Great Battles of Alexander: The Battle of Issus (Part III)

This article continues the case study of the Battle of Issus started in the InsideGMT article Great Battles of Alexander: The Battle of Issus picking up the action with Game Turn 3.

Alexander has crossed the river and recovered with the bulk of his cavalry in preparation for an assault on the Persian left. On the Macedonian right, Parmenion drove off the Persian Light Cavalry but was left in a weakened state. The Persians drove off the Macedonian’s Light units in the center, but the Macedonians were able to position the Hypaspists for an assault across the river.  

Either Alexander or Craterus will have the first Player Turn of Game Turn 3 due to the Elite Initiative Orders phase. Rheomithres, whose wounded status has lowered his Initiative Rating to 2, will have the second Player Turn. The next two Player Turns will go to Aristodemus and Darius, Persian’s choice as to the order, followed by Thymondas then Nabarzanes. The Macedonians follow with Player Turns for Parmenion and Craterus, Macedonian’s choice as to the order. Alexander will have the last Player Turn.

Game Turn 3

Elite Commander Initiative

Movement and Missile Fire Segment

Alexander takes the EIO Player Turn (Craterus is in range so could have been given the opportunity) to begin the assault on the Persian left flank. The Macedonians could have instead given the EIO to Craterus, but it’s too soon to send the Hypaspists into the fray because the Companion is still too far away. From a player tactics perspective, it is often a good idea to give the EIO to a low-rated leader to give him a guaranteed second Orders Phase and let the high-rated leader chance the Momentum.

Alexander issues the following six Move orders:

  • Companion 2 (4807) moves to hex 4601 facing west (8 MP);  Sittaceni 6 fires in reaction and Hits; Shock Must Check TQ placed
  • Companion 4 (5007), after two facing changes, moves to hex 4503 (8 MP). Sittaceni 5 fires in reaction and misses; Shock Must Check TQ placed
  • Agema (4907), after a facing change, moves to hex 4702 (8 MP), incurring a Hit for moving up slope.
  • Companion 3 (4808) moves to hex 4603 (8 MP) with one facing change, incurring a Hit for moving up slope
  • Companion 1 (5008), after a facing change, moves to hex 4803 (8 MP), incurring a Hit for moving up slope
  • Prodromoi (4908), after a facing change, moves to hex 4605 (7 MP), incurring a Hit for moving up slope. The Prodromoi is positioned to deny Position Superiority to Cardaces 10 should it pivot and attack Companion 4.

Alexander’s last order moves Agrianian 1 (4411), with whom Alexander will tag along (Alexander, 4.23), to hex 4609 after an initial facing toward the north (6 MP).

Shock Combat Segment

There are two Shock combats whose outcome is certain. Even though Companion 4 is in Cardaces 10’s ZOC, it is ignored since Cardaces 10 is not Companion 4’s ZOC. Note that the Macedonian HCs wisely avoided attacking Cardaces 10 frontally since the LP type is Defender Superior against HC.

In the Charge – Pre-Shock TQ step, only the defending Skirmishers make the check (Alexander, 9.13). Moving from left to right, Sittaceni 5 incurs 3 Hits (DR 6) and Sittaceni none. Sittaceni 5 routs and is eliminated and Companion  advances into hex 4403 changing its facing one vertex to the east.

Companion 2 combat against Sittaceni 6 is resolved on Shock CRT Column 11 and is Attacker Superior. A 6 DR yields a 2(4) result adjusted to 1(8). This is a Breakthrough (Alexander, 9.17) but the extra Hits are irrelevant.  Sittaceni 6 routs and is eliminated. Companion 2 (2 Hits) advances into 4501 maintaining its current facing. The EIO phase is over.

Rheomithres

Movement and Missile Fire Segment

With a wound modified 2 Initiative, Rheomithres is first up this Game Turn.  With no opportunity to have another go at Alexander due to the presence of the Agrianians (Alexander, 9.2), Rheomithres uses his first of two orders to move himself to hex 4616 (7 MP). His second order moves Asia Levy 14 (5018) also to hex 4616 after an initial facing change.

Sensing that the Macedonians will not likely Trump, Rheomithres makes a Momentum attempt, but fails – he needed a 2 DR less to succeed. Rheomithres is Finished.

Aristomedes

With the Macedonian cavalry on the loose on the Persian left, Aristomedes will go next. His first order is a Move to Cardaces 10 (4404-5) which moves to hexes (4503-4). Companion 3 conducts an Orderly Withdrawal to hex 4602 and changes facing due east (2 MP). Since the approach was from the flank, Companion 3 incurs an automatic 1 Hit but passes its TQ check (Alexander, 6.72). The Prodromoi does not withdraw, forcing the Cardaces to stop. Cardaces 10 is not required to Shock but since the Shock Column is favorable but does so; Shock Must Check TQ placed.

Aristomedes’ second order is Move to Cardaces 9 which reverses its facing and pivots into hex 4103 incurring a Hit (Alexander, 6.43). Since Aristomedes was stacked with Cardaces 9 he may also move and is not required to stay with that unit (Alexander, 4.23). He continues to move and stops at hex 3905 (4 MP) to place a few more units in range.

The last order is a Fire order directed at Sittaceni 4 who shoots at Companion 4 (2 hex range) and misses, earning a Missile Low for its effort.

On to the lone Shock combat. The Pre-Shock checks were not in the Persian’s favor. A 9 DR for Cardaces 10 inflicted 4 Hits on that unit, while the Prodromoi incurred none. Cardaces 10 routs and is in for some tricky rout movement due to the two-hex counter. The procedure is different for these counters. The unit either keeps its current facing or does a reverse face if that orientation is aligned with the retreat edge. If Cardaces 10 keeps it facing it would not be able to complete its two hex rout move since there are Macedonian units in the  way. In this case, it reverses its facing even though it’s aligned with the Persian Retreat edge, and rout moves to 4304-5 avoiding Companion 4’s ZOC (Steep slopes are not prohibited to infantry).

The Persians need to shore up the left flank, so Aristomedes makes a Momentum attempt and succeeds. Decision time for the Macedonians. Having Alexander Trump is an obvious choice, but is the risk worth it?  A success would stop any further Momentum attempts for the remainder of the Game Turn which would be advantageous, but failure (20% chance) would slow the Macedonian assault on the Persian left.  The Macedonians decline.

Momentum

Aristomedes’ first order (Move) goes to Sittaceni 3 (3405) which after a change of facing moves to hex 3083 (5 MP). His second order (Move) has Cardaces 7 (3806-7) reverse face, pivot, and move to 3705-3805 (5 MP) incurring a Hit for the pivot. His last order is Move to Cardaces 8 (3905-4005) which does the same reverse face, pivot and moves into 3903-4004 (5 MP) incurring a Hit for the pivot. Since Aristomedes was stacked with Cardaces 8, he can move as well and heads to hex 3405 (7 MP). He again attempts Momentum and succeeds!  This time Alexander intervenes, makes a Trump attempt, and succeeds. Aristomedes is Finished.

Alexander

The Macedonians want to turn the corner and be able to remove some Hits. The two Skirmishers pose a problem so they will have to be neutralized. Due to the intervening slopes, Alexander doesn’t have all his Companions in range, so his first order goes to move the stacked Agrianians (4609) and himself. The Agrianians cross the  river to hex 4907 (6 MP) incurring a Hit for the Rocky river and one for the slope.  Alexander goes to hex 4805.

Alexander’s second order (Move) goes to Companion 2 (4501) which moves to hex 3902 incurring a Hit (3 Hits) for moving again this Game Turn. Sittaceni 3 fires in reaction and misses; Shock Must Check TQ placed. Order three sends Companion 4 (4403) around the Persian Skirmishers ZOC into hex 3901 (8 MP) incurring a Hit (1 Hit) for moving again. Order four goes to Companion 3 (4602) which moves to 3900 incurring that same Hit (3 Hits). Order five moves the Agema to hex 4101 facing south (8 MP) skirting the Persian Skirmishers ZOC, incurring a Hit (2 Hits).

Order six sends Companion 1 (4803) into hex 4302 (5 MP) incurring the “move again” Hit (2 Hits). Sittaceni 4 fires its last shot and misses; Shock Must Check TQ placed.

The Prodromoi will remain where they are, poised for a flank attack on Cardaces 9 once the routed Cardaces unit moves on. The last order goes to the Paeonians (4810) languishing on the other side of the Pinarus.  After some maneuvering the Paeonians arrive in hex 4707 incurring a Hit for the river (3 Hits).

There are two Shock combats, both involving Skirmishers, so only the Skirmishers make a Pre-Shock TQ, first Sittaceni 3 which incurs 2 Hits and then Sittaceni 4 which incurs 1 Hit. The attack on Sittaceni 3 is resolved on Shock CRT Column 12 (11 with 1 shift right for the down slope attack) and Attack Superior. The result is 2(4) adjusted to 1(8) which is not quite a breakthrough (11 Hits to 4) not that it mattered.  The attack on Sittaceni 4 is resolved on Shock CRT 11 (no shifts) and Attack Superior. The result is 1(4) adjusted to 0(8) – the attacker result is rounded down. This is a breakthrough but again the extra Hits are irrelevant. Both Skirmishers are eliminated in the Collapse step. Companion 2 (4 Hits) advances into 3803 maintaining its facing, there is no cost for moving down slope, followed by Companion 1 (2 Hits) advancing into 4203 and changing facing one vertex to the north. Why present a flank to the adjacent Cardaces? The intent is to be able to exit the ZOC into a non-ZOC hex (Alexander, 7.23)

Momentum

Alexander attempts Momentum and succeeds.  His first four orders remove Hits on the Agema (no Hits), Companion 3 (1 Hit), and Companion 4 (no Hits), and the Prodromoi which is now also free of Hits.  

Order five goes to move the Agrianians (4907) who are not penalized by moving more than once per Game Turn (Alexander, 6.13) into hex 4505 (6 MP) incurring a Hit for going up slope (3 Hits).

Alexander decides not to risk a flank attack on Companion 1 (4203) so uses his sixth order to move Companion 1 around the Agema into 4002 (7 MP) facing the Persians, incurring a Hit for moving again (3 Hits).  With his last order Alexander (4805) moves to hex 4402. Alexander is Finished.

Darius

Darius is next in Initiative order. With no chance at Momentum, Darius will remain where he is to avoid using an order to move himself and instead move three units to attempt to slow the Macedonian assault on the Persian left.

Sittaceni 2 (3206) receives the first Move order and proceeds to hex 3502 after a facing change (6 MP).  Sittaceni 1 (3208) receives the next order and moves to hex 3203 after a facing change (6 MP).

The last Move order goes to Cardaces 7  (3705-3805) which begins to move toward Companion 2 (303) which uses 3 MP to withdraw to 3601, skirting the Skirmishers ZOC,  and maintaining its facing. The hexes entered by the Cardaces spanned both a front and flank hex, so the approach is considered frontal. Companion 2, however, suffers a Hit from its TQ check (9 DR). Moving Sittaceni 2 before the Cardaces channeled the withdrawal toward the map edge rather than forward into the Persian rear. Cardaces 7 moves ahead to 3703-3803 (both Companions decline to withdraw) where it pivots into 3702 (4 MP) to cover its flanks, though the pivot costs a Hit (2 Hits). It does have enough MP to engage the Macedonians due to the cost to cross the slope (Alexander, 6.42).  Darius is Finished.

Thymondas

Thymondas is up next. His first order is a Rally to Hyrcania 4 (2716) and a 5 DR is just enough to do the job. The subsequent Rally Table roll leaves the unit with only 1 Hit with the unit changing its facing southeast. Rallied marker placed.

Thymondas’ remaining three orders are all Move orders to the three Royal Guard cavalry.  Royal Guard 3 changes facing twice to the northwest and moves to 3207. Royal Guard 2 does the same and moves to 3107, followed by Royal Guard 1 which moves to 3008.

With no Momentum, getting the Royal Guard in position to attack the Companions next Game Turn is more important than taking a shot at the Thracians or moving to rally another two units. Thymondas is Finished.

Nabarzanes

Movement and Missile Fire Segment

Nabarzanes wants to keep the pressure on the Macedonians and prevent their recovery. His first order (Move) sends Media 2 (1519) to hex to 1924 ( 7 MP) where it shoots at Thessaly 2 and Hits (0 DR, +1 moving DRM). Barring some bad die rolls, the Medians should rout one of the Thessalians; Shock Must Check TQ placed.  Order two (Move) sends Hyrcania 3 (2521) to hex 2322 after a facing change (3 MP) where it fires and Hits! (2 DR, +1 moving DRM). Shock Must Check TQ placed.

Nabarzanes’ third order (another Move) goes to Media 5 (2423) which moves to 2524 (3 MP). Parmenion withdraws to 2226. Media 5 continues to 2425 (4 MP) and Parmenion withdraws to 2126.The Medians continue 2325 (5 MP) prompting Parmenion to withdraw to 2027. Media 5 changes facing northward and moves into 2225, fires at Thessaly 3 and misses. The Medians cannot shock but are positioned to prevent recovery by the Thessalians and the phalanx.

Order four (Move) sends the Hyrcania 5 (2419) to hex 2521, after facing changes in the starting and ending hexes (7 MP), where it fires at the Ptolemy phalanx (8 DR, +2 moving and PH type) and misses. Last order (Move) goes to Bactria 9 (1517) which moves to 2023 (8 MP) incurring a Hit for the river.

Shock Combat Segment

There are two Shock Combats. The Pre-Shock checks for the Media 2 combat result in no effect on the Medians and Thessaly 1, while Thessaly 2 incurs 2 Hits and routs, rout moving to hex 1927.  Media 2 cannot advance. For the Hyrcania 3 combat the Thracians incur 3 Hits while the Hyrcanians incur 2 Hits. Both have seven Hits, but the Thracians are over their TQ by more, so they rout (Alexander, 9.13, 10.15). The rout move takes them to hex 2224, but with second hex blocked, the Thracians diver to 2324 (the other side was in an enemy ZOC) and on to hex 2325. The Amyntas phalanx passes its TQ check and incurs the mandatory one Hit. Hyrcania 3 has its Hits set to 5 and advances into hex 2223 where it changes facing due south.

Back to Media 2. Its combat is resolved on Shock Column 5 (there are no shifts) with a 3(2) result (1 DR). Thessaly 1 is within one Hit of its TQ so must make a TQ check, and it fails (8 DR)! Media 1 advances into 2025 and faces southeast to place the two routed units as H&D targets to prevent a rally. Nabarzanes is Finished.

Parmenion

Movement and Missile Fire Segment

The initiative shifts to the Macedonians where Parmenion will go before Craterus in hopes of salvaging the wreckage on his flank. His first order of business is to rally his Thessalians. Both are out of the LOS of the Persian archers and H&D by the Persian javelinists is not possible due to the target’s Movement Allowance (Alexander, 8.31).

His first rally order goes to Thessaly 2 which is successful (2 DR).  The unit faces northwest with 2 Hits from the Rally Table DR.  Thessaly 1 is next for a rally and again Parmenion succeeds (0 DR). This unit, too, faces northwest with 2 Hits from the Rally Table.

He wants to get Thessaly 3 into the fight, but the unit is surrounded by Persians and their ZOC block Parmenion’s order path.  To rectify the situation, his third order goes to move the Amyntas Phalanx forward. Since there is a good chance it will rout if it withdraws, Hyrcania 3 stands its ground, fires, and misses.  Shock Must Check TQ placed. 

Parmenion now has an order path to Thessaly 3 since a Macedonian unit negates a Persian ZOC for that purpose (Alexander, 4.21). His fourth order (Move) goes to Thessaly 3 which changes facing one vertex to place Media 2 in its ZOC despite being in the ZOC of  Media 5 (Alexander, 7.25). No Shock marker can be placed since the move was not from a non-adjacent hex (Alexander, 7.31).

Parmenion’s last order is to move himself to hex 2724 to better position for the next Game Turn.

Shock Combat Segment

Thessaly 3, which is still in command range, receives a Shock No TQ Check marker. The phalanx’s combat requires Pre-Shock TQ checks that are done first – both units pass. 

Thessaly 3’s combat is resolved first (it’s the leftmost). It is a Rear attack with Position Superiority despite being in Media 5’s ZOC – its is not shock capable (Alexander, 916 Step 1 A). Not that it matters since the Thessaly 3 has Shock Superiority anyway. The combat is resolved on Shock CRT Column 10 (no shifts) and Attack Superior. The result is a 3(2) – 0 DR!- adjusted to 3(4). Amyntas phalanx combat is resolved on Shock CRT Column 13 (11 with 2 shifts for Size – 10 to 4 rounded up) and no Superiority. The result is a 2(3) – 1 DR!

Media 3 routs, faces north, and rout moves to hex 2023 and, since it stopped in a friendly hex, moves on to hex 2022. The Bactrians fail their TQ check by one, leaving them with 2 Hits. Now since Thessaly 3 is in an enemy ZOC and within one Hit of its TQ, it must make a TQ check, which it passes. Thessaly 3 has its Hits reduced by one to 5 Hits, advances into hex 2025 and then faces northeast.

In the other combat, both units have Hit their rout point, but Hyrcania 3 has exceeded its TQ by more than the Amyntas phalanx. It routs, faces north, and rout moves into hex 2221. The Amyntas phalanx has is Hits reset to 6 Hits and advances into hexes 2123-2223. Parmenion is Finished.

Craterus

Movement and Missile Fire Segment

Craterus is next with the final Orders Phase of the Game Turn. He mulls over his options. The Hypaspists would have been better placed across from the Cardaces beside the Steep bank given that is Attack Superior. He will have to make do. First order (Move) goes to the Agema (3511) which changes facing and moves into 3410 (4 MP) incurring Hits for the River moving down slope; Shock Must Check TQ placed.  Craterus’ second order sends Mercenary 1 (3611) into hex 3509 (3 MP) and a Hit for the River. The Mercenaries fire at Cardaces 5 and Hit; Shock Must Check TQ placed.

Order three (Move) sends Mercenary 4 (3416) to hex 3213 (5 MP) with a Hit for the river. The Rhodes Slinger Hits with its reaction fire as do the Mercenaries despite the +2 DRM (0 DR); Shock Must Check TQ placed.

His final two orders move the remaining Hypaspists. Hypaspist 2 (3412) moves to hex 3411 (3 MP) after a facing change and incurring the river and slope penalty; Shock Must Check TQ placed. Hypaspist 1 (3413) moves to hex 3311 (4 MP) after a facing change and incurring the river and slope penalty; Shock Must Check TQ placed.

Shock Combat Segment

For the four combats who will be attacking who is clear (Alexander, 9.12). The Pre-Shock TQ checks proceeding from left to right cause the following: Greek Mercenary 8 incurs 3 Hits (9 DR), Cardaces 4 incurs 2 Hits, and Cardaces 5 incurs 3 Hits. All the others were not affected (the Agema did have a 9 DR). Not a good start for the Persians.

Mercenary 4’s combat is resolved on Shock CRT Column 7 (10, 3 left for slope, river) and Attack Superior. The result is the ubiquitous 2(2) adjusted to 1(4). The attack on the Greek Mercenary Hoplites is resolved on Shock CRT Column 5 (7, 3 left for slope, river and 1 right for Size (12 to 10 rounded up) and no Superiority. The result is another 2(2).

The Agema’s combat is resolved on Shock CRT Column 6 (3 left for slope, river; no Size shift) and Attack Superior. The result is another 2(2) adjusted to 2(4). Mercenary 1’s combat is resolved on Shock CRT Column 4 (3 left for slope, river; no Size shift) and no superiority. Note that the Steep slope provides no additional defense benefit. This time the result is a 3(2).

There is much to do in the Collapse step. First the routs. Cardaces 4 routs, reverse its facing and rout moves into hexes 3307-3407. Cardaces 5 also routs, reverses its facing, rout moves into hexes 3506-3606. Due to the abatis, Rhodes 3 does not rout, but has Hits one less than its TQ so must make a TQ check which it passes and has one Hit removed (4 Hits). Greek Mercenary 8 must make the same check but fails. The unit qualifies for a “saving throw” to see if stands rather than routs, but an 8 DR doesn’t cut it (a hard luck unit to say the least).  The unit routs, reverses its facing, and then rout moves into hexes 3308-3209.

For the advances, Hypaspist 1 advances into 3211, incurring a Hit for the slope (4 Hits). The Agema advances into 3308 incurring a Hit for the slope (5 Hits). Mercenary 1 advances into 3508, incurs two Hits for the steep slope and has had enough. It routs, reverses facing, and rout moves into hex 3510.

Craterus is Finished and so is the Orders Phase.

Rout and Reload Phase

The first step is to remove the Rallied markers from the two Thessalian Heavy Cavalry and the Hyrcanian Light Cavalry.

Next, Rout Movement. Moving from left to right across the map:

  • Persia 2 (1708) rout moves to 1700.
  • Persia 4 (1806) rout moves off the map and is eliminated.
  • Hyrcania 1 (1915) rout moves to 1907.
  • Hyrcania 2 (2015), closest to the edge in the hex row, rout moves to 2007 passing through Syria 1 which fails its TQ check and incurs 2 Hits.
  • Media 2 (2022) rout moves through Cardaces 1, stops in Syria 1’s hex (8 MP), then moves an additional hex to 2013. Cardaces 1 fails its TQ incurring 3 Hits. Syria 1 passes it check and incurs the mandatory 1 Hit. With 5 Hits, Cardaces 1 routs, reverse its facing and rout moves onto Syria 1 and Syria 2. It moves another hex, this time onto Media 1 and Media 2 (both routed) and is eliminated (Alexander, Stacking Chart) as are both Media 1 and Media 2. Syria 1 and 2 both pass their TQ checks each incurring the mandatory Hit.
  • Persia 5 (2212) rout moves to 2204, passing through Asia Levy 2, which fails its TQ check, incurs 6 Hits (9 DR), routs, reverse its facing,  and rout moves to 2208.
  • Asia Levy 2 is next to rout move and does so into 2203, passing through and eliminating Persia 5.
  • Hyrcania 3 (2221) rout moves, passing through Cardaces 2 and stopping in Syria 3’s hex and then moving on to 2212. Cardaces 2 and Syria 3  both pass their TQ checks, each incurring the mandatory Hit.
  • Thrace 6 (2325) rout moves off the map and is eliminated.
  • Thrace 1 (2722) rout moves to 2727.
  • Greek Mercenary 8 is eliminated (Alexander, 10.22).
  • Cardaces 4 (3307-3407) rout moves to 3302-3402
  • Cardaces 5 (3506-3606) rout moves to 3502-3602 stopping in Sittaceni 2’s hex, unable to complete its move due to Companion 2’s ZOC. Cardaces 5 is eliminated. Sittaceni 2 fails its TQ check incurring 3 Hits and is eliminated.
  • Mercenary 1 (3510) rout moves to 3515.
  • Cardaces 10 (4305-5) rout moves passes through Cardaces 5 and stops in Cardaces 8 hex (the unit pays MP costs and here crossing the steep slope costs +2 MP). It must move another hex but that is also occupied by Cardaces 8, so Cardaces 10 is eliminated. Cardaces 9 and 8 both fail their TQ checks incurring 3 and 1 Hit respectively.

Note that the Cardaces, though two-hex units, are not eliminated like PH/HI types. Moving them is a bit tricky in that they can’t pivot and must move closer to the retreat edge unless blocked; unfortunately, friendly units do not block.

There are three units that are eligible to reload and do so: Hyrcania 4, Mercenary 5, and the Thrace 1 LC. I didn’t bother to flip any counters, so there is nothing more to do in this phase.

Withdrawal Phase

The Macedonians lost only the Thracian LP  (5 RP) this turn. Added to the accumulated 36 RP from the last turn, the Macedonians have lost 41 RP. The Macedonians have two routed units worth 10 RP.

The Persian situation is bleak. They lost five Skirmishers (5 RP), three Cardaces (30 RP), one Greek Hoplite (10 RP), and four Light Cavalry (23 RP) for a total of 68 RP for this turn. Added to the accumulated 26 RP from last turn, the Persians have lost 94 RP. The Persians have six routed units within 41 RP.  The combination of two the puts the Persians within 10 RP of their withdrawal level.

End of Game Turn Commentary

The Persians’ adroit use of its right wing light cavalry had the Macedonians on the ropes, but the energetic Parmenion was able to recover. The Persians built a credible defense on their left flank slowing down the Macedonians. They positioned a strong force for a counterattack at the expense of rallying routed units, which proved disastrous in the Rout and Reload Phase. Alexander made steady progress with his Companions, but the devasting blow came from the Hypaspists who breached the river defense with the aid of favorable die rolls routing the defending hoplites and Cardaces. The Persians’ ill fortune with the die, coupled with the unforgiving hex grid orientation,  continued in the Rout and Reload phase seeing eight units eliminated applied before exiting the map.

To be continued ….


Previous Articles: 

Great Battles of Alexander: The Battle of Issus (Part I)

Great Battles of Alexander: The Battle of Issus (Part II)

Alan J. Ray
Author: Alan J. Ray

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