Situation at the end of turn two |
General Graham advances one hex directly forward, and then obliquely right. The forward infantry in area 3 ascend the hill and charge the French infantry on the hill. Their four dice are increased for charging and for being next to the commander. I roll two 6s, two 3s, 2 and 1, reducing the French unit to one-strength. The other infantry in area 3 ascend the hill.
In area 5 the infantry advance to the edge of the hill and fire at the French infantry directly opposite them, the four dice being decreased for moving, but increased for being on higher ground. I roll 6, 4, 3 and 2, reducing the French to two-strength and forcing the unit obliquely back a hex to the unit's left, which allows the unit to keep my unit within range and line-of-sight. The cavalry advance a hex.
The French left is not particularly strong, but the French right should be able to decisively help it |
The AI's activation dice give 6, two 5s and 2. The 6 and a 5 are rerolled, but become another 5 and another 2.
In area 2 the two-strength cavalry charge my forward left-flank infantry, rolling 6, two 3s, 2 and 1, reducing my unit to two-strength, The forward infantry roll 4, moving straight down. The other infantry roll 1, moving obliquely right to be nearer the dark-square objective hex. Marshal Victor wants to move to a hex that is adjacent to more friendly units than he is presently adjacent to, which I interpret to mean that although his first move of a hex will not fulfil this requirement, he can still move forward obliquely left as his second move, directly downwards, puts him adjacent to four friendly units.
In area 5 the two-strength infantry fire at the Allied unit directly in front of them, rolling 4 and two 2s, my unit choosing to fallback obliquely left. The other infantry roll 1, moving obliquely right to be nearer the objective hex.
The next turn looks like it should be especially bloody |
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