Thursday, August 17, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Six

Situation at the end of turn five
My three activation dice are two 5s and 2. I reroll the 2 and one 5, getting 3 and 1.
My right-flank cavalry charge the three-strength infantry in area 5, rolling 5, 4, two 2s and two 1s. That reduces the infantry to two-strength, and they must fall back a hex. Since going directly back would take them off the map, they retreat obliquely. The tiebreaker to separate the choice is the third one on the list, which specifies a high-ground hex, so they fall back obliquely to their left.
My left-flank cavalry attack the infantry next to them, their six dice landing three 6s, 4, 3 and 2, which easily finishes off the French unit. The infantry and artillery in area 3 advance a hex.
The French army has been split in two
The AI's four dice are 6, 5, 2 and 1. There is no point in rerolling the 6 as all French units can already be activated.
The infantry in area 2 have to remain in square and still do not have a target they can fire at. Delaborde rolls 6. The instruction reads (in part): "Select the nearest friendly unit (and) move nearer to it." I assume the nearest friendly unit is the right-flank infantry, and since the commander cannot move nearer, he stands still.
The left-flank infantry in square attack my right-flank cavalry, who are in an adjacent hex. There is no modifier for firing while in square as they are assumed to be meleeing, so, being one-strength, they get two dice, but roll two 2s. The other infantry in area 5 form square and fire at my cavalry, their two dice - a two-strength infantry unit attacking cavalry gets the same as a one-strength - are cancelled by being in square.*
*I have adjusted the rules to make firing-in-square suffer a -2 modifier, rather than the prescribed -1, but infantry in square can fire all-round under my adjustment (rather than just to their front).

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