Map |
Situation after turn two |
In area 4 the infantry advance diagonally right and attack the Allied cavalry in the copse. Their three dice are increased for attacking from an adjoining hex after moving, but decreased for the enemy enjoying cover. I roll 6, 4 and 1, scoring a hit and forcing the survivors to flee from the trees. My cavalry charge the other advanced Allied cavalry, rolling a stupendous three 6s and 1, eliminating the enemy unit.
In area 2 General Delaborde moves to behind the infantry in area 3. My infantry in area 2 fallback diagonally right.
The Allies are first to lose a unit, but have plenty more |
In area 1 the forward infantry roll 2, advancing a hex. The rearward infantry roll 3, also advancing a hex.
In area 4 the two-base cavalry roll 3, advancing to attack the nearest enemy furthest up the map, ie my cavalry. Their three dice land 5, 4 and 1, causing my men to lose a base and fall back a hex. The more-forward of the three-base Allied cavalry units rolls 6, advancing two hexes. The other cavalry unit rolls 2, which means it also advances two hexes.
There are no Allied units in area 5, so that activation die is wasted.
The fighting on the French right is critical - I must prevail there to have any chance of overall victory |
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