Monday, January 08, 2024

Battle Of Corunna - British Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 6 and two 4s. I reroll a 4, getting 3, which means that, by turning the wildcard 6 into 5, I can activate my whole army.
I start by moving Sir John Moore to the unoccupied hex on the right of Elviña Hill. Then the infantry in the village fire at the one-strength French infantry, rolling 5, 4 and 2, eliminating the French unit. The other infantry in area 4 stand still.
My right-flank infantry fire at the French artillery, the three dice being increased thanks to being next to the commander. I roll 6, 4, 3 and 1, eliminating the enemy unit. The other infantry in area 5 advance a hex.
The infantry in area 3 ascend the high ground.
The British now outnumber the French by seven units to six, although strength points are equal at 15
The AI's activation dice are 6, two 4s and 3. The 6 and a 4 are rerolled, becoming 2 and 1, meaning all French units will be activated.
The infantry in area 1 roll 2, meaning they advance obliquely into the river. The cavalry also roll 2, which has no effect because the British are too far away.
The three-strength infantry in area 2 roll 1, advancing obliquely right to form column behind the infantry fording the river. The other infantry in area 2 roll 2, advancing obliquely left.
Marshal Soult  moves obliquely left to be adjacent to two units (tiebreaked over moving straight down as he wants to be on the hex further up).
The three-strength infantry in area 3 roll 5, but are unable to move straight down.
The French right is starting to cross the river, but it faces a big task

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