Map |
Situation at the start of turn seven |
In area 3 my infantry fire at the French artillery, but roll 3 and two 1s.
In area 4 my lefthand cavalry climb the ridge and charge the guns, the four dice increased for being on higher ground. I roll 6, 4, 3, 2 and 1, destroying a base, but the survivors do not retreat as they are supported by General Delaborde (perhaps I should have attacked him first with my other cavalry, but on the other hand I do not want the French artillery falling back so as to be further from my infantry units). My forward infantry in area 4 advance diagonally left and fire at the right-flank French foot, the four dice decreased for shooting after moving and for attacking while in a stream hex. However I roll 6 and 5, reducing the enemy unit to one-strength. Sir Arthur Wellesley advances one hex diagonally left, so that when my other cavalry in area 4 climb the ridge and charge General Delaborde, Wellesley can give support. That means the cavalry's four dice are increased to 5, and I roll two 6s, two 4s and 1, killing the French commander. My two-strength infantry in area 4 enter Columbeira.
In area 5 both infantry units advance diagonally left.
Normal service has been resumed, with Allied troops advancing and inflicting mayhem |
The French have no troops in areas 1 and 5, but in area 3 the artillery fire at the cavalry riding them down, as it were, the two dice being doubled for shooting at short range. The dice land a miserable 4, 2 and two 1s, and even the retreat result of the 4 is cancelled as the horsemen are adjacent to Sir Arthur Wellesley. The infantry in square want to fire, but cannot do so as their line-of-sight to my cavalry units is blocked, either by the plateau effect of high ground or by friendly troops (the French artillery).
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