Monday, October 28, 2024

Roliça In 3D - Turn Eight

Map

Situation at the start of turn eight
My three activation dice land two 6s and 2. I turn one wildcard 6 into a 3, and the other into a 5.
In area 2 my one-strength infantry leave the shelter of trees to bravely - foolhardily? - attack the French cavalry. Their two dice are increased for attacking at close range after moving, and I roll two 6s and 4, eliminating the doubtless surprised enemy unit. My artillery advance a hex.
In area 3 my forward infantry advance and attack the one-strength French infantry ahead of them. Their four dice are increased for attacking at close range after moving, and I roll 6, 5 and three 3s - more than enough to eliminate the French unit. Wellesley advances a hex, the point being he is then in position to support my rearward infantry in area 3, when they advance and fire at General Delaborde on the ridge.
The infantry's three dice are increased thanks to their commander's presence, but I roll 4, two 3s and 2, which have no effect as commanders ignore retreat dice.
In area 5 my cavalry mount the ridge and attack the French infantry occupying the objective hex. The six dice are increased for being on higher ground, and I roll three 5s, 4, 3 and two 1s, eliminating the enemy unit.
A dramatic half-turn - suddenly the French look in massive trouble as the Allies only have to occupy the objective hex at any point in the battle to register victory
The AI's four activation dice land two 5s and two 3s. One of each pair is rerolled, but land 3 and 1, meaning the AI will only be able to activate in area 3, as there are no French troops in areas 1 and 5.
In area 3 Delaborde has to be activated first, and he - with his bodyguard, presumably - bravely attacks my cavalry. Commanders count as one-strength cavalry, so he rolls two dice, scoring 6 and 2, thus reducing my unit by a base. The infantry in area 3 have to form square as my cavalry are within three hexes. But they can fire at my cavalry - their preferred target, as the cavalry are the nearest Allied unit to the objective (I have made a slight amendment to the rules that lets infantry in square fire all-round, instead of being limited to their normal frontal arc). The infantry's two dice are reduced for being in square, and they roll 3 - no effect.
End of turn - my next set of activation dice could prove crucial

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