Map |
Situation at the start of turn three |
In area 1 my cavalry advance two hexes and attack the French artillery, my four dice landing 6, 5, 3 and 1, giving the two hits necessary to eliminate the enemy unit.
In area 2 my artillery fire at the French infantry directly in front of them, rolling 6, 3 and 1, so inflicting a second hit on that unit. My infantry advance into the copse, giving them cover but nevertheless leaving them looking somewhat vulnerable.
In area 3 all units, including Wellesley, advance a hex.
After the Allied half-turn |
The AI's activation dice land three 3s and 2. Two of the 3s are rerolled, landing 5 and 4.
In area 2 the forward infantry have to form square as enemy cavalry are within three hexes (I am indicating square formation in this case by moving the command base behind the surviving rank-and-file base). They then fire at my cavalry, their two dice reduced by one for being in square, but increased by one for being on higher ground. They roll 6 and 3, inflicting a hit on my men - the first hit my army has suffered. The other French infantry in area 2 also have to form square, but have no target they can attack.
In area 3 the cavalry roll 6, advancing daigonally down two hexes to attack my infantry in the copse (I said my men looked vulnerable!). Their six dice are reduced by one because the infantry are in trees, but they roll three 5s, 3 and 1, scoring the three hits needed to eliminate my unit. The forward French infantry in area 3 roll 6, advancing down from the ridge. The rearward infantry roll 4, meaning they want to be on high ground, and the further down the better, so they advance a hex.
In area 4 the cavalry roll 6, meaning they want to advance towards the nearest enemy unit. My right-flank cavalry and infantry are both four hexes away, but the French unit prefers enemy further up the map, so move diagonally down one hex to its left (the unit prefers diagonal movement over straight when rolling a 6) and then advance straight down a hex as that is the only way to move nearer my cavalry. The French infantry in area 4 roll 2, which causes them to fall back to occupy the newly vacant objective hex (the hex marked with a green bead). General Delaborde advances a hex so as to be adjacent to two friendly units.
There were no French units in area 5 at the start of the half-turn - the cavalry moving into it this half-turn do not count - so the 5 activation die is again wasted.
Situation at the end of turn three |
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