Map |
Situation at the halfway stage |
In area 3 my forward infantry advance a hex and attack the French cavalry. The three dice are increased by one for attacking at close range after moving, but I roll a miserable 4, 3, 2 and 1. The only effect is the 4 forces the cavalry to fall back a hex onto the ridge, My middle infantry in area 3 fire at the French opposite them, the four dice being increased for being next to the Allied army commander. The dice land 6, 4, 3, 2 and 1, causing the enemy unit to lose a base and fall back diagonally (the only way it can go). The rearward infantry advance a hex, and Wellesley occupies the hex they have vacated.
In area 5 my cavalry advance to behind the copse furthest up the map.
In area 4 my infantry advance a hex.
After the Allied half-turn |
The 1 and 5 dice are wasted because there are no French troops in those areas, but in area 2 the two-strength cavalry roll 3, meaning they attack the infantry that just drove them back. Their five dice land two 5s, 4, 3 and 2, causing my unit to lose two bases and fall back diagonally into cover of the nearest copse. The French infantry in area 2 roll 1, which only has an effect if the objective hex (marked by a green bead) is unoccupied.
The only French unit in area 4 is General Delaborde, who moves diagonally forward a hex to put him adjacent to three friendly units - but in a very exposed position ahead of much of his army.
End of turn six |
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