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Map |
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Situation after four turns |
In area 1 my two-strength cavalry roll continue their battle with the Allied extreme-right infantry, rolling 6, 6, 3, 1, 1, destroying the enemy unit's remaining two strength points.
Next, in area 4, my two-strength infantry fire at the furthest-forward Allied infantry, the three dice increased for being on higher ground and for receiving support from General Junot. The dice land 6, 4, 3, 3, 3, causing the enemy to lose a base and fall back a hex.
The infantry in area 3 fire at the two-strength Allied infantry in the river hex, also getting five dice, which land 5, 3, 3, 2, 2, inflicting the loss of a base.
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A reasonably productive half-turn for the French |
The AI's activation dice land 6, 6, 4, 4. The wildcard 6s and a 4 are rerolled, becoming 5, 2, 1.
The Allies no longer have troops in area 1, so that activation die is wasted.
In area 2 the infantry advance to the edge of Vimeiro Hill and fire at my artillery, gaining an extra attack die for being on higher ground, but losing one for firing at range two-three after moving. The dice land 6, 5, 4, eliminating my unit (artillery start with two strength points, unlike the three points of infantry and cavalry units). The Allied cavalry advance two hexes to directly behind the village of Vimeiro.
In area 4 the one-strength infantry fire at my furthest-forward infantry, rolling 5, 1, causing my men to lose a base. The two-strength Allied unit wants to move nearer Vimeiro, but cannot do so. The three-strength unit also wants to advance, but its way is blocked.
Finally, there are no Allied troops in area 5, so that activation die is also wasted.
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Allied troops are starting to gather in some numbers in the vicinity of Vimeiro, which I have to be occupying at the end of turn 10 to claim victory |
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