Map |
Situation at the start of turn three |
In area 4 my second-furthest forward infantry fire at the French cavalry, rolling 5 and two 4s, just enough to destroy the enemy unit's final base. The furthest forward infantry enter Columbeira and fire at the enemy diagonally to their right. The four dice are decreased for shooting after moving, but I roll 6, 5 and 2, reducing the enemy to one-strength. The third unit of Allied infantry advances to the edge of the village, and the fourth unit advances diagonally right.
My activation dice were poor, but I have still made progress |
The AI's activation dice are two 4s and two 2s. One of each pair is rerolled, becoming two 5s.
In area 2 the infantry roll 3 - no effect, because they already occupy high ground.
In area 4 the infantry cannot immediately fire at my men in Columbeira, thanks to the plateau effect of high ground. Instead they roll 4, advancing to the edge of the hill, from where they can shoot. Their four dice are decreased for firing after moving, and for the target being in cover, but they roll 6 and 4, destroying one base and forcing the survivors to withdraw from the village. They cannot fallback straight, so I choose for them to drop diagonally to their right. General Delaborde rolls 1, which has no effect if thrown before turn seven.
In area 5 the one-strength infantry have to form square as there are Allied cavalry within three hexes, even though the plateau effect of high ground means they cannot shoot at the horsemen. However they can shoot at my furthest forward infantry, although their two dice are decreased for moving, but increased for being on higher ground, and they roll a worthless pair of 3s. The other infantry roll 5, advancing a hex.
The French have had little success so far, but remember they win if they have any troops left on the battlefield at the end of turn 10 |
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