Thursday, July 27, 2023

Battle Of Roliça - French Playthrough: Turn Six


Situation at the end of turn five
My three dice give 4 and two 1s. I desperately need to activate my units in areas 2 and 3, so I reroll all three dice, getting two 6s and 2. I turn the wildcard 6s into a 3 and 4, so I will be fully activated.
I start by using the cavalry to charge the right-flank allied infantry (note that, unlike the previous refight, the AI never orders its infantry into square formation in this battle - the AI behaves differently in each scenario). My six dice are 6, 5, two 3s and two 1s, reducing the infantry to one-strength.
The artillery fire at the cavalry in their line of sight. Their two dice are increased by one through being on higher ground, another one for being adjacent to General Delaborde and two more for firing at short range. The six dice are 6, 5, two 3s and two 2s, reducing the cavalry to one-strength.
The infantry on the objective hex cross the ridge and charge the other cavalry unit. Their three dice are increased by one for being on higher ground and another one for attacking at a range of one hex after moving, ie they are meleeing at bayonet-point. The five dice give 6, 5 and three 2s, reducing the cavalry to one-strength.
The infantry that retreated last turn advance a hex, and I take a risk by using Delaborde to cross the ridge and attack the further-back allied cavalry. A commander (and his escort) count as one-strength cavalry, so I get two dice (I presume the commander does not get an extra die for being "adjacent to its commander"). I roll 6 and 1, eliminating the enemy unit.
Delaborde's bravery has placed him in great danger
The AI's four dice are 5, 3 and two 2s. One 2 is rerolled, but gives another 3.
The allied artillery fire at my cavalry, although their two dice are reduced to one thanks to firing through trees, and that lands on a 3.
The one-strength infantry in area 3 fire at Delborde. Their two dice are 6 and 1, meaning Delaborde is killed. This does not end the battle, but is a big blow to the French cause as it means the commander can no longer boost units' attacking chances, and 6s rolled for area-selection are no longer wild.
The allied infantry in area 5 advance. Both get in range of my infantry on the ridge, but do not have line of sight as they are blocked by the area 4 cavalry.
The French continue to hold out but the arrival of the left-flank allied infantry could easily tip the balance

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