Hoplite 2: Mantinea
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Back to GBOH with my usual opponent, this time for Hoplite, a new title for me, and probably the last title I will purchase in this series. In fact I'm considering selling half of my existing titles, and may only keep Hoplite and War Galley. I like all the other titles, but I don't have time to play them all, and I think I want to deep dive into both Hoplite and War Galley.
I took a short note into a rejuvenated game log, a moleskin from Bishop Fox, where the previous entry was dated 2019-08-04. The note was to help learn the initiative rules. Here's how it went down:
- AS rolled 9 + 4 initiative = 13.
- I rolled 0 + 4 initiative = 4.
AS chose to lead with the his Hoplite command, but did not choose to move the massive phalanx. We rolled for the advance to combat, and conducted pre-Shock TQ checks correctly (we're prerrt sure).
Anyway, we played a very, very careful and detailed Turn 1, with nearly 20 points routed for each of us at the end. Further turns would have gone faster, but we had enough for the day, and have a decent grip on the rules.
The huge Theban phalanx seems to be useless in this scenario, AS didn't even move it.
We're still not clear on how to best use skirmishers, light cavalry, and light infantry. Phalanxes are pretty straightforward, just drive forward and smash.
Here's the middle of Turn 1: