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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.
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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.
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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.
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It is hard to see how the Royalists can win, even if I manage to rally my retreating units |
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