Macedonians move first
Individual command figures add plus one to all charge morale throws and 1D20 to combat dice roles. Alexander adds 2. This may be combined with other Macedonian leaders (for example with Kleitos and Alexander attached the Royal Companions would add 3D20 in melee)
Persian unit movement. All close order cavalry units can move each turn. Other Persian and allied units must throw above the number of hits they have suffered on a D6 in order to move.
Alexander had to detail some of his force to guard the baggage, this seems to have fallen to the Thracian peltasts who later fought off an incursion by Persian cavalry intent on rescuing the female members of the royal household who had been captured at Issus. Should the Persians get amongst the baggage and remain there for one full turn then all Macedonian units suffer 1 hit (this represents the damage to their morale of seeing all their hard won plunder being ransacked)
(Garrison 20mm figure of Mazaros leads forward some Garrison 20mm Egyptian heavy cavalry, the latter are figures converted and cast by Rob - and very nice they are too)
Alexander was determined to capture or kill the Persian king. If he succeeds the battle ends at the conclusion of any current melees in a Macedonian victory. If Darius flees the table to avoid Alexander then all Persian units suffer 2 hits immediately.
The tactics with these seems to have been for the charioteer to gallop towards the enemy and then jump off at the last minute. To simulate this:
Move charging chariot to within 4cm of the enemy unit it is charging.
Throw a D6
Score 1 = Chariot halts short of enemy lines. Remove model
Score 2, 3 = Chariot turns 90 degrees to the left
Score 4, 5 = Chariot turns 90 degrees to the right
Score 6 = Chariot continues straight ahead
If a chariot does not halt throw 4 x D6 to see how far it moves. If the chariot makes contact with any close order unit, foe or friend, throw a D20 for hit. Light units simply part to let it pass through.
Normal additions apply, i.e. a chariot charging into a units flank will add 2 x D20
A chariot cuts straight through any unit it contacts and carries on for its full move distance throwing for any other units it contacts as before. Once it completes its move the model is removed.
Any unit contacted by a chariot must halt for one turn whether it has suffered casualties or not.
Chariots may be eliminated by missile fire in the usual way. A score of 10 or more is required to hit. If attacked or charged chariots will countercharge as above.
(Scythed - well you have to imagine the scythes - chariots have passed through the PBs Cretans and approach the phalanx, which is menaced on the flank by S range Assyrian lancers. A mix of metal and plastic vehicles painted by Ray McGarry)
Tomorrow - Action!