Friday, April 12, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Setup & Turn One

THE 20th and final scenario in Mike Lambo's Battles Of Napoleonic Europe is the Battle of Fuentes de Oñoro fought from the French side.
Since I lead my series against the AI by 11 wins to nine, it might be thought the result of the series is already decided.
However, that score includes a scenario fought twice, and if the 'replay' is excluded from the total, my lead is reduced to 10-9.
If that argument is accepted, it means the AI could still tie the series.
The French start below the blue dashed line
The human receives, in addition to the French commander, Marshal André Masséna, four units of infantry, two of cavalry and one of artillery.
To win I have to get the commander into Almeida at the top of the map before the 10 turns of the battle are completed.
I have, rather naturally, favoured the right flank of the battlefield
The AI receives, in addition to Viscount Wellington, seven units of infantry, two of cavalry and one of artillery,
The AI's setup is almost completely pre-determined, rather than decided by dice-rolls as is the case in most scenarios
The Allied artillery is somewhat misplaced, it would seem, but otherwise the AI is well-positioned to resist an advance on Almeida.
As usual, I will write up the battle as I go along.
TURN ONE
My activation dice land 4, 3 and 2, which I decide to keep, advancing all the units in those areas one hex directly ahead.
The AI's activation dice are two 5s, 4 and 3. A 5 is rerolled, but comes up 4.
In area 3 the infantry units roll 2 and 1, which have the same effect, namely to order them to move nearer Almeida, but only the rear unit can do so.
In area 4 the cavalry roll 4, advancing two hexes directly down the map. The forward infantry also roll 4, advancing. The other infantry roll 1, moving to the edge of Almeida. Wellington enters Almeida so as to support three friendly units, preferring a buildings hex over a high-ground hex that would have also enabled him to support three units.
In area 5 the cavalry roll 3, which has no effect as no enemy is within three hexes. The infantry roll 6, advancing.
One of the Allied mounted units has advanced precipitately

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