I've only fought Radio once before, about a month ago and this was a 500 point Seleucid army clash, when I was blowing the dust off my Seleucids for this competition. I won this encounter but it does mean Radio has seen the way I play Seleucids. I've no idea how Radio might play a barbarian horde, so I'll just have to take the positive that I know I can win an equal encounter.
Army Selection
The good news is that I can review the Gallic (Early Lowland) army. It's going to be 1-3 superior protected or armoured cavalry and twice as many superior light chariots, at least 12 average protected impact HF and 3 LF javelins. The question is 'what will the rest of the army be?' To determine this I'm going to think what would I pick to beat the Later Seleucid army? The weakness of the Seleucids is in 3 areas; 1) Terrain. In anything other than clear terrain the lancers, cats, pikes and spears are poor - and this is the bulk of the army. 2) Cohesion: Anything other than steady then pikes and spears are poor. 3) Pikes are significantly worse than normal when below 75%. With this in mind I'd pick an army which could weaken the pikes at range, possibly causing some cohesion loss, plus I'd want to excel in terrain and maximise chance of disruption on impact. Impact isn't really a problem for the gauls, since just about all the foot troops are impact, but I'd take the maximum Gaesati mercenaries (superior HF impact) to maximise disruption chances. I'd take the maximum bows or slingers to maximise ranged attacks for disruption and attrition and to discourage the Seleucids from refusing to close into melee in terrain. There are no MF in the main army, so I expect an ally will be used to give a big advantage in terrain and the best bet are the Iberian or Gallic Hill Tribes since the Ligurians are weak and the Germans have no MF. I reckon the Iberians will be used since they only cost a minimum of 40 points versus the 52 for the hill tribes. I'd minimise my cavalry because they will be weak versus pikes and against lancers and cats. My guess for the army is 1 protected superior cavalry (commander), 2 light chariots, 12 average HF, 3 LF javelins, 6 Gaesati mercenaries (superior) HF, 3 slingers, 2 familes plus Iberian allies: 1 small shield cavalry (commander), 3 LF javelins, 9 MF giving a total of 42 break points - that's a lot!
So, the question now is how to counter this? As with my last KO match I need to minimise pikes because they are really poor in terrain and minimise my chances of disruption. Once again this means maximum superior units and maximum commanders in close attendance. I also need a good missile presence to ensure I can win a ranged battle because whomever loses the ranged battle has to close to melee and I don't want to go into terrain and I want the Gauls to come into the open. I will limit myself to my 2 Companions and use these to cover any cavalry threat and to counter any possible break through or flanking of the pike line. With this in mind my army is going to be exactly the same as the previous KO match! It's only 26 break points so I'll have to hope that I get some terrain to cover a flank otherwise I'll be swarmed!
Battlefield Selection
I win the dice roll, but Radio has 3 initiative points versus my zero, I'm guessing this means an inspired commander and a few more horse units than I anticipated. So the gods of war desert me and Radio will choose the battlefield. I chose 'very open', but I'm expecting a battlefield that will be somewhat crowded will be the result. Let's hope that my chance to move first will compensate!
Deployment
I have a more open map than I anticipated and what terrain there is shouldn't come into play unless Radio tries to hide and it's not enough to do that successfully since I can shoot from clear ground and cover all the area. I set my camp in the centre so that Radio must come into the open if he wants to loot it and set up in front of it. I have all my superior troops in a line and have my MF archers providing support. My phalanx troop commanders anchor either end and my weaker troops protect the flanks. My Companions are held in reserve and the mounted commander is able to cover all the line if extra command support is needed. My LF archers I spread out in front ready to advance on the enemy, but I give a little shelter to my solitary LF archer... I wonder if Radio will notice it's poor not average like the others?

I'm expecting Radio's troops to be centre-left since that's where the camp is.
Turn 1
I was correct in my guess where he'd deploy, but totally wrong in terms of army composition as there doesn't seem to be any MF (unless they are all hiding). I now think he's not chosen any allies and so he'll have a HF army with probably maximum cavalry and chariots. It seems he has not chosen any ranged troops apart from the minimum 3 LF Javelins. Given this, and the fact I don't want to get flanked by so many cavalry and chariots, then I've decided to stay put (at least for now). I'll send my LF up to start whittling him down and to get 1 on the high ground so I can see exactly what I'm dealing with. He'll either have to come to me to stop my ranged attack (my preferred option), or he'll try to take my LF with his LF plus his cavalry and chariots - I'll stay at max range to stop him cutting off my evade path and I'll also need to ensure he doesn't get chance to bounce my LF into attack range.

Overall I think his army selection isn't as tough as it could be. I'm pleased there's no MF and no real terrain and the break points are far more equal than I expected!
Turn 2
Radio seems to advance forward in a straight line, but I can't see all the units because of some of the hills. He moves his LF to the side, and maybe he is trying to get behind my LF to block their evade path. I now remember to set my LF to evade (I usually forget) so now I'm ready to make my moves. I move my leftmost LF forward to the hill so I can see all units and know what I'm up against.

No real surprises, all HF of which 8 are superior protected and the rest are average protected, maximum armoured superior cavalry (3), 6 light chariots, 3 LF javelins and 1 family to use the remaining points. As suspected Radio has gone for an inspired general. I reckon that Radio's plan will be to advance to me and match his superior HF against my line while the average HF go at and round my left flank and most of his cavalry and chariots attack my right flank. I think I'll move left a few hexes to try to get some of his average troops to attack the front and put the rest at a disadvantage in the gully. The bit of scrub there may actually help my MF Thorokitai gain more advantage! It'll leave my camp slightly exposed, but I'd rather have position than worry about 3 points. You never know, the camp may actually act like fly paper and trap anything that tries to loot it. If that happens then maybe my Companions can have some fun!

Turn 3
I'm not sure what Radio is doing, he has only edged forward 1 hex and attacked my Cretan Archers (on the right) with his 3 javelins. This is fine for me, because the longer we take to close the more my missile superiority will tip the scales in my favour. I move more towards the place I will make my stand, which takes my line 1 hex further away from Radio's line, and retreat slightly with my archers, but still ensure that I can attack his Gaestati - he now has one down to about 85% and one at about 95%. I hope to get at least 4 down below 75% before the lines meet, this won't affect impact performance, but will mean they lose a die in the following melee.

Turn 4
I think Radio has realised the error in holding back to let me shoot him to death. He has advanced 2 hexs this time and has tried to bounce my LF into charge range of his HF and chariots, but my positioning ensured that that wasn't going to happen. Radio has brought his Chariots into play and this has forced me to retreat maximum distance to ensure I don't get run down and I don't get boxed by the advanced javelinmen. The downside of this is that I'm shooting whilst facing away (-1 penalty) and out of range of all the Gaesati - my attacks do little damage to the chariots and the javelinmen. I finish my moves to my defensive position and I position my impact foot in the front line facing away from the enemy to ensure they don't get teased out by anarchy charging any nearby LF (Note to self: I really have to remember to face front when the non-skirmishers get in range!)

Turn 5
A similar turn to the last one where Radio tries to catch my archers with javelinmen and his chariots and again I'm forced to retreat maximum distance and 'turn and fire' at -1 penalty - the nett effect is little damage to chariots and javelinmen. I'm now running out of room and I need to be careful that I'm not driven off the battlefield. The good news this time is that one of his chariots came in range of my leftmost MF archers that are shooting through the gaps - not much damage though



Turn 6
More of the same, but for some reason Radio starts to shift all his line to his left and doesn't advance. On the positive side, I get 2 MF archers to fire this time and all of the LF and my LH too. Most of my LF archers are now in and around the gully and I have 2 MF Thorokitai providing cover from scrub and high ground in the gully. The rest of my LF are just in front of my line and I think I have enough room to evade, but I can never be sure because the evade distance is variable. If Radio does charge them then the chariots will follow through into my line and I hope that'll be good for me. One LF archer can't get into a safe area in and around the line, so I'll send it out wide left and I'm expecting Radio to chase with the javelinmen and either some chariots and cavalry. I expect to lose this archer, but hopefully I can get a few turns and some shots in before the end comes and I also hope that I can take a few units out of the battle for 5 or 6 turns. Over the last few turns I've barely received any attacks and so although my attacks have been relatively poor then I'm hoping they'll add up with time.

Turn 7
Radio attacks my LF in front of my superior pikes with his light chariot. I'm not sure if he thinks I may have set it to stand (for fear of being driven off the battlefield) or if he is trying to chase it off the battlefield. My LF evades, but stays on the field nicely safe behind the line and the light chariot charges headlong into the pikes



Turn 8
More of the same... Radio doesn't hide his chariot, but brings it close to the line, I guess he's trying to get a unit ot go into anarchy and get isolated. I pour missile fire into the chariot from everywhere and on the last attack it drops below 45% and breaks. Radio also puts a chariot on the corner of my camp and I ignore it with my phalanx, again I don't want to get a unit isolated, especially since it will evade. It is non-foot so it may take a while to loot the camp and while it's there it's harmless, if it succeeds then it'll be stuck and I can attack it, the downside will be that I can be flanked, but no cavalry or chariots are near so I should be able to close the gap. I consider charging his cavalry on the basis that it may evade through his line and disrupt a unit, but decide against it, I'll save that move until I'm ready to attack. I postion my LH in a position where it can be attacked in order to draw the chariot away from the line, with hindsight it's a silly thing to do as it may be caught when it evades. If it does then my MF will sprint over to rear-charge the chariot, which should hopefully disrupt it. I think that when the melee starts I'll send a dew LF to attack the families at his camp. It shouldn't take long to get them to 65% and then I can loot the camp



Turn 9
Either Radio tried to move his chariot and realised it was stuck, or he got fed up of me shooting him, or he realised it was a great opportunity to get behind me... whatever was the reason he final attacked my line on the right flank. The good news is that none of the 3 attacks was lost and no cohesion loss was suffered, indeed I must've won 2 attacks significantly because heavy losses were suffered in charging my superior pikes. Radio has moved some of his cavalry to get round the back while my line is stuck in melee. The rest of his Gaesati close to attack next time and his average HF hold back. To counter this I send both Companions to the right behind the line and I send one of the Thorokitai to cover the middle in case things go bad. I also bring my LH back to the line so I can have 3 TCs providing command support. My right is still guarded by 2 Thorokitai in scrub, an Argyraspides and one superior Galatian HF. I use my archers to try to disrupt the Gaesati that are still to charge my line, but have no success other than giving a few casualties. I send my lone LF archer towards the camp, but shoot some average HF on the way. I wonder if Radio will send anything to try to stop me killing the families and looting the camp. My melee attacks are all well in my favour, over 80% for the Argyraspides and the Argyraspides Pikes and 60% for the average phalanx, unfortunately, despite winning all attacks I don't disrupt anything despite giving heavy losses. My biggest fear is that he now commits his MF to the attack since I will be seriously outnumbered on the left and if he doubles up on my units he could win and then he'll be behind my line. If he advances next turn I'll have to use one of my companions to try to stop all engaging.

Turn 10
A critical turn... Radio charges my ordinary phalanx on the left with his rightmost Gaesati and fortunately it survives impact and follows up with a melee attack from another Gaesati and suffers a loss of 43 units (nearly 15%) but doesn't lose cohesion. 2 melee attacks on my Argyraspides pikemen (3rd consecutive turn of 2 attacks) cause 10 and 72 (over 20%)




My main line is strong apart from the Superior pikes at 48% and the end Phalanx at 76%. The melee attacks chance to win, from the left Argyraspides in melee moving right are; 80%, 89%, 80%, 8% and 2%, 50% and 50%. So apart from my doomed superior pikes I have good odds for melee as even the phalanx with 2 opponents is 50%! This will change next turn when it will fall below 75% and thus lose a dice










Well he evaded, but I attacked the wrong front hex the chariot has retreated across the face of the line and I now can't rear charge it



Turn 11: Seleucids 2/28 - Gauls 4/33
1st attack on phalanx is a win for Gaesati 2-0, big damage






Here's the plan of attack!

Basic principles:
- Attack with most likely winners first and biggest losers last. Maximise effect of chain cohesion loss for Radio and minimise this for me.
- Attack with units that with rear support before moving the units that are giving support. e.g units 10 and 11 should attack before 23 moves.
- Attack with units with no rear support after units move to rear to give support. e.g. unit 6 should only attack after 3 has moved to rear.
- Ensure that Companions (6) can't break-off or it will leave my commader phalanx open to multiple attacks.
- 1 Attack HF (43%/25%) If the chariot doesn't evade then 22 will position for rear attack.
- 2 Position to shoot Gaesati.
- 3 Move for rear support for Companion and to stop the break-off.
- 4 Attack Gaesati (89%/2%) before rear-supporting Companion moves.
- 5 Move to support right flank and also stops other Companion breaking off.
- 6 Attack Gaesati at (50%/23%) - next turn will be at bad odds for attack from Cavalry.
- 7 Attack before neighbouring Galatians attacks in case of bad result and rout (80%/6%)
- 8 Attack (91%/2%) before Thorokitai attacks in case it routs.
- 10 Attack (53%/20%) before neighbouring Gaesati attacks in case it routs.
- 11 Attack (20%/53%) while the commander is providing rear support.
- 13 Move so it can't be attacked and to allow a gap for 14 to attack at safe range.
- 14 Move to attack chariot at safe range.
- 15 Move to shoot chariot.
- 16 Move to shoot chariot.
- 17 Rotate to shoot chariot.
- 20 Attack currently fragmented HF, or if routed attack unit to its right (hopefully fragmented by neighbouring unit rout).
- 21 Attack (8%/72%) right unit so that rear is not exposed to chariot. Odds may improve if some HF have routed and not fighting 3 units.
- 18 Move to attack right flank next turn.
- 19 Move to attack left flank next turn.
- 12 Move towards Families and shoot anything it can on route.
- 24 Move to rear of Thorokitai to provide rear and command support. May not do this if 1 attack has gone badly.
- 23 If 24 hasn't moved to rear of Thorokitai then either move to rear of Thorokitai to provide rear and command support or stay if 10 or 11 suffer cohesion loss.
- 9 Attack (51%/20%) - odds may be better if 8 attack has disrupted.
- Lonely archer to move towards families to start the ranged attack.
- 1 Attack HF (43%/25%) If the chariot doesn't evade then 22 will position for rear attack. 1-1 Slightly more damage given than received.
- 2 Position to shoot Gaesati. 2 hits - no cohesion loss - now below 75%
- 3 Move for rear support for Companion and to stop the break-off.
- 4 Attack Gaesati (89%/2%) before rear-supporting Companion moves. 4-2 win no cohesion loss
- 5 Move to support right flank and also stops other Companion breaking off.
- 6 Attack Gaesati at (50%/23%). 2-2 Slightly more damage given than received, enemy now below 75%
- 7 Attack before neighbouring Galatians attacks in case of bad result and rout (80%/6%) 2-2 Even damage, enemy now below 75%
- 8 Attack (91%/2%) before Thorokitai attacks in case it routs. 4-1 win, big damage and disrupts enemy - this will help Thorokitai attack
- 10 Attack (53%/20%) before neighbouring Gaesati attacks in case it routs. 3-2 win, big damage and disrupts enemy
- 11 Attack (20%/53%) while the commander is providing rear support.1-0 win
significant damage given, little taken
- 13 Move so it can't be attacked and to allow a gap for 14 to attack at safe range.
- 14 Move to attack chariot at safe range. 2 hits - no cohesion loss, 1 damage (10%)
- 15 Move to shoot chariot. 1 hit - no cohesion loss, little damage
- 16 Move to shoot chariot. 1 hit - no cohesion loss, 1 damage
- 17 Rotate to shoot chariot. 0 hits - no cohesion loss, little damage
- 20 Attack currently fragmented HF. 2-1 win no , enemy routs, no chain rout. Persue to contact next average HF
- 24 Move to rear of Galatians to provide rear and command support (new plan, since Galatians are still at bad odds and Thorokitai odds are good and can get support from phalanx.
- 21 Attack (16%/60%) right unit so that rear is not exposed to chariot. Odds did improve! 2-1 loss, only moderate damage
- 18 Move to attack right flank next turn.
- 19 Move to attack left flank next turn. Could move t oattack chariot, so did that. Shooting out of arc penalty. 2 hits - no cohesion loss - 1 damage (10%)
- 12 Move towards Families and shoot anything it can on route. Nothing in range.
- 23 Move to rear of Thorokitai to provide rear and command support.
- 9 Attack (51%/20%) - odds may be better if 8 attack has disrupted. Odds improve (63%/11%) Lost 1 -0
, no cohesion loss.
- Lonely archer to move towards families to start the ranged attack. Nothing in range although evaded chariot is not far away now - may have to run next turn.
- Argyraspides to right of Arsenal (I missed this in my notes) 2 attacks possible (74%/7% enemy 68% or 48%/19% enemy 52%) My first thougths are to attack the 52% to try to rout, but if I do then I open my unit to a charge from either of 2 cavalry units (1 inspired general) and if I lose (not unreasonable at 19%) it would be bad. I'm better off not routing and having weaker attacks against me next time. I attack the left unit at 74% win chance. 2-0 win and big damage 13% and no cohesion loss.
- 22 I had no plans for this unit, so I move directly north to separate from the pack. I expect the light chariot may come back to try either charge the Thorokitai supporting the line, or may try to flank and get to the rear. If it attacks the Thorokitai I should be able to position for a rear charge, if it tries to flank it'll be a longer trip and hopefully it'll arrive too late. I may have to sacrifice this unit to keep the line alive.


Turn 12: Seleucids 6/28 - Gauls 6/33
A good battering along the line, but I think I get the better of the exchange. Both sides get 3 units disrupted, but a lot of Radio's units are now below 75% (7 of them) and 3 units are below 53%. I reckon I might get 5 or 6 routs this turn for perhaps 1 or 2 in return. The worrying thing though is that Radio still has about 6 units that are fresh and I have nothing! I just need cohesion loss to spread! As expected Radio has sent his chariot back to attack my left flank and this is going to cause me problems, hopefully I can sacrifice one Thorokitai to get a rear charge with the other and perhaps only lose cohesion rather than a unit. The bad news is that one of Radio's average HF rallied


Now to plan the attack, the sequence for chain routs etc. will be critical!

Attack sequence, with percentage chance of success/loss:
- 1 Position to shoot chariot.
- 2 Position to shoot chariot.
- 3 Companions (62%/13%) attack Gaesati.
- 4 Commander phalanx (89%/2%) attack Gaesati.
- 5 Companions (68%/12%) attack cavalry.
- 6 MF Archers move to give rear support and be ready to cover the hole that will appear when the Argyraspides break.
- 7 Argyraspides pike attack (95%/1%) before neighbouring Argyraspides attack in case of bad result and rout. It is also likely the Geasati will rout since it is high odds in my favour and it's health is only 52%. If it does it may disrupt the Gaesati that my weak Argyraspides will attack and that may give it an outside chance not to rout.
- 8 Argyraspides attack (18%/43%) and at 49% health
Attacking early so I can react by changing plans if things go really badly.
- 9 Argyraspides attack (95%/1%) and disrupted and maybe fragmented if it suffers from the probable neighbour routing.
- 10 Argyraspides pike attack (95%/2%) before the commander phalanx moves neighbouring Thorokitai attack in case of bad result and rout. It is likely to fragment the warriors and this will help the Thorokitai.
- 11 Thorokitai attack (33%/31%) before the commander phalanx moves and rear support is lost.
- 12 Commander phalanx moves to support the Galatians.
- 13 Galatians attack (53%/16%) and will probably rout the Gaesati since they are 49% health, hopefully they will help by disrupting neighbouring units.
- 14 Galatians attack (8%/71%) but hopefully odds will improve by neighbours routing.
- 15 Argyraspides attack (85%/4%) and will hopefully disrupt to help Thorokitai#s impact attack.
- 16 Thorokitai will only attack (20%/56%) if the Argyraspides caused disruption. I hope this can attack because I need to move the javelinmen so that my archers can attack the fragmented warriors.
- 17 Move forward 1 hex and shoot chariot. This is to stop the chariot making a controlled turn. If he goes forwards he will have to follow wherever I evade to - there is risk of getting caught though
.
- 18 Move to attack fragmented warriors, if no line of sight then shoot chariot.
- 19 Move to attack fragmented warriors, if no line of sight then shoot chariot.
- 20 Move for position for future attacks around left flank.
- 21 Move to attack javelinmen.
- 22 Move to attack javelinmen.
- LH Commander to move dependent on what has happened!
- Lonely archer to move towards families and start the ranged attack.
- 1 Position to shoot chariot. 2 hits.
- 2 Position to shoot chariot. 2 hits.
- 3 Companions (62%/13%) attack Gaesati. 3-2 win, significant damage dealt for little loss.
- 4 Commander phalanx (89%/2%) attack Gaesati. 3-0 win, significant damage dealt for little loss.
- 5 Companions (68%/12%) attack cavalry. 2-1 win, significant damage dealt for little loss, disrupted cavalry.
- 6 MF Archers move to give rear support and be ready to cover the hole that will appear when the Argyraspides break.
- 7 Argyraspides pike attack (95%/1%) before neighbouring Argyraspides attack in case of bad result and rout. It is also likely the Geasati will rout since it is high odds in my favour and it's health is only 52%. If it does it may disrupt the Gaesati that my weak Argyraspides will attack and that may give it an outside chance not to rout. 4-1 win, massive damage dealt for little loss, Gaesati routs and fragments northern neighbour, no effect on southern neighbour.
- 9 Argyraspides attack (95%/1%) and fragmented, attacking early so Argyraspides pikemen can switch to southern neighbour, which will thus help Argyrasides attack. 4-1 win, massive damage dealt for little loss, Gaesati routs and disrupts rear support and inspired commander cavalry by routing through them.
- 8 Argyraspides attack (18%/43%) and at 49% health
Attacking early so I can react by changing plans if things go really badly. Percentages didn't change
. 0-2 loss and routs, no disruption of neighbour.
- 10 Argyraspides pike attack (95%/2%) before the commander phalanx moves neighbouring Thorokitai attack in case of bad result and rout. It is likely to fragment the warriors and this will help the Thorokitai. 2-0 win and disrupts.
- 11 Thorokitai attack (33%/31%) before the commander phalanx moves and rear support is lost. Odds improve 44%/19%. 2-1 win and routs.
- 12 Commander phalanx moves to support the Galatians.
- 13 Galatians attack (53%/16%) and will probably rout the Gaesati since they are 49% health, hopefully they will help by disrupting neighbouring units. 2-1 loss, take big damage and only 3 to enemy(1%)
- 14 Galatians attack (8%/71%) but hopefully odds will improve by neighbours routing. 2-1 loss, take big damage, but no cohesion loss. Now 46%
- 15 Argyraspides attack (85%/4%) and will hopefully disrupt to help Thorokitai#s impact attack. 4-2 win, give big damage and disrupt
- 16 Thorokitai will only attack (20%/56%) if the Argyraspides caused disruption. I hope this can attack because I need to move the javelinmen so that my archers can attack the fragmented warriors. Odds improve to 30%/41%. I chance the attack and lose 2-0 and disrupt
- 17 Move forward 1 hex and shoot chariot. This is to stop the chariot making a controlled turn. If he goes forwards he will have to follow wherever I evade to - there is risk of getting caught though
. I move and find fragmented warrior is apossibility. 2 hits and rout warrior!
Unfortunately the warrior in front of Thorokitai doesn't fragment, but rear supporting warrior disrupts.
- 18 Move to attack fragmented warriors, if no line of sight then shoot chariot. 1 hit on chariot
- 20 Move for position for future attacks around left flank.
- 21 Move to attack javelinmen. 1 hit on chariot
- 19 Move to attack fragmented warriors, if no line of sight then shoot chariot. 0 hits on chariot
- 22 Move to attack javelinmen. 1 hit on javelinmen
- Unmarked Galatians in front of LH Commander attack Northern Gaesati. 2-0 win and disrupt
- LH Commander to move dependent on what has happened! Move behind Thorokitai to support
- Unmarked northern Thorokitai retreats one hex but faces same way - out of chariot attack and leave open possible rear attack if chariot catches LF.
- Lonely archer to move towards families and start the ranged attack. 1 hit on families - 4 damage, it could be a while!

Seleucids 8/28 - Gauls 13/33 Scores are level but a lot of Radio's units are in trouble, so I'm reasonably pleased. I could do without losing too many next turn, I'm expecting 2 to rout, maybe 3, I just hope I don't have chain cohesion loss. It's gonna be close but I think I may do this!
Turn 13: Seleucids 12/28 - Gauls 18/33
Radio throws everything into attack and suffers some horrendous losses, but not as many routs as I hoped, but has 3 fagmented units, 7 disrupted, 3 units 50% or less (only 1 is not steady) and 4 units below 75% (3 are not steady). His position is now very fragile. Conversely I only have 2 disrupted units, one at 53% (steady) and one at 72% (also disrupted), so 3 weak units. One piece of good news is that my archer designed to lead the chariot away did it's job and didn't get caught!


I shan't list all my attacks, I'll just use the same principles as before. Things go well, but not as well as I hoped because a couple of weak units didn't rout, including one that was at 46% Here's the result:

The current score is Seleucids 12/28 - Gauls 28/33
Turn 14: Seleucids 12/28 - Gauls 28/33
Radio attacks and has some good success. His first attack routs my southern commander and this disrupts my southern most Companion and the persuit connnects the rear of the other Companion disrupting it! Both chariots charge my southernmost Companion and both lose and both lose a level of cohesion (disrupted and fragmented). The Gaesati at 49% attacks the northern Companion and draws (2-2) and only loses 4 to drop to 47%. The cavalry attacks the same unit and draws 2-2 too. Various other attacks take place, but the other one of note is my Galatians in the north that were below 50% routs (expected), but what I didn't expect is my rear-supporting commander losing a level, the unit then routs through the unit, fragmenting it (I expected the rout through) so it's now weaker than I anticipated - very weak! Not only that, but the Galatians also rout through the MF to the south disrupting it and misille attacks make it fragmented too - that whole group looks very perilous if the Argyraspides pike should fall, the good news is that it looks strong and I'm hoping I can win before it all collapses. I really should have seen that and taken steps to avoid what could have been calamitous had it been closer. Radio drops to 32/33, but rallies to 30/33. The score now is Seleucids 18/28 - Gauls 30/33

I manage to screw up the sequence of attacks around my nothern phalanx comander and manage to lose it and the MF archer next to it. It just goes to show that stopping and working out the full detail, rather than just working along the line clicking, does pay dividends. The good news is that I had a big enough lead to win anyway.

Final score: Seleucids 20/28 - Gauls 38/33
I hope some people found this useful and hopefully interesting. I'd like to thank Radio for a challenging game!