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Map |
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Situation after turn five |
In area 4 the forward infantry climb Vimeiro Hill and fire at the three-base French infantry, the four dice decreased for shooting after moving. I roll two 6s and 4, reducing the enemy unit to one base, and forcing the survivors off the hill. My cavalry and rearward infantry advance one hex diagonally right.
In area 3 the infantry fire at the French directly ahead, their four dice increased thanks to the presence of Sir Arthur Wellesley. The dice land 6 and four 1s, just eliminating the one-base enemy unit. Sir Arthur advances one hex diagonally right.
In area 2 the artillery have no targets, so I pull them back a hex.
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I feel that if I can win the fight for Vimeiro Hill, I will be well-placed to take the village, and so win the game |
In area 3 the forward infantry roll 5, advancing diagonally left, from where they fire at my infantry directly ahead, the four dice decreased for shooting after moving. The dice land 5, 4 and 1, eliminating a base, but my men do not have to retreat as they are supported by the Allied commander. The rearward infantry roll 1, but cannot, as instructed, move nearer unoccupied Vimeiro.
In area 4 the cavalry roll 5, which from turn six on sends them towards Vimeiro, in this case occupying it. General Junot advances a hex to be adjacent to three French units. The artillery roll 3, which has no effect.
In area 5 the forward infantry fire at my men on the hill, but roll 3 and 2. The rearward infantry roll 1, but this has no effect as Vimeiro is occupied.
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The French control the village that is key to the battle, but otherwise this was a decent turn for the Allied cause |
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