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| Map |
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| Situation at the halfway point |
I start in area 3, where my artillery shoot straight ahead, rolling 6, 4, 2, eliminating the final base of the British infantry unit opposing them.
In area 2 my right-flank infantry advance diagonally right and attack the British unit still on the ridge. The three dice are increased for attacking from an adjacent hex after moving. They land 6, 3, 2, 1, eliminating a base. My infantry in Elviña similarly attack the same British unit, rolling 5, 5, 2, 2, eliminating the enemy unit's remaining base.
My three-base infantry in area 2 advance into Elviña. Marshal Soult advances two hexes, but my cavalry advance one hex directly, and then diagonally right, so as to stay out of the line-of-sight of the British artillery.
The AI's four activation dice land 6, 5, 2, 1. Wildcard 6 is rerolled, but does not change.
In area 1 the one-base British shoot at my left-flank infantry, the two dice decreased for firing through trees. The die lands as a 4, forcing my unit back a hex.
From this turn on, British infantry, unless they have a target to attack, or there are enemy cavalry in the vicinity, move towards Sir John Moore, which is what the unit in area 2 does.
In area 5 the British artillery do not have an enemy in line-of-sight, so move back diagonally right to give them a target next turn (if my men do not move).
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| Quite a dramatic half-turn - Sir John's forward infantry-guard on the long ridge has disappeared |
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