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Map |
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Situation at the start of turn nine |
My three activation dice are 5 and two 2s. I reroll a 2 and the 5, getting 1 and wildcard 6, which I turn into a 3.
In area 2 I move General Delaborde forward diagonally right, and then onto the ridge, from where he is exposed but can support my infantry and my cavalry, the latter charging the Allied infantry in the copse. The four dice - my unit is one-strength - are increased for being next to the commander. but decreased for the target being in cover. The gamble seems to have failed, as I roll 4, two 3s and 1, merely pushing the infantry back a hex.
In area 3 my one-strength infantry fire at the Allied infantry straight ahead, the two dice being increased for being on higher ground and for being next to the commander. I roll two 6s, 4 and 2, eliminating the enemy unit.
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Only one Allied unit can possibly occupy the objective hex in the two half-turns left to the AI, and to do so it must mount the ridge this half-turn |
The AI's activation dice are two 6s, 3 and 2. Since the Allied commander is hors de combat, the wildcard 6s are not rerolled, and since the one Allied unit that can reach the objective hex (marked by a green bead and defended by my remaining infantry), is not in area 3 or 2, it cannot move, and therefore the objective hex cannot be captured by the end of turn 10, and so I have won.
Excellent!!
ReplyDeleteMany thanks!
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