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Map |
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Situation after turn four |
In area 2 my artillery fire at the enemy cavalry directly ahead, the two dice increased for being on higher ground, and increased again for shooting at short range. The dice land 6, two 5s, 4 and 2, comprehensively eliminating the French unit.
In area 5 the infantry advance diagonally right onto Vimeiro Hill, firing at the forward French infantry. The four dice are decreased for shooting after moving, but I roll 6, 5 and 1, destroying two enemy bases.
In area 3 the infantry fire at the enemy infantry directly ahead, the four dice increased thanks to support from Sir Arthur Wellesley. The dice land 6, 4, two 3s and 1, which eliminates two bases as the French unit has nowhere it can fall back. Sir Arthur stays where he is.
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Fighting has largely gone my way, but the French could inflict significant casualties if they get the right activation dice in the coming half-turn |
The AI's four activation dice land two 5s, 2 and 1. A 5 is rerolled, but becomes another 2.
In area 1 the infantry fire at my artillery, but roll three 1s.
In area 2 the infantry roll 6, advancing.
In area 5 the one-base infantry fire at my men on the hill, rolling 5 and 3, eliminating one base. The other French infantry fire at the same target, rolling 6, 5, 4 and 1, eliminating the remaining two bases of my unit.
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As I feared, the Allied army has suffered a grievous blow |
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