Map |
Situation at the start of turn two |
I start in area 4 by advancing the forward infantry, who then fire at the French cavalry, the 3 dice reduced for firing after moving. I roll 6 and 2, causing the enemy to lose a base. The middle infantry also advance and fire at the same target, rolling 6 and 1, meaning the cavalry lose a second base. The rearward infantry advance diagonally into Oak Wood.
In area 3 the infantry advance diagonally right, while the artillery advance straight forward.
In area 5, both Allied cavalry units advance two hexes, as does Sir Arthur Wellesley, while the infantry advance their maximum distance of one hex.
After the Allied half-turn |
In area 2 the infantry roll 3, but in this scenario rolls of 2 and 3 by French infantry only have an effect if the unit is not on high ground.
In area 4 the infantry roll 2, with the same non-effect. General Delaborde rolls 4, which means he stays where he is as he cannot advance to a hex where he is adjacent to more friendly units.
In area 5 the cavalry roll 3, but that only has an effect after turn two - more hesitation by the French! The forward infantry roll 6, advancing a hex, and the same result occurs for the rearward infantry.
The French cavalry's hesitation is likely to cost them dear - more dear, that is, than they have already suffered |
Looks like you have this one in the bag already!! M
ReplyDeleteIt never feels that way, especially as I have learned how quickly a battle can change!
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