We had to finish here as time had run out, but I think the battle could go either way, Meirions two remaining units only have one courage point left.
My units are in better shape but who knows what would have happened.
There were a few things that came to mind from this game. I think we were trying to run before we could walk by playing with 52 points, maybe we should have stuck to last weeks forces.
A QRS would have come in handy when playing and may have saved us thumbing through the rule book.
I didn't move supporting units in Melee directly behind the fighting unit, I left them where they were. This had no negative impact on the game and for me gave a better look to the battlefield.
However I may in future mark units in support so then I will remember to move them back if the unit in Melee gets pushed back.
We made a few mistakes but that's how we learn, such things as rolling discipline tests when units courage is reduced to 2 and 1, and keeping a track of the percentage of points lost as the game progressed because at certain stages losing troops causes collapse tests.
I have a few questions for the Q&A sheet that Eric is putting together -
1. If a unit is trapped in Melee because it has been charged in the rear whilst fighting to its front how can it retire or is it destroyed?
2. Can you fire into a Melee?
3. Does a counter charge count as that units activation that turn?
4. A situation arose whereby my Hoplites countercharged and entered a Melee with a charging enemy pike unit, I got the best of him and he had to fall back, I followed up.
I was then charged in the rear by his cavalry unit, if I still had an aręte point could I have broken off from the infantry and countercharged the cavalry ?
Couple more battles and I'm sure the games will go a lot quicker and we'll be able to complete them, unlike this one
.