Map |
Situation at the start of turn four |
I start in area 5 by sending my rearward cavalry to charge the nearest French infantry, who may have thought they were safe on high ground. I make them pay for not forming square by rolling 6, two 5s, 4, 3 and 1, eliminating the enemy unit. My forward cavalry charge the one-strength French infantry, who have formed square, which decreases the six dice to three. Nevertheless I roll 6, 5 and 1, and another enemy unit is destroyed. Also in area 5 the Allied infantry units each advance a hex, and Sir Arthur Wellesley advances two hexes to keep up with his cavalry.
In area 4 the middle infantry enter the village and fire at the French directly ahead, the four dice decreased for shooting after moving, and I roll a miserable 2 and two 1s. My two-strength infantry fire at the same target, rolling 5 and two 1s, scoring a hit. My rearward infantry advance diagonally left to the outskirts of Columbeira.
My right hook is having success |
There are no troops in area 1, and in area 2 the infantry roll 1, which has no effect in this scenario,
In area 4 the two-strength infantry form square and shoot at the nearest Allied cavalry (they prefer shooting at cavalry, rather than infantry, when in square), their two dice decreased for moving. They roll 4, causing my unit to fall back a hex. General Delaborde rolls 4, moving diagonally across the middle hill so he is next to three friendly units.
There are no French troops in area 5, so that activation die is wasted.
End of turn, with the French down to five units, including the commander |
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