Tuesday, March 26, 2024

Battle Of Sabugal - French Playthrough: Turn Four

Situation after turn three
My activation dice are two 6s and 4, which, thanks to the wildcard 6s, mean I can activate the whole French army.
In area 2 my artillery fire at the cavalry directly ahead of them, the two dice being increased for being on higher ground and for being next to the French commander. I roll two 4s and two 1s, which has no effect as Sir Arthur Wellesley's presence ensures the cavalry do not retreat. The forward infantry advance and fire at the three-strength cavalry directly ahead. The three dice are decreased for moving, but I roll 5 and 4, reducing the cavalry to two-strength, although Wellesley's support means they do not retreat. The other infantry advance.
In area 3 the one-strength infantry advance and fire directly ahead, the two dice being decreased for moving. I roll 5, reducing the Allied infantry unit to two-strength. The forward three-strength infantry advance and fire directly ahead. Their four dice are decreased for moving. I roll two 4s and 2, but the enemy only withdraw one hex as, after that, they receive steadying support from Wellesley. Marshal Masséna advances into trees, so that when the backward three-strength infantry advance and fire obliquely right, the penalty for moving is cancelled by the bonus for being next to the commander. The infantry roll 6, 4 and two 1s, reducing the enemy to one-strength and forcing them beyond the red dashed line.
My cavalry advance two hexes.
There is a long way to go, but for now no Allied units are below the red dashed line
The AI's activation dice are two 4s, 3 and 1. A 4 is rerolled, becoming 2.
In area 1 the infantry fire at my forward infantry in the wood, their four dice reduced for the target being in cover. The dice land 6, 4 and 2, reducing my unit to two-strength and sending it back, a hex the high ground being chosen on tiebreak.
In area 2 the one-strength cavalry charge my furthest-forward infantry. Their four dice are decreased for the target being in cover, but they roll 6, 4 and 3, eliminating my one-strength unit. The two-strength cavalry roll 2, which has no effect. Wellesley advances one hex straight down, and then obliquely left to be adjacent to three Allied units.
In area 3 the two-strength infantry cannot fire as their line-of-sight is obstructed, and their roll of 1 has no effect. The three-strength infantry roll 6, but cannot move straight down.
In area 4 the one-strength infantry fire at my cavalry, but their dice land 3 and 2.
This was a better half-turn for the AI, but the Allied commander is suddenly very vulnerable

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