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* |
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's formation is determined by dice throws, albeit with quite heavy restrictions on where units could end up |
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 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.
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