Map |
Situation after turn one |
I turn wildcard 6 into 4, and start in area 4 by ordering the forward infantry to fire at the French cavalry in Vimeiro. The three dice are decreased for the target being in cover, but I roll 5 and 2, causing the enemy unit to lose a base. The other infantry in area 2 advance diagonally right.
In area 3 the forward infantry fire at the same target, but get three dice as they are supported by Sir Arthur Wellesley. The dice land 6, 4 and 1, eliminating another enemy base and forcing the survivors to retreat from the village. My other units stand still.
A relatively quiet start |
In area 1 the infantry roll 4, advancing to be directly behind the village of Maceira.
In area 3 the forward infantry roll 5, advancing to the edge of the hill and firing at my cavalry. Their three dice are decreased for moving, but increased for being on higher ground, and they roll 6, 5 and 3. reducing my unit to one base. The middle infantry roll 3, advancing to the edge of the hill. The rearward infantry roll 4, advancing a hex.
In area 4 the cavalry roll 6, but this has no effect before turn six. The infantry roll 2, advancing a hex. General Junot advances diagonally right so as to be adjacent to three friendly units. The artillery roll 3, which has no effect.
In area 5 the forward infantry roll 3, advancing into the copse. The rearward infantry roll 4, advancing a hex.
Both armies lost two bases this turn - something the French can afford much more than the Allies |