Map |
Situation at the start of turn four |
I start in area 2 by using my artillery to shoot at the French in square on the ridge. My two dice are increased by two, thanks to the enemy's formation, and I roll 6, 5, 4 and 2, more than enough to eliminate the infantry.
In area 1 my cavalry fall back, as it were, two hexes diagonally, putting them in a position to attack the French right-flank horse. My two-strength unit gets three dice, which land 5 and two 3s, inflicting a hit on the French.
In area 4 my infantry advance out of the trees to fire at the left-flank French cavalry, the three dice being reduced by one for firing after moving. I roll 6 and 1, inflicting a hit.
After the Allied half-turn |
The AI's four activation dice land 4, two 2s and 1. A 2 is rerolled, becoming a useful-for-once 5.
The French have no troops in area 1, so that activation die is wasted.
In area 2 the French cavalry continue their melee with my cavalry, rolling two 3s and 1 - no hits! The infantry in area 2 have to remain in a square as my cavalry are still within three hexes.
In area 4 General Delaborde stays beside two friendly units.
In area 5 the French cavalry roll 5, which means they advance and attack my right-flank infantry, who are further forward than my adjacent cavalry, and their first move is diagonally forward, rather than straight. Being a two-strength unit attacking infantry not in a square, they get five dice, which land 6, 3, two 2s and 1, inflicting just one hit.
End of turn four |
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