Situation at the end of turn six |
The fleeing pikes get the useless 5, but first I advance the muskets before letting the pikes flee two hexes.
My further forward horse charge the bodyguard muskets, needing 6+, increased by one because the muskets are in a wood, but reduced by one thanks to support from the other Parliamentarian horse. I roll 7, demoralising the muskets and making them flee the battlefield.
My other horse charge the Royalist horse, needing 8+, reduced by two thanks to support from cavalry and muskets, but I roll a miserable 2.
The earl's situation is desperate |
The Royalist cavalry roll 7, just one short of what is needed to hit the nearer Parliamentarian cavalry.
The remaining muskets and pikes advance to their left, but will they be in time to save the earl?
The Parliamentarian horse have a good sight of their quarry |
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