Situation at the start of turn three |
I allocate the 5s so my left-flank units can attack, and also so I can move my undemoralised muskets out of the way of the fleeing pikes, so the latter will stay on the battlefield.
Dice allocated, including, for completeness, useless move-orders for the unrallied foot |
I then move the undemoralised right-flank pikes to charge the left-flank Parliamentarian cavalry, requiring 7+ to hit, reduced by one thanks to support from the muskets. I roll 10, demoralising the cavalry and forcing them to flee to high ground at the top edge of the battlefield.
My left-flank pikes attack the cavalry adjacent to them, requiring 7+, reduced by two thanks to support from units of cannon and muskets. I again roll 10, demoralising the cavalry and also forcing them to flee to the top edge of the battlefield.
My cannon unit shoot at the muskets in their line-of-fire, requiring 8+. I only roll 5, but nevertheless my fortunes this turn have vastly improved.
The Parliamentarians are in grave danger of seeing two cavalry units leave the battlefield, and meanwhile their other surviving horse unit is very isolated |
One of the demoralised cavalry units flees the battlefield, but the other rallies on a roll of 5 (5 or 6 is required for an AI unit to rally).
Most of the Parliamentarian foot advance, but are some distance from Royalist lines.
It is hard to see how the Royalists can win, even if I manage to rally my retreating units |
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