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Map |
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Situation after three turns |
I start in area 1 by ordering my so-far victorious cavalry to charge the infantry directly to their front, but my five dice land 5, 3, 2, 2, 2, meaning the infantry only lose one base.
I next switch to area 4, where General Junot advances one hex diagonally right and supports the two-strength infantry as they fire at the Allied infantry directly ahead. The three dice are increased for the commander's support and for being on higher ground, but I roll a derisory 3, 3, 2, 2, 1, meaning the shooting has been totally ineffective.
In area 3 the infantry advance diagonally right to fire at the same Allied target. Their four dice - my unit is at full strength - are increased thanks to Junot and being on higher ground, but reduced for firing at range two-three after moving. I roll a disappointing 5, 2, 2, 2, 1, causing the Allied unit to lose just one base.
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I couldn't complain about my activation dice this half-turn, but my attack dice left a lot to be desired |
The AI's activation dice land 6, 4, 3, 2. Wildcard 6 is rerolled, but becomes a 2.
In area 2 the infantry ascend Vimeiro Hill, but the cavalry roll 1, which only has an effect if there are enemy troops within three hexes.
In area 3 the infantry advance diagonally left to approach my forward infantry on the high ground. Sir Arthur Wellesley cannot move to be beside more friendly units than he is already adjacent to, and so stays where he is. The artillery want to move straight down, but cannot because Wellesley is in the way.
There are three infantry units in area 4. The two-strength unit fires at the French infantry nearest Vimeiro, the three dice reduced for shooting from a river hex. However the dice land 5, 1, causing my unit to lose a base. The further-forward infantry on the hill advance, but the remaining unit is unable to move straight down and so stands still.
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Fighting has become something of a battle of attrition, which will not be good news for the outnumbered French if it continues that way |
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