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Tips & Strategies (5)
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When assembling a straight (called a “Wedge” for three cards of one color and a “Skirmish Line” for three cards of assorted colors), try and avoid beginning with ones or tens. By choosing two consecutive cards numbered two through nine, you have a greater chance of completing the formation. Suppose you had a four red cards (ten, 9, 5, and 6). It might be tempting to play the 9 and 10, and hope for the matching 8. But by playing the 5 and 6, you can complete your straight with either a 4 or a 7. Provided none of the cards required for your formation have been played, you have twice the odds of completing a Wedge or Skirmish Line by starting your set of three without a one or ten.
If you can help it, try not to revealing too much early in the game by placing a second card on a formation unless you know for sure that you can beat the other side. Otherwise, it’s easy for the other player to deduce what you’re up to and then wait for the right cards to beat your formation.
I scoured the internet to help identify what the units in the game would be bringing to the battle for their commanders. I am aware that it has little value as a “tip” per se, however, certainly you can amaze your friends with the knowledge of what a Hypaspist is when they invariably say “What the heck is THAT?!”
1. Skirmisher – Lightly armed and armored. Generally sent out ahead of the main army to cause casualties prior to the main battle. Sometimes got lucky and caused enemy infantry to engage when they should not. Often looked down upon by the main army and by commanders of the day. Often no real military training.
2. Peltast – Basically, they were a type of Skirmisher. Generally armed with a few throwing javelins and a crescent wicker shield for protection. This shield was called a “pelte” in Latin, which is apparently where the name came from. Would often throw their spears and retreat behind the main army line. Honestly, I cannot understand why both this and the
3. Javalineer – Exist at the same time, because, frankly, they are pretty much the same bleeding thing so far as I can tell.
4. Hoplites – Citizen-soldiers in Greece, back in the day anyway. Actually received military training and often could afford real armor and weapons. Primarily spearmen and often fought as a phalanx. Once again, the name seems to be derived from the shield they wielded, which was called, well, a “hoplite” Later, the term described any armored infantry, but I am pretty sure the old Greek is used here.
5. Phalangists – It appears these folks wielded really long pikes in the army of Alexander the Great. These suckers were as long as 18 feet! Nearly unbeatable from the front, but horribly vulnerable if flanked because that pike does not turn well. That or a right-wing political party of some sort in Lebanon, and, somehow, I just don’t think that is the case.
6. Hypaspist – Shield bearers. Their job seems to primarily be to protect the flanks of the Phalangists. They would have been well armored and much more mobile than the Phalangists. Wielded spears and swords.
7. Light Calvary – Horse and rider, lightly armed and armored. The Greeks and Romans didn’t use them much, as they often preferred to fight in a phalanx and make the enemy come to them, but Central Asians liked them. Often used for reconnaissance and raiding. Often armed with bows or spears.
8. Heavy Calvary – Huge heavily armored horse and rider, the standard tank of the day. The Persians really liked to use them.
9. Chariots – When you wanted to do a drive by in antiquity, this is what you used to do it. A wheeled device pulled by a horse or horses. You could have 1-3 passengers, depending upon the size of the chariot. You could slash at folk as you pass by with a bladed implement or throw a spear at them, or fire a bow and arrow.
10. Elephants – Use them to charge and trample the enemy and send the opposing army into disarray. Watch the Return of the King to see what a good war elephant can do. Once the cannon was invented, elephants in battle just didn’t make good sense anymore.
If you aren’t a fan of “take that” style games then you can easily leave out the tactics cards. The game is still totally playable and feels a lot friendlier.
Be really careful to not lose cards in this game. We lost the purple 6 and it all but makes the game unplayable. When a game is so dependent on knowing what numbers are in the deck, it can really screw you up.