Wednesday, January 31, 2024

Battle Of Talavera - Allied Playthrough: Turn Five

Situation at the end of turn four
My activation dice are 5 and two 3s. I reroll both 3s, getting 6 and 4.
I turn the wildcard 6 into 2, and advance my cavalry two squares obliquely right, so they are both in area 3 and cannot be fired at this turn.
The further-back infantry in area 4 advance and fire at the one-strength French infantry, their four dice being decreased for moving, for being in a river hex and for the target being in cover. The result is 3. The other infantry in area 4 fire at the same unit. The four dice are decreased for being in a river hex and for the target being in cover, but increased for being next to Sir Arthur Wellesley. I roll 6, 3 and 1, eliminating the French unit. My infantry in the trees fire at the French artillery, rolling 4 and 1, forcing the French back to the edge of the battlefield. My right-flank infantry advance and fire at the French to their left, the four dice being reduced for moving and for the target being in cover. I roll 5 and 4, reducing the French to two-strength, but not forcing them back as the French commander cancels 4s.
Will the Allied cavalry ride to my rescue?
The AI's activation dice are 4, two 3s and 2. A 3 is rerolled, but becomes another 2.
In area 2 only the further-back unit advances.
In area 3 the froward infantry do not have line-of-sight to Sir Arthur Wellesley, as he is sheltering behind high ground, so they fire at my two-strength infantry. The four dice are increased for being next to the French commander, but decreased for the target being in trees and for firing through trees. The result is 3 and two 1s. The other infantry stand still and so does the French commander.
In area 4 the infantry fire at the further-up target, their three dice being increased thanks to the commander. They roll 5, two 4s and 1, reducing my unit  to two-strength and sending it fleeing into the River Tagus. The artillery fire at my infantry in their line-of-sight, the three dice being reduced for firing through trees. The result is two 6s, reducing my unit to one-strength.
Halfway through, and the French look comfortable

Tuesday, January 30, 2024

Battle Of Talavera - Allied Playthrough: Turn Four

Situation at the end of turn three
My activation dice are 5 and two 1s. I reroll the 1s, getting 4 and another 1.
I advance the two units in area 4
The infantry in Talavera advance into the adjacent trees and fire at the cavalry ahead of them, the three dice being reduced for moving. I roll two 6s, reducing the French to one-strength. The other area-5 infantry also advance and fire at the same unit under the same conditions, rolling 6 and 3, eliminating the Cavalry.
I am first to eliminate an enemy unit, but I fear the disjointed nature of the British advance will prove costly
The AI's activation dice are 4, 3 and two 1s. A 1 is rerolled, but stays 1.
In area 1 the cavalry roll 2, which has no effect unless an enemy unit is within three hexes. The infantry roll 5, advancing obliquely.
In area 3 the infantry behind the trees fire at my artillery, their three dice being increased thanks to the French commander being beside them, but decreased for firing through trees. They roll 6, 3 and 2, eliminating my impetuous guns. The two-strength infantry fire at the Allied infantry opposite, their three dice being increased thanks to the French commander, and they roll two 6s, 5 and 3, eliminating my unit. The commander remains where he is, supporting three units.
In area 4 the one-strength infantry would normally fire at my infantry in the trees, but their two dice are decreased twice, once for the target being in cover and once because the intervening hex also consists of trees. Instead they roll 3, meaning they move straight down. The three-strength infantry can fire at my men in the trees, their four dice being decreased for the target being in cover and for firing through intervening trees, but increased for having support from the French commander. The result is 6 and two 1s, reducing my unit to two-strength. The artillery fire at my men straight ahead, the three dice being decreased for firing through trees. They roll 4, 3 and 2, forcing my men back a hex.
That was a bad half-turn for the Allied cause

Monday, January 29, 2024

Battle Of Talavera - Allied Playthrough: Turn Three

Situation at the end of turn two
My activation dice land 5, 4 and 1. I reroll the 1, getting 3.
I start with the simple decision, ie to advance my infantry in area 4.
My forward infantry in area 5 complete crossing the Tagus, and enter east-bank Talavera (the map is drawn with north on the left), and fire at the nearest French infantry, The four dice are reduced for moving and for firing through trees, but I roll two 5s, reducing the enemy unit to one-strength, The other infantry in area 5 advance a hex.
My artillery have few prospects where they are - why did I place them on a row of hexes containing high ground? - so I take a risk and advance them onto the high ground by the woodland. Artillery cannot move and fire, but they should have juicy targets next turn if they can survive this turn. I advance Sir Arthur Wellesley to behind the artillery, and then advance the area-3 infantry so they can fire at the French opposite. Their four dice are decreased for moving, but increased for being next to the commander. I roll 5 and three 3s, reducing the enemy unit to two-strength.
The AI's activation dice give 6, two 3s and 2. The 6 and a 3 are rerolled, becoming two 4s.
The area-2 infantry advance, albeit the further-back unit doing so obliquely. The French commander advances two hexes obliquely left so as to support three French infantry units.
In area 3 the forward infantry fire at my artillery, their three dice being decreased for firing through trees, but increased for being next to the commander. The result is 6 and two 3s, reducing my artillery to one-strength (whoops - I had the counter mistakenly showing one-strength from the start). The two-strength infantry also fire at my artillery, their two dice being affected as for their colleagues. The result is 4 and 3, but my artillery do not retreat (normally required when 4 is rolled), thanks to support from the British commander.
In area 4 the one-strength infantry fire at my artillery, their two dice being increased for firing through trees, and they roll 1. The other infantry cannot, as instructed, move straight down. The artillery fire at
my infantry in their line-of-sight, the three dice being reduced for firing through trees. They roll 3 and 1.
My artillery has survived (for now), albeit reduced in strength, but artillery is surely too valuable to lead an attack

Sunday, January 28, 2024

Battle Of Talavera - Allied Playthrough: Turn Two

Situation at the end of turn one
My activation dice land 5, 3 and 1. I reroll the 1, but get another 1.
As last turn, I advance my units in areas 3 and 5 one hex.
The AI gets two 4s and two 2s. One of each pair is rerolled, landing 1 and another 2.
The cavalry in area 1 roll 2, but that only has an effect if there is an enemy unit within three hexes. The forward infantry in area 1 roll 5, advancing obliquely towards my forces. The other infantry in area 1 roll 1, but that only has an effect if adjacent to a tree hex.
In area 2 the forward infantry roll 1, but are not beside a tree hex and so stand still. The middle infantry roll 6, advancing obliquely towards my artillery. The backward infantry roll 4, but cannot, as required, move straight down.
In area 4 the forward infantry roll 5, moving obliquely towards the nearest enemy, which is my artillery. The infantry in the trees roll 6, also moving obliquely towards my artillery. The French artillery roll 2, which has no effect (in this scenario the French artillery only adjust their position on rolls of 4 or higher). The rearward infantry roll 4, advancing into trees.
I need to get my troops in areas 2 and 4 advancing asap

Saturday, January 27, 2024

Battle Of Talavera - Allied Playthrough: Setup & Turn One

THE Battle of Talavera in July 1809 pitted an Allied army of Spanish, British and Germans under the overall command of Sir Arthur Wellesley against a French army blocking its march on Madrid.
King Joseph Bonaparte, Napoleon's older brother, was in nominal charge of the French, but actual command was wielded by Marshal Jean-Baptiste Jourdan.*
The Allies will advance from behind the red dashed line
The human player, in addition to Sir Arthur,  receives five units of infantry, two of cavalry and one of artillery.
To win there must be more Allied than French units on the map above La Portiña, a tributary of the River Tagus, at the end of turn 10.
Since I start with nine units, and the Allied deployment only has 10 hexes, I have no choice but to spread my army across four activation areas
The AI, in addition to the French commander, receives seven units of infantry, two of cavalry and one of artillery.
Dice throws decided the placement of the French units
The AI has gone for a fairly standard setup with cavalry on the flanks. The French artillery may be hampered by having trees in their line-of-sight, but at least the high ground on the French right should not prove a a major problem.
My plan is to concentrate on crossing La Portiña, where it is nearest my troops, ie on the Allied right, with the cavalry defending the Allied left.
TURN ONE
My three activation dice give me two threes and 1. I reroll a 3 and 1, getting another 3 and 6.
I change the wildcard 6 into 5, and advance by one hex all my men in areas 3 and 5.
The AI's activation dice are 6, two 4s and 3. A 4 and 6 are rerolled, but land 3 and 6.
The infantry in area 3 roll 2, which means they take cover in the adjacent trees.
The forward infantry in area 4 roll 3, meaning they move straight down. The other infantry in area 4 roll 1, but there are are no adjacent trees for them to move into (except those just occupied by the infantry from area 3). The artillery roll 6 and so move straight down.
It seems fighting is likely to start around Talavera and the nearby extensive woodland
*Mistakenly called Marshal Soult in Mike Lambo's Battles Of Napoleonic Europe.

Friday, January 26, 2024

Lost Britain

AMONG my recent reads is Matthew Green's Shadowlands: A Journey Through Lost Britain (published in paperback last year by Faber & Faber).
It received smashing reviews and turned out to be an entertaining and informative look at some of the UK's lost settlements, including, perhaps inevitably, Skara Brae in the north and Winchelsea in the south.
Shadowlands - history, with some travel thrown in for good measure
Recommended.

Thursday, January 25, 2024

Summing Up My French Playthrough Of The Battle Of Corunna

I AM used to scenarios from Mike Lambo's books going down to the last turn, but this really took the biscuit for last-gasp finishes.
My plan of concentrating my troops on one flank was sound in principal, I believe, but I am not so sure I chose the correct flank.
Certainly I got off to what seemed a good start, but crossing the river bogged me down. It is not that the river is a physical obstacle as such, but its effect in reducing attacking powers was significant.
Later my luck in rolling good activation dice deserted me, only to return in the nick of time for turn 10.
By winning both Corunna scenarios I have taken a 7-6 series lead over the AI (includes a scenario played twice).

Wednesday, January 24, 2024

Battle Of Corunna - French Playthrough: Turn 10

Situation at the end of turn nine
My activation dice give me 3 and two 2s. I reroll them all, getting two 6s and another 2. I turn the wildcard 6s into 4 and 5.
I start by moving my cavalry and infantry in area 5 out of the way so Marshal Soult can ascend the high ground by the sea.
Then my two-strength infantry in area 4 also ascend the high ground, and fire at Sir John Moore. Their two dice are decreased for moving and for the target being in cover, but increased for being on higher ground and for being next to the French commander. I roll 6 and 5, eliminating the British commander and thus winning the scenario with literally my last throw of the dice in the last turn.

Tuesday, January 23, 2024

Battle Of Corunna - French Playthrough: Turn Nine

Situation at the end of turn eight
My activation dice land 4, 3 and 1. I reroll the 3 and 1, but get 3 and 2.
I start by advancing both units in area 3.
Then my infantry in area 4 ascend the high ground and fire at Sir John Moore. My two dice are increased for being on higher ground, but decreased for moving and for firing at a target in cover. I roll 3.
The British commander is perhaps fortunate to be alive
The AI gets 6, 5 and two 3s. The 6 and a 3 are rerolled, but become useless a 4 and 5.
The forward infantry in area 3 are within three hexes of French cavalry, and so form square before firing at my infantry on the high ground. Their four dice are increased for being next to Sir John but decreased by two (a 50:50 roll decided -2 over -1) for being in square. The dice land 4 and two 2s, forcing my unit off the high ground. The other infantry in area 3 hold their ground, and Sir John stays in Coruña.
The French still have a chance of eliminating Sir John before the end of turn 10

Monday, January 22, 2024

Battle Of Corunna - French Playthrough: Turn Eight

Situation at the end of turn seven
My activation dice land 4, 3 and 2. I reroll the 2, but get another 3.
First I advance my units in area 3.
Then I advance the two-strength infantry in area 4 and fire at the British square, the three dice being decreased for moving. I roll 6 and 5, eliminating the square. The other infantry in area 3 advance into the gap between the two pieces of high land near Coruña.
Sir John Moore, the British commander, is starting to look exposed, despite the cover afforded by Coruña 
The AI's four dice are two 3s and two 1s. One of each is rerolled, becoming 4 and 2.
The infantry in area 2 want to move closer to Sir John, but only one can actually do so.
Likewise only one unit of infantry in area 3 can move closer to the commander, but from there it fires at my furthest-forward infantry. The four dice are decreased for moving, but increased for being next to Sir John, the result being 6, 4, 3 and 2, eliminating my unit.
Sir John remains in Coruña.
The battle is not over, but the odds must favour the British

Sunday, January 21, 2024

Battle Of Corunna - French Playthrough: Turn Seven

Situation at the end of turn six
I roll 5 and two 4s as my activation dice. I reroll a 4, but get another 5.
I advance the infantry in areas 4 and 5, move Marshal Soult obliquely forward to the right and leave the cavalry in its safe spot.
Time is running out but my infantry are getting moving
The AI gets 6, two 5s and 1. The 6 and a 5 are rerolled, becoming 2 and another 1.
Since the game is past turn five, the infantry in area 2 move nearer Sir John Moore, preferring vertical moves.
The British have abandoned the ridge

Saturday, January 20, 2024

Battle Of Corunna - French Playthrough: Turn Six

Situation at the end of turn five
My activation dice are 6 and two 1s. I reroll the 1s, but get two 2s.
I turn the wildcard 6 into 4, and then advance Marshal Soult so he is supporting both my one-strength infantry units. The backward unit fires at the British artillery, their two dice being reduced for being in a river hex but increased by the commander's presence. I roll 6 and 4, eliminating the artillery. The other infantry in area 4 advance.
At last French infantry have crossed the river
The AI's dice land 6, 4, 3 and 1. The 6 is rerolled, but becomes another 4.
The infantry in area 3 remain in square, but can fire at my forward infantry, their two dice being increased by one thanks to being next to Sir John Moore, but decreased by one (-1 chosen over -2 on a 50:50 die roll). The dice land 6 and 5, eliminating my unit. Sir John remains in Coruña.
If the right-flank British infantry cross the ridge, it is hard to see how the French infantry can help their cavalry get at Sir John 

Friday, January 19, 2024

Battle Of Corunna - French Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 6, 4 and 2. I reroll the 2, but get a second 4. I turn the wildcard 6 into 3.
The three-strength infantry in area 2 advance into the river hex ahead of them and fire at the British cavalry. Their three dice are reduced for moving and for attacking from a river hex, and I roll 1. The other infantry in area 4 also fire at the artillery, their two dice being decreased for being in a river hex, but increased thanks to support from Marshal Soult. I roll 5 and 3, reducing the artillery to one-strength.
I decide to pull the cavalry obliquely back along the high ground to make them a little safer.
Marshal Soult does not move, but supports the infantry in area 3 when it fires at the infantry beside Elviña. The four dice are decreased for attacking from a river, but increased thanks to the commander's support. I roll 4, two 3s and 1, forcing the British onto the ridge. My artillery does not move.
My French started well, but the right-hook has somewhat slowed 
The AI gets two 4s, 3 and 1. One 4 is rerolled, landing 5.
The British artillery fire at the French infantry in their line-of-sight, the two dice being increased by one for being on higher ground and by two for firing at short range. The result is two 5s, two 3s and 2, reducing my unit to one-strength. The infantry in area 3 stay in square, but do not have a target within line-of-sight.
Because it is past turn four, Sir John Moore wants to move nearer to Coruña, which is technically impossible because he is already in a hex adjacent to the town, but I am presuming "nearer" in this case means "into."
Sir John's location in Coruña means he is in cover, but puts him closer to my right-hook

Thursday, January 18, 2024

Battle Of Corunna - French Playthrough: Turn Four

Situation at the end of turn three
I roll two 6s and 5, which, by changing the wildcard 6s into 3 and 4, allow me to activate all my units.
My cavalry charge the British infantry guarding the gap between the two sets of high ground near Coruña. The six dice are increased for being on higher ground. I roll 6, two 5s, two 4s, 3 and 1, eliminating the infantry.
The forward infantry in area 5 advance obliquely left and fire at the British artillery, their three dice being reduced for moving and for being in a river hex. I roll 1. The other infantry in area 5 advance.
The area-4 infantry in the river hex also fire at the British artillery, their three dice decreased for attacking from the river. I roll 3 and 2. The furthest-back infantry in area 4 also enter the river and fire at the artillery, getting one die as they have moved and are in a river hex. I roll 2. The other infantry in area 4 stand fast, and Marshal Soult advances a hex.
My artillery hold their position.
The French infantry are poised to cross the river
The AI's four dice are two 3s, 2 and 1. There is no need to reroll a 3 as all the British units are in areas 1-3.
The infantry in area 1 roll 6, advancing obliquely left.
The forward infantry in area 2 also advance obliquely left and fire at the further-forward French infantry in range, their four dice being decreased for moving. They roll two 6s and 4, reducing my unit to one-strength (the 4 is ignored because Marshal Soult is in the vicinity). The other infantry in area 2 stand still.
The British artillery fire at my infantry in their line-of-sight in the river, the three dice being increased by two for firing at short range. The dice land 5, 4, 3, 2 and 1, reducing my unit to two-strength and forcing it obliquely back.
The infantry by Coruña form square and then fire at my cavalry. Their two dice are increased for being next to Sir John Moore, but decreased by two (infantry in square in my amendment to the rules get a -1 or -2 modifier, decided by a 50:50 die throw). However the one die lands 6, reducing my cavalry to two-strength.
Sir John Moore rolls 2, meaning he should move straight up, but cannot without leaving the battlefield and so stays still.
It has been a promising start for the French, but a lot may depend on the cavalry getting to Sir John, as the French infantry are lagging behind

Wednesday, January 17, 2024

Battle Of Corunna - French Playthrough: Turn Three

Situation at the end of turn two
My activation dice land 6, 5 and 3. By changing the wildcard 6 into a 4, I again get to activate my whole army.
My cavalry cross the river, climb onto the high ground by the sea and attack the British square. The six dice are decreased by three for attacking a square, but I roll 6 and two 1s, eliminating the one-strength unit. My infantry in area 5 advance.
I do not want to advance my forward infantry in area 4 into the river hex as that would put them within short range of the British artillery. But the further forward of the two lefthand units in area 4 do advance and fire at the British directly ahead of them. The four dice are reduced for being in a river hex and for moving, and I roll 6 and 3, reducing the enemy unit to two-strength. The other infantry in area 4 advance, and Marshal Soult moves onto the hill to support my artillery, who fire at the British on the ridge directly opposite, the three dice being increased thanks to the commander. I roll 6, 5, 4 and 3, reducing the British unit to one-strength and forcing it off the ridge.
The British left is suffering
The AI gets 5 and three 1s. Two 1s are rerolled, but become 6s. This means only the British infantry on their right flank can be activated.
The forward infantry roll 5, meaning they move obliquely left along the ridge towards the French, but the other unit rolls 4, meaning it pulls back from the trees to the edge of the battlefield.
The British defence has been rather static, with units apparently divided over whether to advance and attack or to slowly withdraw

Tuesday, January 16, 2024

Battle Of Corunna - French Playthrough: Turn Two

Situation at the end of turn one
My activation dice are all 4s. I reroll two of them, getting 3 and 5, meaning I can again activate my whole army.
The artillery do not have a target within their line-of-sight (intervening high ground prevents them seeing the infantry in front of Coruña), but I do not want to advance them into the river or off the high ground, so they stay where they are.
The righthand infantry in area 4 advance and fire at the infantry on the hill opposite them, the four dice being decreased for moving. Nevertheless I roll 6, 5 and 1, reducing the British unit to one-strength. I do not advance the other infantry in area 4 as I do not want the lead unit to enter the river
Marshal Soult advances a hex, as do the infantry in area 5, but the cavalry advance two hexes in the hope of charging a British unit next turn.
Crossing the river is going to be a major challenge for the French
The AI gets 5, 4, 3 and 2.
The forward infantry in area 2 hold their position on the high ground, and the backward infantry advance a hex.
The artillery do not have a target but do not want to leave the ridge, and are joined there by the infantry outside Coruña.
Sir John Moore rolls 2, which means he wants to move straight up, but that would result in him leaving the battlefield, which would bring a premature end to the scenario, one way or another, so presumably he should stand still.
The infantry on high ground in area 4 form square because of the approach of the French cavalry. They do not have line-of-sight to the cavalry, so instead fire at the infantry directly ahead. The two dice are increased for being on high ground but decreased for being in square.* The remaining die lands 3. The other infantry in area 4 roll 1, which never has an effect for infantry in this scenario.
The green bead indicates infantry that have formed square
*The rulebook says the modifier should be -1 but that strikes me as not enough, although perhaps -2 is too much of a downer. I have decided in such cases to roll a die with a 50:50 chance of the modifier being -1 or -2, and in this instance it was -2.

Monday, January 15, 2024

Battle Of Corunna - French Playthrough: Setup & Turn One

ONE thing I am beginning to notice is that I seem to be better in a scenario where I can defend, waiting for the AI to advance towards me.
Certainly my most convincing win, which came in the British playthrough of the Battle of Corunna, was one such scenario.
Now I have the very different task of commanding the French in the same battle.
I cannot fight a defensive battle this time as I only win if I eliminate the British commander, Sir John Moore.
The French start below the blue dashed line*
My force, in addition to Marshal Soult, has five units of infantry and one each of cavalry and artillery.
I know Sir John will start near the top of area 2 or 3, and, from looking at the AI's setup instructions, most of the British units will likely start opposite my left flank rather than my right.
I hope to land a powerful right-hook
The AI gets Sir John Moore, seven units of infantry and one of artillery.
The AI's formation is determined by dice throws, albeit with quite heavy restrictions on where units could end up
As usual I will write up the battle as it goes along.
TURN ONE
My activation dice are two 6s and 5. I change the wildcard 6s into 4 and 3, meaning I can activate the whole French army.
I order a general advance, but without allowing the cavalry to rush ahead.
Setting my army up so it has to cross a river may not have been the brightest move
The AI gets 6, 5, 4 and 2. The 6 is rerolled, but lands 5.
The forward infantry in area 2 roll 3, but that only has an effect if not already on high ground. The other infantry in area 2 roll 4, which requires them to move straight up, ie to the top edge of the battlefield.
The forward infantry in area 4 roll 4, but cannot move straight up and so hold their ground. The other infantry in area 4 roll 6, which requires them to move obliquely forward towards the nearest French unit.
A quiet first turn, but not without interest
*The high-ground hexes marked A show possible starting positions for the British artillery.

Sunday, January 14, 2024

Great

HAVE just finished reading TV historian Michael Wood's In The Footsteps Of Alexander The Great: A Journey From Greece To India.
I started reading it on Friday when a plane I was catching to Prague was delayed at Heathrow, and I finished it last night over dinner.
That gives some idea of how enjoyable I found the book, which was written in 1997 to accompany a BBC series broadcast the following year.
Alexander .. a great read
The book could have done with a decent editor: too many "impregnable" fortresses are, in the next breath, captured; an army is called "literally invincible;" Alexander is described as carrying a shield whose image turned "enemies into stone."
And doubtless some of Wood's choices over which sources to prefer are controversial, but all these are minor distractions from an entertaining book on a fascinating subject.

Saturday, January 13, 2024

Summing Up My British Playthrough Of The Battle Of Corunna

THIS was by far the easiest and most convincing victory I have had in all my battles from Mike Lambo's books.
That is not meant as a criticism - I cannot see myself ever getting bored with winning.
My plan of concentrating on holding Elviña and its hill in as compact a formation as possible was a sound one, I believe.
True, I was very much helped by the French effectively splitting their forces into two wings, and then failing to coordinate the wings' attacks.
I suspect the dice also favoured me, but I am not complaining, especially as I have levelled my score against the AI in Battles Of Napoleonic Europe at 6-6 (includes one scenario fought twice).

Friday, January 12, 2024

Battle Of Corunna - British Playthrough: Turn Nine

Situation at the end of turn eight
I roll 6, 4 and 3, which, after turning the wildcard 6 into 5, allows me to activate every British unit.
My right-flank infantry fire at Marshal Soult, rolling two 6s and 1, killing the French commander.
My other three-strength infantry fire at the cavalry, the three dice being increased thanks to the presence of Sir John Moore. I roll 5, two 3s and 1, reducing the French unit to two-strength. My infantry in Elviña also fire at the cavalry, the two dice being increased thanks to Sir John, but I roll 3, 2 and 1. Sir John falls back into the trees outside Coruña.
My infantry on the hill also fire at the cavalry, the two dice being increased thanks to being on higher ground, and I roll 4, 3 and 1, forcing the French back into the river. My artillery advance obliquely left.
The French have no hope of killing the British commander in the next turn-and-a-half, and so I declare a British victory

Thursday, January 11, 2024

Battle Of Corunna - British Playthrough: Turn Eight

Situation at the end of turn seven
My activation dice are two 5s and 3. I reroll both 5s, getting 4 and wildcard 6, which I turn into 5.
My artillery again fire at the French, who have crossed the river, their two dice landing 6 and 4, reducing the French unit to one-strength and forcing it back obliquely to its left (avoiding the river).
The furthest back infantry in area 4 advance along the ridge and fire at the retreating French. The three-dice are decreased for firing after moving, but increased for being on higher ground, giving two 6s and 1, eliminating the French unit.
The three-strength infantry next to Sir John Moore fire at the three-strength French, the four dice being increased for being next to the commander, but they land 3, 2 and three 1s. The infantry in Elviña fire at the same target, their three dice being increased thanks to Sir John. I roll three 4s and 3, forcing the French unit back to the edge of the battlefield (preferring the high-ground to the river hex).
The other infantry in area 4 ascend the high ground and fire at the French below them in the river hex. The four dice are decreased for firing after moving, but increased for being on higher ground. The dice land two 6s, 3 and 1, eliminating the French unit.
The infantry in area 5 advance obliquely left.
It will take some amazing dice-rolling by the AI to give the French even an outside chance of winning
The AI's activation dice are two 4s, 3 and 2. There is no point rerolling as all the French units are in area 2.
The forward infantry in area 2 fire at my two-strength infantry on the hill, their two dice being decreased for firing from a river hex. The dice land 3 and 1.
Because it is past turn seven, the cavalry automatically head for the British commander, and Marshal Soult does the same, which takes him into contact with my three-strength furthest-forward infantry, which is unlucky for them as the dice land 6, two 5s and 1, eliminating my unit.
The three-strength French infantry advance a hex.
The British have at last lost a unit, but still have a strong position