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The French, advancing from the bottom of the map, win if they are occupying Vimeiro at the end of turn 10 |
Instead I plan to menace it, and any Anglo-Portuguese near it, from the hill in my half of the map.
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Space for the French to deploy below the blue dashed line is rather small, meaning troops must be spread over at least three areas |
The AI, in addition to Sir Arthur Wellesley, gets seven units of infantry, two of cavalry and one of artillery.
My activation dice are 4 and two 3s. I reroll a 3, but get another 3.
I advance the infantry and artillery straight forward, and move Junot onto high ground.
The AI's four dice land 6, 4, 3 and 1. The 6 is rerolled, but becomes another 4.
The infantry in area 1 advance, obliquely in the case of the further-forward unit.
The cavalry in area 3 roll 6, which has no effect on the first five turns. The infantry in area 3 advance, but the artillery roll 1, which has no effect.
Both infantry units in area 4 advance, obliquely left in the case of the further-forward unit. Wellesley moves obliquely right, putting him adjacent to three units.
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A quiet start, as is to be expected |
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