Thursday, December 12, 2024

Biblical Dry Run - Turn 12

Situation at the start of turn 12, which we have agreed must be the last one
Hebrews
No units move, so the action starts with the four-base Benjaminite slingers shooting at my chariots on the hill, scoring two hits, neither of which is saved, so under totting up my unit loses a second base, and a third one when its morale fails (I roll a 1).
As for the melees, we start with the one-base auxiliaries against my royal chariot squadron. The auxiliaries score a hit, but suffer two in return, although one of those is saved. The same auxiliaries also have to deal with a flank attack from my marine spearmen, the latter inflicting one hit to nil, but Reg again rolls a 6, negating the hit.
In the fight between my middle chariot squadron and another one-base band of auxiliaries, I inflict one hit but suffer three (auxiliaries receive three dice per base when meleeing against light chariots). However, I save all three of the hits the chariots suffered, while Reg fails to save the one his men suffered.
Finally, in the melee between my close-order marine archers and yet another one-base band of auxiliaries, I inflict one hit but suffer two (auxiliaries receive two dice per base against close-order archers). I save one hit, so both units sustain a hit. 
Egyptians
I declare a charge by my righthand chariots against the flank of the auxiliaries that are fighting my central chariot squadron. My one-base chariots get three dice, which include bonuses for attacking in flank and for being chariots in the first round of a melee. The auxiliaries also receive three dice - the normal number for auxiliaries fighting light chariots. My men inflict a hit, which is not saved, but suffer two hits, one of which is saved. The result is that under totting up the Hebrew unit's last base is removed.
That frees my central chariot squadron to charge the four-base Benjaminite slingers from the rear. My unit has two bases, which means six dice, again thanks to bonuses for attacking non-frontally and for being chariots in the first round of a melee. The slingers receive four dice, but outscore my men with three hits against two. None of the hits is negated, so under totting up the slingers lose a base.
Finally, my marine archers inflict three hits on their opponents, suffering none in return, although one of the hits is saved.
The final scene as night falls

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