For this game I bent the rules a bit. There is no terrain on this board. I wanted to see how maneuver worked in the new rules. I pitted Ptolomy against Antiochus the Great (Seleucid). Note: I made a glaring mistake due to laziness. Both knights on the left side of the board should have been dead by turn 3. I did not look up the outcome. El Qk Kn. Oh well. All things remained relatively equal. Here are the armies.
1xKn Gen 1xKn 1xLh 6xPk 1xAx 1xEl 1xPs
1xKn Gen 1xKn 4xPk 2xAx 1xWb 1xEl 2xPs
This was the how the armies looked at the start of the game. Seleucid is on top.
The Seleucids advanced with the main phalanx and their right formation. The Ptolomies countered by charging head long into Antiochus formation and covered it with their own main phalanx.
Ptolomy rolls low for pips but needs to close the gap on his right with a Pk unit. The Kn on his left is too far away to command so he can’t throw them at the oncoming Ps.
Ptolomy pushes hard across his left and center but the initial attack is driven back.
The Seleucids push back but are also thrown back. Bad dice rolling causes locks or pushes across the front. Again, Antiochus does not have the pips to move his knights.
The Ptolomies redouble their efforts, this time with great success on the right. Two Seleucid units are shattered.
Antiochus is now playing for time. A decent amount of pips allows him to finally move his Kn from his left and attack the Ps supported by the Lh. However, his Kn is repulsed.
The end comes with a final attack eliminating a Ax and driving the Seleucids to the breaking point. Final score is 4-0.
At no time did I think the movement rates were too fast. Covering the flanks with ZoC (Now called TZ!) is the same as in 2.2. The only difference is that movement into or out of a TZ now is a bit more liberal. You can choose who you want to contact if you are in two for instance. The speeds are fast but not overly so. You now get the feeling that you can order your troops to do something and they get it done at that moment. None of this plodding across the field hoping you get a good pip roll next turn so you can continue the attack. I am certain there will be a few more tweaks but so far as I can tell, the game works pretty well and Phil definitely improved on 2.2.
There is some talk that Kn are now too powerful. Well…next up is Normans vs Vikings. We shall see about this!