From: Secret Underground Lair
It really is a very fun game, and I've only played through the Granicus scenario so far. It is a real treat to find a gem like this that is elegantly simple, thus easy to learn, but obviously quite difficult to master! The simplicity of the game is misleading! You think it will be a very easy game, but the AI is quite capable, and it is NOT easy! Definite replayabilty in that respect.
Here is a question: Initiative numbers. Are these useful to predict who will go in what order (including enemy)?
So for example I have two cavs that are in proximity to a Theban Cav. My two have initiatives of Calis=1, and Demetrius=5, and the Theban Sopolis=4. Calis (1) is two moves away from being adjacent to Sopolis (4), where as Demetrius (5) is already adjacent to and facing toward Sopolis. Sopolis has his left flank turned slightly toward Demetrius (not a 90-degree turn, but halfway).
Lets assume I set Calis to come round to attack Sopolis, and also set Demetrius to attack Sopolis. I would assume that Sopolis would be as able to turn to face Demetrius before Demetrius could attack, but then would not be able to turn back again to face Calis?
In sum: are the initiatives pretty much predictive of who will go in what order for a turn? I thought I had a seen a few instances where the AI jumped 'ahead' and surprised me, else other situations where a unit set to reserve seemed to have got skipped. But that may have been just me not paying close enough attention.
ADDIT: here is a specific example
The Macedonian unit that is selected is Meleagar (Init = 8) the Theban Cav is Sopolis (1) and the other depleted Macedonian infantry is Hegelochus (10).
Since the Theban is a horse unit, and has the best initiative, I'm guessing it would be pointless for Meleager to charge Sopolis? and that the best tactic here is to set Hegelochus to counter-charge and Meleager to reserve?
< Message edited by Anthropoid -- 4/15/2009 11:37:52 PM >