![]() |
Map |
![]() |
Situation after turn six |
After turning wildcard 6 into 3, I start in area 3 by firing at the French infantry directly ahead of my men, the three dice landing 5, 3 and 2, eliminating one enemy base.
In area 5 my infantry move diagonally onto Vimeiro Hill, firing at the French already there. The four dice are decreased for shooting after moving, and they land 5, 4 and 3, eliminating the one-base enemy.
In area 4 my cavalry attack the French cavalry in Vimeiro, their two dice decreased for the enemy being in cover, and I roll a useless 3. The infantry advance and attack the same target, their three dice increased for attacking from an adjacent hex after moving. I roll 6, 5 and 1, easily destroying the one-base enemy and so clearing Vimeiro of French troops. Sir Arthur Wellesley advances one hex.
![]() |
It is starting to look good for the Allies |
In area 2 the infantry roll 2, meaning they move onto higher ground to be nearer Vimeiro.
In area 3 the forward infantry fire at my cavalry, the two dice increased thanks to support from General Junot, and they roll two 5s and 2, eliminating my unit. The rearward infantry roll 6, but are unable to move nearer my furthest-forward unit.
In area 4 General Junot enters Vimeiro and attacks my infantry beside the village. A commander counts as one-base cavalry (presumably he has an escort), which means four dice, and they fall as three 5s and 2, eliminating my unit! The artillery roll 6, advancing (at last).
![]() |
A dramatic change of fortune |
No comments:
Post a Comment