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Situation at the start of turn six |
My four dice give me a 4, two 3s and a 1. I allocate the 4 to the artillery, the 1 to the left-flank pikes, and re-roll the two 3s, getting a 5 and a 1, making for an ideal combination.
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Dice allocated |
I start by using my left-hand pikes to charge the Parliamentarian cavalry. The pikes require 7+ to hit, reduced by two thanks to support from artillery and muskets. I roll 7, demoralising the cavalry and forcing them to flee two hexes.
My artillery shoot at the fleeing cavalry, requiring 9+. I roll 10, destroying the cavalry, as is the rule when a unit is hit while demoralised.
My muskets have no target, but I move my right-flank pikes forward-left to alongside the other Royalist pikes.
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The battle seems to have become a race against the clock |
The more-central Parliamentarian muskets fire at my right-flank pikes (the target chosen by a die throw as the Royalist pike units are equidistant from the shooters), requiring 8+ to hit. The roll is exactly 8, demoralising the targeted pikes.
The other Parliamentarian muskets remain behind trees, but the Parliamentarian pikes charge my left-flank pikes, requiring 8+ for a hit, reduced by 1 thanks to support from muskets. However, the roll is a terrible 2.
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Much could depend on whether I can rally the fleeing pikes |
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