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Situation after six turns |
My activation dice land 4, 3, 1.
I start in area 3, where the infantry in Cacabelos shoot at the two-strength Allied cavalry, the dice landing 4, 4, 3, forcing the enemy unit to fall back two hexes.
In area 4 General Colbert-Chabanais advances diagonally right two hexes.
In area 1 my cavalry advance two hexes.
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French hopes are still alive |
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 1.
In area 1 the one-strength infantry shoot at my cavalry, rolling 6, 5, eliminating two bases.
In area 2 the two-strength infantry also shoot at my cavalry, but roll an ineffective 3, 2. The forward Allied cavalry charge my cavalry, albeit not head-on, so their four dice are decreased for attacking from a river hex. The dice land 4, 4, 3, forcing my men to fall back two hexes, which means they can no longer exit the top of the battlefield before the end of turn 10. The one-strength Allied infantry in area 2 want to withdraw straight up, but their way is blocked by another Allied cavalry unit, which also remains stationary, as does General Edward Paget.
In area 4 the Allied cavalry also stay where they are, as do the artillery.
In area 5 the infantry advance diagonally left.
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Only my general can theoretically exit the top of the battlefield before the end of turn 10, and the practical chances of that happening are almost zero |