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Map |
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Battlefield |
My three activation dice land two 2s and 1. I reroll the 1 - I have no troops in area 1 - and one of the 2s, getting 4 and 5.
In area 2 my artillery cannot fire at the French infantry directly ahead of them as the infantry are behind high ground, so I advance the guns a hex, and do the same for my infantry. The cavalry advance one hex, and then move diagonally forward into the copse.
In area 4 I advance the infantry into the copse, and move the cavalry slightly ahead of them and adjacent to the little hill.
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After the Allied half-turn |
The AI's four activation dice land 6, 5, 2 and 1. The wildcard 6 is rerolled, but does not change.
In area 1 the French artillery cannot fire as no Allied unit is within their six-hex range (artillery can only fire in a straight line of hexes), so a die is rolled. It is a 5, which means the guns move diagonally down as long as that puts enemy troops in range and line-of-sight, which it does. The Allied left-flank cavalry are in line-of-sight (intervening trees do not prevent line-of-sight), but the guns cannot immediately fire as artillery cannot move and fire in the same turn.
In area 2 the forward infantry roll 1, but that only has an effect if the objective hex (marked with a green bead) is unoccupied. The rearward infantry roll 5, meaning they advance onto the ridge.
There are no French troops in area 5, so that activation die is wasted.
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End of turn one |
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