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    Shekemesh vs. Kyzikos, Round 3

    Round 2 -> Round 3

    Shekemesh: Bait and Switch

    Now that the Kyzik cavalry is off balance, the plan is to switch course and take out the relieving cavalry quickly, then proceed into the Kyzik rear. The weaker Cavalry unit will pin them in melee, while the Companions are out of range, but can setup a second Shock against the immobilized foe next turn. The trailing Auxilia follow behind into a position of opportunity, while the Horsemen will move to engage their counterparts.

    The Pike block will press forward, while the Skirmisher screen retires from the advancing Infantry, and the Horsemen move into position for a rear attack.

    The Hypaspists are still in a bad way, and scramble to avoid facing Kyzik’s Ghul Guard and/or getting double teamed, ideally flanking the Kyzik line in the unlikely event it hesitates.

    Kyzikos: Running out of Options

    The Kyzik strategy is to press for battle line contact, continue bring the Cavalry together, and take advantage of it’s new found opportunity on the far flank. Nothing can be done about the rampaging Shek Horsemen, so they will be ignored.

    The Crossbowmen keep defending the hill, as they need any edge they can get against the oncoming Pike, and the refuge of their pavises against the hail of missiles they’re facing. The Spearmen would press forward for the flank, but they are leashed to the Crossbowmen.

    It’s hard to do much more in the face of Shekemesh’s superior flexibility, and everything depends on swift work by the Ghul Guard.

    Outcome: Shekemesh 1/9 routed, Kyzikos 0/10 routed

    Shekemesh is closer to routing, but is in a strong position largely because it’s cavalry tactics work as planned, and the Hypaspists just manage to avoid the Ghuls — for now.

    Shekemesh wins the Hypaspists vs. Halberdiers and Horsemen vs. Horsemen matchups, and the Shek Cavalry is lucky to tie with the superior Kyzik Bannermen. Shek Bowmen inflict a hit on the Kyzik Spearmen not hit last turn.

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