Situation at the start of turn three |
I allocate the 6 to the cannon, and allocate the move dice, ie the 3 and the two 1s, to my right-flank units.
Dice allocated |
On the right I advance the cavalry and the muskets and then the pikes, with the last named charging the Royalist cavalry in the trees.
Pikes need 7+ to hit cavalry, but here they get support from the Parliamentarian cavalry and muskets, which are both in attack range. That reduces the hit score to 5+, but it rises to 6+ thanks to the defenders being in trees,
I roll 7, so the Royalist cavalry are demoralised and flee one hex.
The Parliamentarian right flank surges forward |
The furthest forward Royalist muskets fire at the Parliamentarian right-flank muskets. They need 8+ to score a hit, reduced to 7+ thanks to receiving support from the right-flank cavalry, which is in attack range - two hexes - of the Parliamentarian muskets.
The AI rolls exactly 7, demoralising my muskets but not forcing them to flee.
The furthest-back unit of muskets advances to the edge of the higher ground, where the remaining musket unit waits.
Only one of the Royalist pike units advances, but the demoralised unit rallies on a throw of 6.
Royalists are counterattacking |
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