Wednesday, February 05, 2025

Battle Of Vimeiro In 3D - Turn Three

Map

Situation after turn two
I already dislike how the battle is going.
I almost certainly should have gone with the setup from my second playthrough, when I placed the Allied cavalry on the right of my formation, so they could quickly occupy the hill beside Vimeiro.
Be that as it may, I roll my three activation dice, getting 5 and two 2s. I reroll all three, getting 4, 2 and 1.
I do not have troops in area 1, but in area 2 my artillery fire at the French cavalry directly ahead of them. The two dice are increased for being on higher ground, and I roll 5, 4 and 1, causing the enemy unit to lose a base and fall back diagonally to their right (the direction decided by a 50:50 die roll).
In area 4 both infantry units advance diagonally right.
The AI's four activation dice land 5, two 4s and 1. A 4 is rerolled, but becomes 6.
In area 1 the infantry roll 4, entering Maceira. The cavalry roll 3, advancing directly one hex and then diagonally left.
In area 4 the infantry roll 3, mounting the hill beside Vimeiro. The cavalry roll 1, but this only has an effect if there are enemy troops within three hexes. General Junot remains where he is as he is already adjacent to three friendly units. The artillery roll 3, which has no effect.
In area 5 the forward infantry roll 3, advancing a hex. The rearward infantry roll 2, advancing a hex to be nearer Vimeiro.
A slightly better turn for the Allies

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