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Map |
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Situation after turn one |
My activation dice land 3 and two 2s. I reroll a 2, but get a useless-for-me 1.
In area 3 my artillery fire at the Allied infantry directly ahead of them, the three dice increased for being on higher ground and for being next to General Delaborde. I roll 5, two 4s, 3 and 2, causing the infantry to lose a base, but the 4s have no effect - luckily for the infantry as they had nowhere to retreat to - thanks to the supporting presence of Sir Arthur Wellesley. My rearward infantry advance diagonally right to await the approach of the Allied horsemen.
In area 2 my infantry fallback diagonally left to get onto high ground from which to fire at the most-forward Allied infantry. The four dice are decreased for moving, but increased for being on higher ground and for being next to the general. I roll a disappointing 4, two 2s and two 1s, causing the enemy to retreat a hex.
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Some of the Allied infantry will probably be able to advance and fire at my forces in their half-turn |
The AI's activation dice land two 5s, 2 and 1. A 5 is rerolled, becoming a useful 3.
In area 1 the forward infantry roll 6, advancing into the nearby copse. The rearward infantry roll 3, also advancing.
In area 2 the forward infantry roll 2, leaving their copse and advancing towards Columbeira, firing at my most-forward infantry on the middle hill. The four dice are decreased for firing after moving, and they roll 5, 3 and 1, causing my unit to lose a base. The rearward infantry roll 2, advancing and firing at my left-flank infantry. Again the four dice are decreased for firing after moving, and again the result is 5, 3 and 1, meaning a hit. Wellesley enters the nearby copse, from where he is adjacent to three friendly units.
In area 3 the two-strength infantry roll 3, advancing and firing at my artillery (their preferred target, in these circumstances, over infantry). The three dice are decreased for moving, but they land 5 and 3, causing my unit to lose a base. The rearward infantry roll 4, advancing. The artillery roll 5, advancing.
In area 5 the forward cavalry roll 6, moving two hexes diagonally right into the copse in front of my massed right-flank. The rearward cavalry roll 3, meaning they want to move directly down to the nearest enemy. There are three of my units equidistant, but they prefer the furthest forward, which is the infantry on the hill next to my artillery. The cavalry advance one hex diagonally right (the only way to get nearer the enemy, although they would prefer to go straight down), and then a second hex straight down.
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A good turn for the Allied army, especially when its starting-advantage in numbers is taken into account |