Map |
Situation at the start |
My three activation dice land 6, 3 and 1, which means that, by changing wildcard 6 into 2, I can activate the whole Allied army.
In area 3 I send all four infantry units diagonally forward to the right.
In area 2 the artillery advance to the edge of the hill, but cannot fire as guns cannot move and shoot in the same turn. The cavalry advance directly forward one hex, and then another hex diagonally right. Sir Arthur Wellesley follows them.
The AI's four activation dice land 6, 4 and two 2s. Wildcard 6 and a 2 are rerolled, becoming two 5s.
In area 2 the cavalry roll 2, but this only has an effect if there are enemy troops within three hexes. The forward infantry roll 5, meaning they want to move towards the nearest enemy. My artillery and cavalry are equally near, and neither is further up the map (the only tiebreak mentioned). I therefore roll a die with a 50:50 chance, the result being the infantry want to move towards my cavalry. Since moving straight down the map and diagonally left will bring them equally nearer my cavalry, they do the latter as they prefer moving obliquely. The rearward infantry roll 6, which has the same effect as rolling 5. They do not move as advancing diagonally left - their only option - would not bring them closer to my artillery, which are their nearest enemy.
In area 4 the cavalry roll 4, entering Vimeiro. The infantry also roll 4, advancing a hex. The artillery roll 3, which has no effect in this scenario. General Junot advances a hex to be adjacent to three friendly units.
In area 5 the forward infantry roll 2, but this only has an effect if Vimeiro is unoccupied. The rearward infantry roll 1, which has the same (non) effect as rolling 2.
The French have occupied the key village of Vimeiro |
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