Thursday, July 17, 2025

Vimeiro In 3D - French Playthrough - Turn Three

Map

Situation after two turns
My activation dice land 5, 2, 1. I reroll 5, but get another 2.
In area 1 my two-strength cavalry again surge up Vimeiro Hill to attack the nearest Allied infantry, rolling a stupendous 6, 6, 5, 5, 4 - talk about overkill!
In area 2 my infantry and my artillery advance a hex.
My cavalry have eliminated the first line of Allied foot on the Allied extreme-right, but if the AI can activate the second line in the coming half-turn, tables could be turned
The AI's activation dice land 6, 5, 5, 4. Wildcard 6 and a 5 are rerolled, but land 6, 4.
In area 4 the forward Allied infantry fire at my men directly ahead of them. The four dice are reduced for being in a river hex, but land a reasonable 6, 4, 2. That causes my unit to lose a base, but it does not retreat on the 4 because it is supported by General Junot.
The other infantry in area 4 roll a 6, meaning they want to move nearer my unit that has just been shot at, but while they can advance diagonally right or left, neither results in them being nearer my men, and so the Allied unit remains where it is.
In area 5 the infantry advance diagonally right to bring them nearer my right-flank infantry.
Both armies lost a single base this turn

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