Situation at the end of turn seven |
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 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 |
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