2008-11-05T11:04:59+00:00</pubDate>
	<dc:creator>travellerne</dc:creator>
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	<title>Thread: Re: Another classic to reacquire</title>
	<description>I own Alex Deluxe, SPQR Deluxe and Devil's Horsemen.  AFA solitaire, it's been my experience that the game system moves along fairly quickly-the only segment that might pose an issue is &quot;Pre-arranged Withdrawal&quot;.  Which one doesn't really need to use.&lt;br&gt;Unfortunately, don't think we're going to see Cataphract anytime soon.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2760309#2760309</link>
	<pubDate>2008-10-25T16:38:19+00:00</pubDate>
	<dc:creator>grumblesa10</dc:creator>
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	<title>Thread: Re: Another classic to reacquire</title>
	<description>I just finished playing a bunch of Alex battles solo and had a lot of fun. There's barely anything in either ruleset that presents any kind of solitaire problem. </description>
	<link>http://www.boardgamegeek.com/article/2759925#2759925</link>
	<pubDate>2008-10-25T11:54:24+00:00</pubDate>
	<dc:creator>tppytel</dc:creator>
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	<title>Thread: Re: Another classic to reacquire</title>
	<description>Thanks Richard! Cataphract looks good too!</description>
	<link>http://www.boardgamegeek.com/article/2759906#2759906</link>
	<pubDate>2008-10-25T11:10:31+00:00</pubDate>
	<dc:creator>irreg77</dc:creator>
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	<title>Thread: Re: Another classic to reacquire</title>
	<description>&quot;SPQR Deluxe is on the cards too.&quot;&lt;br&gt;&lt;br&gt;SPQR DELUXE is out . . .has been for several months.&lt;br&gt;&lt;br&gt;&quot;Are the simpler rules more suitable for solo play?&quot;&lt;br&gt;&lt;br&gt;Both the standard and simple rules are easily adaptable to solitaire.&lt;br&gt;&lt;br&gt;RHB</description>
	<link>http://www.boardgamegeek.com/article/2759899#2759899</link>
	<pubDate>2008-10-25T11:00:35+00:00</pubDate>
	<dc:creator>BROG</dc:creator>
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	<title>Thread: Another classic to reacquire</title>
	<description>I bought the original back in the early 90's but sold it a while back, had the Diadochi module too. Might hve to look into buying the Delux Edition sometime as it's probably the best system for gaming the period. SPQR Deluxe is on the cards too.&lt;br&gt;&lt;br&gt;Are the simpler rules more suitable for solo play?</description>
	<link>http://www.boardgamegeek.com/article/2759894#2759894</link>
	<pubDate>2008-10-25T10:47:51+00:00</pubDate>
	<dc:creator>irreg77</dc:creator>
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	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>&lt;a class='gamelink' target='_blank' href=&quot;/game/1347&quot;&gt;Simple Great Battles of History&lt;/a&gt;&lt;br&gt;&lt;br&gt;Here's the BGG page link.</description>
	<link>http://www.boardgamegeek.com/article/2629072#2629072</link>
	<pubDate>2008-09-08T20:31:26+00:00</pubDate>
	<dc:creator>nwhyman</dc:creator>
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	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>&lt;b&gt;wookie1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Lots of people here on the Geek refer to preferring the&lt;b&gt; Simple GBoH rules&lt;/b&gt;... Where does one find these simplified rules?&lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;eBay. Here's one  &lt;A target='_blank' href=&quot;http://tinyurl.com/6da6m8&quot; rel=&quot;nofollow&quot;&gt;http://tinyurl.com/6da6m8&lt;/A&gt;&lt;br&gt;&lt;br&gt;Incidentally, there are different editions of this, obviously the most recent one is best, but even this doesn't cover everything - I think only Alexander, SPQR and Caesar, plus the early expansions.</description>
	<link>http://www.boardgamegeek.com/article/2628951#2628951</link>
	<pubDate>2008-09-08T20:02:16+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>&lt;b&gt;wookie1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Aging One wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;a href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.gmtgames.com/living_rules/Dalex.pdf&lt;/A&gt;&lt;/a&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;This rulebook contains the &lt;b&gt;simplified&lt;/b&gt; rules???&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;No. These are the living rules to the full rulebook. You need to go to the GMT website to get the simplified rules.</description>
	<link>http://www.boardgamegeek.com/article/2627911#2627911</link>
	<pubDate>2008-09-08T15:02:21+00:00</pubDate>
	<dc:creator>Peso Pete</dc:creator>
</item><item>
	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>&lt;b&gt;Aging One wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;a href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.gmtgames.com/living_rules/Dalex.pdf&lt;/A&gt;&lt;/a&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;This rulebook contains the &lt;b&gt;simplified&lt;/b&gt; rules???&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2627850#2627850</link>
	<pubDate>2008-09-08T14:40:12+00:00</pubDate>
	<dc:creator>wookie1</dc:creator>
</item><item>
	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>You buy them from GMT as a separate rulebook. &lt;br&gt;&lt;br&gt;You can also get a Battle Manual which converts standard GBOH scenarios to the SGBOH format (atlhough a lot of the newer volumes have Simple versions already included)&lt;br&gt;&lt;br&gt;The Simple rules are well worth it in my opinion - they work really well&lt;br&gt;&lt;br&gt;P</description>
	<link>http://www.boardgamegeek.com/article/2627779#2627779</link>
	<pubDate>2008-09-08T14:13:26+00:00</pubDate>
	<dc:creator>chuffymonkey</dc:creator>
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	<title>Thread: Re: Simple GBoH rules...where to find them</title>
	<description>&lt;a href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.gmtgames.com/living_rules/Dalex.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.gmtgames.com/living_rules/Dalex.pdf&lt;/A&gt;&lt;/a&gt;</description>
	<link>http://www.boardgamegeek.com/article/2627744#2627744</link>
	<pubDate>2008-09-08T14:00:36+00:00</pubDate>
	<dc:creator>Aging One</dc:creator>
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	<title>Thread: Simple GBoH rules...where to find them</title>
	<description>Lots of people here on the Geek refer to preferring the&lt;b&gt; Simple GBoH rules&lt;/b&gt;... Where does one find these simplified rules?&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2627644#2627644</link>
	<pubDate>2008-09-08T13:17:57+00:00</pubDate>
	<dc:creator>wookie1</dc:creator>
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	<title>Thread: Zombie Alex Crosses the Granicus</title>
	<description>Now our intrepid zombie (see: &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/334550&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/334550&lt;/A&gt; , &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/334832&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/334832&lt;/A&gt; and &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/337742&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/337742&lt;/A&gt;) leader finally leads his forces against the hated Persians. The Persians do their level best to look unappetizing to zombies &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt; by displaying a distinct lack of brains. &lt;br&gt;&lt;br&gt;Brainless move #1: Not listening to Memnon and standing and fighting in the first place. (outside the scope of the game, not my fault). &lt;br&gt;&lt;br&gt;Brainless move #2: Forcing a bunch of Light Cavalry to pretty much hold a static line. (historical setup, not my fault)&lt;br&gt;&lt;br&gt;Brainless move #3: You'll just have to wait and see... (that one is most definitely my fault)&lt;br&gt;&lt;br&gt;So, on with the setup. I used the first historical version, despite the disputes over it's accuracy.&lt;br&gt;&lt;br&gt;Turn 1:&lt;br&gt;Zombie Alex gets his wing rolling first. Macedonian archers scoot up to near the river and fire off some desultory arrow fire. And hit Memnon. Though they only finish him for the turn, Alexander takes this as a good sign and elects to press this wing hard right off the bat and wheels his companion cavalry up near the river.&lt;br&gt;&lt;br&gt;On the other wing, the Thessalians manage to push two Heavy Cavalry across the river with the rest not far behind. In the center, the Infantry begins to move forward trying to keep the line nice and tidy.&lt;br&gt;&lt;br&gt;Then Alexander gets to finish off his turn. Pushing his Companions &lt;i&gt;hard&lt;/i&gt; He blasts across the river, shattering Memnons cavalry&lt;br&gt;&lt;br&gt;It's turn one, and the Macedonians are already across the river on both wings. Looks bad for the Persians. However, it's not all roses for the Macedonians either. Alexanders companion cavalry on the right wing is hurting desperately bad in terms of cohesion. And the Thessalians, while doing better in terms of cohesion points) are split into two forces by the river. As such both sides are vulnerable. If Alexander doesn't get his elite initiative activation next turn, the companions could be shattered. And the Thessalians are vulnerable to counterattack as well while split by the river.&lt;br&gt;&lt;br&gt;Turn 2:&lt;br&gt;Alexander does get to go first and spends the first activation &quot;healing&quot; the worst of the cohesion hits to his cavalry, and bringing the Agrianians and the Paeonian Light Cavalry across the river to back up his heavy cavalry.&lt;br&gt;&lt;br&gt;Arsemes's leads his cavalry in some counterattack action on the Persian left. hitting one of the newly reordered (but still vulnerable) Companion units with two of his javelin based light cavalry groups, he hits them with missiles and charges in. The Macedonians hold, but &lt;i&gt;barely&lt;/i&gt;.  He also attacks across the river, hitting the prodmoroi lancers and the archers. Eliminating the skirmishers, and routing the lancers.&lt;br&gt;&lt;br&gt;And now, the moment you've been waiting for. Brainless move #3. Pharnaces hearing of the success of the cross river raid on the other wing decides, &quot;Hey, if I light cavalry can do that, why don't I punch through the peltasts to get behind Macedonian lines and wreak havoc. I mean, look at all this armor me and my cataphracted buddies are wearing. The Thessalians are busy crossing the river, I can really cause havoc...&quot; So charge across he does. Aimed at the peltast that are the link between the Phalanxes and the Parmenion's cavalry wing. &lt;br&gt;&lt;br&gt;They take some javelin hits on the way in, but not too many. Then I looked at the shock superiority chart and was in for a bit of a surprise. Peltasts are Defense Superior vs Heavy Cavalry. Whoops.&lt;br&gt;Three of the cataphract units rout immediately, one more routs after being left hung out to dry in the zone of control of the peltasts.&lt;br&gt;&lt;br&gt;With that disaster, it's time for the Persians to start thinking about how to rearrange their defense. As there are now fewer Cavalry availaable to hold the river.&lt;br&gt;&lt;br&gt;Arsites pulls his Paphlogonians  back to hold the Persian left flank, while Mithradates does the same with the Scythians on the right. And the hoplites begin to move up to hold the river, getting about halfway there.&lt;br&gt;&lt;br&gt;Reomithres leads the counterattack on the Thessalians, attacking those on the Persian side of the river, and positioning his remaining LC to make reinforcing them difficult. Both Heavy Cavalry are &lt;i&gt;almost&lt;/i&gt; broken, but hold. &lt;br&gt;&lt;br&gt;Memnon manages to really two of his shattered cavalry, the rest continue to flee.&lt;br&gt;&lt;br&gt;The Macedonian phalanxes move up to near the river, running over some routed Bactrians on the way. Then Parmenion activates the Peltasts who finish off the Cavalry, but on the attack it's a lot tougher on them. Momentum gives the peltasts a chance to run down the routed horsemen at the expense of even more cohesion loss. It'll take some time to get these guys back in the fight, but boy did they earn their pay already.&lt;br&gt;&lt;br&gt;Parmenion tries for another momentum and not only fails, but gives the Persians a reactivation. Omares reactivates and finishes getting his hoplites to defend the river.&lt;br&gt;&lt;br&gt;At which point Alexander gets to finish up his turn. The Hypaspists drive into the river, and with some of the healthier companions hit the Arsemes Light Cavalry. The defenders hold fast though, and the infantry are stuck in the river. Other cavalry battles between the companions and the light cavalry rage on, and two light cavalry are routed, but so is a unit of Macedonians. With momentum, Alexander rallies the Companions, and starts tidying up his formation  while directing Nicanor to continue to battle his way out of the river and up the banks. This fails (again) But Arsemes is wounded in combat with Nicanor. (As if the Persian leaders' stats weren't bad enough)&lt;br&gt;&lt;br&gt;Turn 3:&lt;br&gt;Elite initiative test succeeds, so its Alexander again. The recently rallied companions, now already back on the Macedonian side of the river hunt down the last of the raiding light cavalry. Nicanor is sent up the banks again, and succeeds. This time finishing the job  and killing Arsemes while he was at it. Alexander leads more companions against the light cavalry screen and routs the remaining cavalry that had been serving under the now dead Arsemes.&lt;br&gt;&lt;br&gt;Not all of the Hypaspists have cleared the river though, and some Paphlogonians decided it would be great fun to ride up to the banks, shower them with missiles and retreat. Better than facing the Macedonian cavalry anyhow.&lt;br&gt;&lt;br&gt;The Scythians position themselves to challenge any attempted peltast crossing of he river on the Persian right. While the Median cavalry routs two of thee Thessalians heavy cavalry. Reomithres suffers a wound though, and the Light cavalry that were in direct combat are almost spent. &lt;br&gt;&lt;br&gt;The hoplites holding the river begin engaging the phalanxes (one is in the river already) and take the worst of it. But they do still hold.&lt;br&gt;&lt;br&gt;Parmenion rallies the routed one of the routed Thessalians and permanently shatters what was left of the others. He also sends Phillip and the fresher Thessalians against the Medians.  Phillip kills Reomithres (second wounding), and seeing their leader cut down routs two of the Median Light Cavalry.&lt;br&gt;&lt;br&gt;The Greek light cavalry is brought up to be in position to exploit any openings that can be squeezed out on Paremnion's flank. And with another momentum the Thessalians finish off the Medians a full four of the Thessalian Heavy Cavalry units are one tick away form routing though, so its' a good thing the Greek light cavalry now has room to cross and screen them from counterattack.&lt;br&gt;&lt;br&gt;Philotas orders more phalanxes into the river to begin contesting a crossing with the hoplites (and Hyrcanian light cavalry) on the far (and higher) bank. One of the already engaged holplites is broken, but the Cavalry holds particularly well. Omares is killed by leader check in this combat.&lt;br&gt;&lt;br&gt;It's pretty much moot at this point, but Alexander has his companions run down some routed light cavalry, and dresses the rest of his lines for an assault on the Paphlagonians cavalry that now is keeping him form attacking the hoplites in the rear.&lt;br&gt;&lt;br&gt;Notes:&lt;br&gt;- Peltasts have a much nicer entry on the Shock Superiority Chart than I remembered. I got so used to them being the same entry as Light Infantry on another table that I completely failed to remember they were different there until I had crashed the Persians only real counterattack force headlong into them.&lt;br&gt;&lt;br&gt;- Pretty sure this is the first time I've lost a leader other than young Alexander to a leader check in combat.&lt;br&gt;&lt;br&gt;-Is there a good way to run the defense as the Persians in this? If you abandon the river you give up it's benefits. If you don't you give up your LC mobility. I know there's a better way than foolishly killing off your Cataprhacts though. I usually try to keep them in position to counterattack a breakthrough, but &lt;i&gt;thought&lt;/i&gt; I saw a golden opportunity. You know what they same about all that glitters not being gold... yeah.&lt;br&gt;&lt;br&gt;Time to take on Darius himself at Issus. &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2623152#2623152</link>
	<pubDate>2008-09-06T00:23:13+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Zombie Alex shambles to Pelium</title>
	<description>Got the Persians all setup for Granicus. Have the Macedonians sorted out, but not on the map yet. &lt;br&gt;&lt;br&gt;At this rate, I might even get through them before SPQR gets here. I'm waiting on some other games for an order, though I'm contemplating telling them to just ship it now and I'll deal with the rest later.&lt;br&gt;&lt;br&gt;Of course, I still have Tyrant and it's not even punched...&lt;br&gt;&lt;br&gt;And Ran, but something hasn't gelled in my head for that one to work yet. Need to find someone to give me a run through at some point. (Or at least spend a bit more time hashing out why it isn't clicking)</description>
	<link>http://www.boardgamegeek.com/article/2612691#2612691</link>
	<pubDate>2008-09-03T02:23:09+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Zombie Alex shambles to Pelium</title>
	<description>Great scenario and good report.  &lt;br&gt;&lt;br&gt;My play through was also very close with Alex just tipping the scales in his favour &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/168958&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/168958&lt;/A&gt;  &lt;br&gt;&lt;br&gt;&lt;i&gt;I'll have to give it a shot again sometime&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yup, definitely worth going back to again!</description>
	<link>http://www.boardgamegeek.com/article/2612606#2612606</link>
	<pubDate>2008-09-03T01:56:19+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Re: Zombie Alex shambles to Pelium</title>
	<description>&lt;b&gt;Archilochus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;  I have found that you either go for broke with the ford strategy or stand fast and inflict maximum pain.  Mixing the two at all is a recipe for disaster.  &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yep. The only reason I ended up mixing them was the Illyrians getting so many activations on turn one. Suddenly, the race to the ford was simply not going to work.&lt;br&gt;&lt;br&gt;Having to change strategies meant having to gamble even more, and throwing Alexander personally into the fray. If I had been able to knock out an Illyrian leader near the ford in personal combat, standing and fighting would look a lot better. Instead my gamble put the Macedonians even farther behind.&lt;br&gt;&lt;br&gt;This is actually one I think I never got around to playing before. I'll have to give it a shot again sometime.</description>
	<link>http://www.boardgamegeek.com/article/2611237#2611237</link>
	<pubDate>2008-09-02T18:54:20+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Zombie Alex shambles to Pelium</title>
	<description>Very nice report!  Pelium is in many respects the hardest battle Alexander is involved in for the reasons you list above.  I have found that you either go for broke with the ford strategy or stand fast and inflict maximum pain.  Mixing the two at all is a recipe for disaster.  Only 2 Alexander activations in the first few turns is really rough!  &lt;br&gt;&lt;br&gt;Look forward to Granicus.  For what it's worth, I tend to use the default set up, though there are some real historical questions about the actual one.  I have been meaning to do an optimized custom Persian setup for some time now, as I think it could really change the battle.&lt;br&gt;&lt;br&gt;Good Gaming~!  Mick</description>
	<link>http://www.boardgamegeek.com/article/2611200#2611200</link>
	<pubDate>2008-09-02T18:47:46+00:00</pubDate>
	<dc:creator>Archilochus</dc:creator>
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	<title>Thread: Zombie Alex shambles to Pelium</title>
	<description>The army of Zombie Alex (see: &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/334550&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/334550&lt;/A&gt; and &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/334832&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/334832&lt;/A&gt;) marches on.  And across the Apsos to Pelium.&lt;br&gt;&lt;br&gt;Zombies aren't known for their quickness or mental acuity, and this time dear, dead Alex demonstrates that nicely.&lt;br&gt;&lt;br&gt;The Illyrians are deployed pretty much like you'd expect, with a slug of Medium infantry close to the ford and some light infantry farther away waiting to close on the Macedonians once they are engaged with the Mediums. (Plus the guys in Pelium itself).&lt;br&gt;&lt;br&gt;Turn one: realizing he may have bit off more than he could chew, Alex uses his Elite Initiative phase to begin moving towards the ford to make an escape. The cavalry spreads out a bit more to interfere with the infantry nearest the ford, and the heavy infantry and phalanxes start the process of getting to the ford to hold it for the escape.&lt;br&gt;&lt;br&gt;The various light infantry contingents begin to close in, the two not in Pelium both getting momentum, so moving fairly well. Clitus orders some LI out the back gate of Pelium to eventually begin pushing on the  Macedonian Agrianian rearguard.&lt;br&gt;&lt;br&gt;Syrmus (the leader of the MI near the ford) moves his MI closer to the ford, and with momentum, closer again. (though they take some cohesion for this). And gets momentum for a second time. Since this would allow him to already seal up the ford, Alex goes for the trump. And fails.  Syrmus uses that third activation to clean up the cohesion  he had taken for moving so quickly with some, and uses some other activations to be a  real threat to the river crossing.&lt;br&gt;&lt;br&gt;Having failed his trump roll, Zombie Alex is done.&lt;br&gt;&lt;br&gt;Turn 2: New plan for the Macedonians.  The ford is already looking pretty scary, and on top of that the light infantry is pressing in on the flanks. It's time to make a stand. Starting off the turn, zombie Alex re-reforms his infantry into a defensive stance, sends his cavalry in to smash some infantry, and personally leads the charge of the eastern phalanx to hit the Medium infantry before the lights get there. This puts him in direct combat with Syrmus. If he can win that, the medium infantry will be neutralized until another leader can get there to help.&lt;br&gt;&lt;br&gt;And hey, he's supposed to be good at fighting, right? Well he rolls a 0.   And while Syrmus doesn't roll well enough to injure (or *gasp* kill) Alexander, he does finish him for the turn. Even with that the Phalanx does some serious damage to the infantry it smashed into, but with Alex being finished for thee second turn already, it's not going to be pretty.&lt;br&gt;&lt;br&gt;The rest of turn two involves the light infantry closing in on all sides and some additional help for Syrmus vs the Phalanx. Another MI routs, but the Phalanx is in trouble.&lt;br&gt;&lt;br&gt;&lt;br&gt;Turn 3: Things aren't looking good for the Macedonians. All those activations the Illyrians have gotten, vs just two total for Alexander has put them in a bit of a bind. However, the artillery has shown up and it starts to put some serious hurt on the Illyrians closest to the river crossing.&lt;br&gt;&lt;br&gt;With little choice, Alex continues the fight with the Phalanx, if he can win here he'll have enough breathing room to pull the cohesion of the unit back together later. He also sends the other one up to fight the onrushing light infantry hordes. Both have at least one Hypaspist in support as well as some cavalry and miscellaneous units in the neighborhood to help out.&lt;br&gt;&lt;br&gt;Alex's Phalanxes demolishes two Medium Infantry units, but is itself shattered. Uh oh. The remaining Phalanx does quite well holding the northern flank against all comers with minimal losses.&lt;br&gt;&lt;br&gt;However, the Illyrians have plans too. And Clitus manages to hit the Norther Phalanx in the flank, personally leading the attack. He gets injured, and his LI takes some serious hits, but he puts the phalanx on the edge of routing. More light infantry slam into it form the north. Despite bot being terribly happy about being ordered to hit a phalanx in its  front, it's obvious that it's within a hair of failing. And fail it does, though not without taking down some of it's enemies.&lt;br&gt;&lt;br&gt;The Oxybeles get one parting shot in and kill off Syrmus. A hard blow to the Illyrians. By the end of turn three, both sides are over their route limit. The Macedonians are at 41 (11 over) and the Illyrians are at 88 (8 over). Having &quot;lost by less&quot; the Illyrian's win. And only a few stragglers made it across the river to join up with the rest of the Macedonian army.&lt;br&gt;&lt;br&gt;Notes:&lt;br&gt;-Now the Macedonians got to see what it's like to have an opponent activating at will. Ouch.&lt;br&gt;-I think if my plan had been to hold form the start I may have been able to conduct a better defense as the Macedonians. But with the initial plan to run for it so quickly derailed, and the early finishing of Alexander in turn two, it became quite difficult for the Macedonians to survive (since that's the real goal of this scenario). They could no longer get to the ford without being in danger of being swamped, and were also not in the best position to just fight it out.&lt;br&gt;&lt;br&gt;Time to get zombie Alex &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt; to the Granicus.</description>
	<link>http://www.boardgamegeek.com/article/2610946#2610946</link>
	<pubDate>2008-09-02T17:42:41+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Chaeronea. Where Alex bites it. Again.</title>
	<description>Yep. I'm sure.&lt;br&gt;&lt;br&gt;He's the only leader I've ever lost to that check that I can remember, and  I don't recall ever losing him to said check in another battle. But young Alexander has some weird bullseye on him in this scenario for some reason.</description>
	<link>http://www.boardgamegeek.com/article/2599059#2599059</link>
	<pubDate>2008-08-28T19:09:04+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Chaeronea. Where Alex bites it. Again.</title>
	<description>Are you sure you're checking it right?  There's only a 1% chance a leader bites it per check, unless you're doing Personal Combat.   </description>
	<link>http://www.boardgamegeek.com/article/2589146#2589146</link>
	<pubDate>2008-08-25T22:13:35+00:00</pubDate>
	<dc:creator>tiger,tiger</dc:creator>
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	<title>Thread: Re: Lyginus: Zombie Alex vs the Triballians</title>
	<description>I agree. This one really isn't that tough.&lt;br&gt;&lt;br&gt;On the other hand the time limit makes it at least &lt;i&gt;possible&lt;/i&gt; to lose.&lt;br&gt;&lt;br&gt;I wonder what time limit would give the game a roughly 50/50 split?&lt;br&gt;&lt;br&gt;Though I imagine that just means the game would come down to trump/momentum rolls and the rest would be window dressing.</description>
	<link>http://www.boardgamegeek.com/article/2582675#2582675</link>
	<pubDate>2008-08-23T02:41:03+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Chaeronea. Where Alex bites it. Again.</title>
	<description>I've played most of the scenarios with the various options. If I finish this run through the standard ones and SPQR isn't here yet (the order is being held for some other stuff) I'll probably go back to the beginning and  do optional ones as well.&lt;br&gt;&lt;br&gt;At some point I've got the Tyrant ones to go too (it's still unpunched).&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2582567#2582567</link>
	<pubDate>2008-08-23T01:33:44+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Chaeronea. Where Alex bites it. Again.</title>
	<description>Nice battle report.  Cheronea has always been one of my favorite scenarios.  Its a classic engagement, historically important, relatively short, and very Greek.  I suppose it's just evocative, all those living in the past hoplites facing the conscripted, well trained, sarrisa wielding Macedonians.  &lt;br&gt;&lt;br&gt;I've never had Alex die in this battle, but I can see how it would happen.  I highly recommend adding the Spartans.  I still think the Macedonians are favored, but it tightens things up.&lt;br&gt;&lt;br&gt;Good Gaming~!  Mick</description>
	<link>http://www.boardgamegeek.com/article/2582527#2582527</link>
	<pubDate>2008-08-23T01:06:28+00:00</pubDate>
	<dc:creator>Archilochus</dc:creator>
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	<title>Thread: Re: Lyginus: Zombie Alex vs the Triballians</title>
	<description>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.&lt;br&gt;&lt;br&gt;Good Gaming~!  Mick</description>
	<link>http://www.boardgamegeek.com/article/2578258#2578258</link>
	<pubDate>2008-08-21T19:57:52+00:00</pubDate>
	<dc:creator>Archilochus</dc:creator>
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	<title>Thread: Lyginus: Zombie Alex vs the Triballians</title>
	<description>After his death @ Chaeronea (see &lt;A target='_blank' href=&quot;http://boardgamegeek.com/thread/334550&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/thread/334550&lt;/A&gt; ) the zombified corpse of Alexander (&lt;i&gt;brains&lt;/i&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt; )set out to put down the revolting Triballians.&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;Given unlimited time, there's pretty much no way Alexander loses this one. However, the scenario imposes a seven turn limit &lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;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)&lt;br&gt;&lt;br&gt;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. &lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;Since the Tribaliian right is less strongly held, this slow start by the Macedonian  left is not a disaster.&lt;br&gt;&lt;br&gt;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 &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt; 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 &quot;valley&quot; maybe  I should have attempted to double them up?&lt;br&gt;&lt;br&gt;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.</description>
	<link>http://www.boardgamegeek.com/article/2578192#2578192</link>
	<pubDate>2008-08-21T19:39:57+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Chaeronea. Where Alex bites it. Again.</title>
	<description>Nice report.&lt;br&gt;&lt;br&gt;The last time I played this scenario (solo), I actually was able to roll up the Thebean flank with a still intact Alex. It was almost text book. First time ever after playing many, many wargames. It felt really good.&lt;br&gt;&lt;br&gt;Of course, it would not have been possible without a slight miscalculation from the Thebean standpoint. At the end of one game turn, Alex had moved his &quot;wing&quot; away from Papa Phillip's wing, creating a slight gap in the Macedonian line. Next turn and the Thebean general is up first. &quot;Hey&quot;, I said to myself, &quot;the Greeks are not going to win this without a risk or two and there sitting right in front of me is a gap in the line. If I charge at it with my Thebeans, get my Momentum rolls and Phillip/Alex fail their Trump attempts, I can hit the Phalanx in the flank. Should I? Should I? Oh, why not. Here goes ....&quot;. &lt;br&gt;&lt;br&gt;Bad decision.&lt;br&gt;&lt;br&gt;The Thebean got his first Momentum roll, but Alex Trumped him and, well, won the day by smashing into the now exposed Greek line and rolling it up. Two Alex Momentums later and it was all over but the trophy building. Afterwards, post-game calculations indicated that the Thebean had a 1% chance to pull that off. Oof!&lt;br&gt;&lt;br&gt;Good fun and a great game system.&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/2574790#2574790</link>
	<pubDate>2008-08-20T21:42:40+00:00</pubDate>
	<dc:creator>Capt_S</dc:creator>
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	<title>Thread: Chaeronea. Where Alex bites it. Again.</title>
	<description>I've got a copy of the SPQR reprint on the way, so while I was waiting I broke this one out.&lt;br&gt;&lt;br&gt;Staring from the beginning meant first up was Chaeronea.&lt;br&gt;&lt;br&gt;The battle opened up fairly traditionally, with Alexander trying to squeeze around the flank (the edge of the map makes this a bit tricky) and Phillip demonstrating the  value of doubled phalaxes vs. the HOplites in the middle.&lt;br&gt;&lt;br&gt;Before too long there is enough room for Alex to squeeze some cavalry past on his left , which is not good for Thebes (or the  other greeks for that matter).&lt;br&gt;&lt;br&gt;However, the next turn, after forming up, our precocious youngster hits some hoplites (not the Sacred Band, they were already being attacked form multiple directions) in the rear.  The resulting leader check roll means Alex = dead.  Good thing for the Macedonians he's not worth 70 rout points in this battle...&lt;br&gt;&lt;br&gt;Phillip however has been making short work of the Athenians and assorted other city states in the middle. Now it becomes a race to see if he can  do enough damage to route the Greeks before the Thebans can mop up their right flank. With no leaders over there there's not much to be done by the Macedonians. The edge of the map makes even withdrawing when the hoplites close somewhat tricky, and traffic congestions means some will doubtless be caught.&lt;br&gt;&lt;br&gt;Seeing his left flank collapsing Phillip throws caution to the wind and pounds the hoplites for all he's got.  And with a three activation turn pushes the Greeks tenuously close to routing from the field.&lt;br&gt;&lt;br&gt;More mopping up on the Greeks right means another turn or so and  the Macedonians have had it.&lt;br&gt;&lt;br&gt;Being now or never for Phillip, eh again hits with everything  at his disposal. Including a few phalanxes that  are near the breaking point themselves. And shatters two more hoplite formations while his  troops hold on (barely).&lt;br&gt;&lt;br&gt;Result: Victory for the Macedonians, but no Alexander the Great.&lt;br&gt;&lt;br&gt;Notes:&lt;br&gt;&lt;br&gt;-I have  now played this battle at least three times. In every single on Alexander has lost his life in the very first combat he throws himself into.&lt;br&gt;&lt;br&gt;-The map edge along the Macedonian left makes squeezing past difficult&lt;br&gt;&lt;br&gt;-It also makes routing units on that flank disappear very quickly.&lt;br&gt;&lt;br&gt;- This was played without the Spartans. Assuming Alexander died in the same fashion, they would easily have made the difference this time.&lt;br&gt;&lt;br&gt;- Off to fight the Triballians with zombie Alex. &lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2574663#2574663</link>
	<pubDate>2008-08-20T21:08:39+00:00</pubDate>
	<dc:creator>keethrax</dc:creator>
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	<title>Thread: Re: Personal Combat: fun or frustrating?</title>
	<description>I must say that I like this rule a lot. In fact, I miss it in other GBoH titles. It gives battles different feel (and makes &quot;head-hunting&quot; possible, quite a different tactic from moving your formations of units).&lt;br&gt;&lt;br&gt;Historically, in hoplite battles, infantry commanders were often injured or killed. It was because they led their soldiers in front of the unit. Still, probability of meeting of two commanders in clash of two units... well, looks like simplification.&lt;br&gt;&lt;br&gt;Gamewise, it`s always player`s choice - charisma bonus and possibility of leader injury/death or playing it safe (leader moves units but he is staying behind).&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2565005#2565005</link>
	<pubDate>2008-08-18T09:49:13+00:00</pubDate>
	<dc:creator>RyTo</dc:creator>
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	<title>Thread: Personal Combat: fun or frustrating?</title>
	<description>I'm not sure I like the Personal Combat-rule in Great Battles of Alexander. As a gaming element it can be fun, as a simulation element it is in often unrealistic. &lt;br&gt;&lt;br&gt;Alex himself was a leader who probably would prefer to personally deliver a deadly blow to a highranking opponent. And in a fight of cavalry against cavalry that's also entirely possible. But it's a different ballgame when two hoplite units clash, each accompanied by a leader. Don't think there is a lot of opportunity to personally deliver a few blows when two walls of spears meet. &lt;br&gt;&lt;br&gt;Still Spartan leader Cleobrotus managed to kill great general Epaminondas of Thebes this way when I was re-enacting the battle of Leuctra today (Taken from the Great Battles of Epaminodas, published long ago in C3i-magazine). Not strange if you know that the Spartan has a PC-rating of 4 and his Theban opponent a mere 2. History was changed dramatically. The death of Epaminondas meant that the Thebans in one blow exceeded their Rout level.  This normally can be fun. It just didn't feel right to me because of the way it happened. &lt;br&gt;&lt;br&gt;Next time I will use the 8.34 nr. 3 rule (leader casualties because of shock, not PC) in situations like this. History can still be changed then. It just won't happen so easily. &lt;br&gt;&lt;br&gt;Just curious how other GBoH-fanatics think about this. </description>
	<link>http://www.boardgamegeek.com/article/2563777#2563777</link>
	<pubDate>2008-08-17T20:03:16+00:00</pubDate>
	<dc:creator>knoel</dc:creator>
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	<title>Thread: Re: Phalanx rout rule and 'one cohesion hit away from rout in EZOC' rule interaction?</title>
	<description>Thanks also on my behalf. Today I was confronted with the same question when re-enacting the battle of Leuctra (Great Battles of Epaminondas, published in C3i-magazine). </description>
	<link>http://www.boardgamegeek.com/article/2563685#2563685</link>
	<pubDate>2008-08-17T19:10:46+00:00</pubDate>
	<dc:creator>knoel</dc:creator>
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	<title>Thread: Re: Issus - the fords</title>
	<description>Never too late&lt;br&gt;&lt;br&gt;The contour levels are important as they dictate the area where units may cross the river - which is level one - wth little or no cohesion cost. The contours create a natural channel to the river bank, where it is then easier to cross the river and attack the flank of the Persians (or the Macedonians, depending upon who does the crossing).&lt;br&gt;&lt;br&gt;You are right, this does not solve the question of the ford markers. Frankly, I have not found any use for them. Except when I experimentally set up a Carthaginian army against the Macedonians, where I used them to mark a ford... but that doesn't really count, does it.&lt;br&gt;&lt;br&gt;Rune</description>
	<link>http://www.boardgamegeek.com/article/2547652#2547652</link>
	<pubDate>2008-08-12T07:58:34+00:00</pubDate>
	<dc:creator>sovSoyuz</dc:creator>
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	<title>Thread: Re: Issus - the fords</title>
	<description>Its probably too late to ask this, but I still don't get what the ford markers are for?  What do the contour levels have to do with it?  (The river is treated as level 1, right?)&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2546493#2546493</link>
	<pubDate>2008-08-11T22:49:50+00:00</pubDate>
	<dc:creator>Cleitus the Black</dc:creator>
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	<title>Image</title>
	<description>
		Macedonian left flank at Gaugamela. Light and heavy cavalry are predominant. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic353769_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/353769</link>
	<pubDate>2008-07-20T20:32:25+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Variety of Persian units and allies at Gaugamela. Includes: Immortals, Chariots, Indian Elephants and Lancers, Albanian Lancers, Greek mercenary Hoplites, Mardian skirmisher archers. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic353768_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/353768</link>
	<pubDate>2008-07-20T20:29:41+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Macedonian baggage train at Gaugamela. Alexander must protect this unit or suffer 10 Rout Points. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic353767_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/353767</link>
	<pubDate>2008-07-20T20:24:36+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Scythian units at Gaugamela. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic353764_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/353764</link>
	<pubDate>2008-07-20T19:51:35+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Gaugamela 331 B.C. setup. Macedonians (red) vs. Persians (blue)+ allies: Indian (green), Scythian (yellow). Leaders have not yet been placed. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic353763_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/353763</link>
	<pubDate>2008-07-20T19:50:38+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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