Wednesday, August 20, 2025

Cacabelos In 3D - Turn One

Map

Situation at the start, looking from behind the Allied lines
My activation dice land 5, 5, 2. Since I have no troops in area 5, I reroll the 5s, getting a pair of wildcard 6s, which I turn into 4 and 3, meaning I can activate all my troops.
I start in area 3 where unfortunately my artillery have no target as guns can only fire along a straight line of hexes, either directly to their front or diagonally. My infantry in area 3, however, fire at the French in Cacabelos. The four dice are decreased for firing from a river hex and for the target being in cover, but increased thanks to support from General Edward Paget. I roll 5, 2, 2, causing the French unit to lose a base. The general moves two hexes to his right, so he can support my units in area four.
In area 4 the forward infantry fire at the French nearest them in the trees. The four dice are decreased for the target being in cover, but increased thanks to the commander's presence. The dice land 6, 3, 2, 1, making the French unit lose a base.
In area 2 I pull the cavalry back a hex to ensure no French infantry can shoot at them this turn.
The AI's activation dice land 6, 6, 2, 1. The 6s are rerolled, becoming 6 and 3.
In area 1 the infantry leave the trees by advancing a hex, but the cavalry remain where they are.
In area 2 the infantry leave the trees to advance diagonally right and shoot at my men in the river hex. The four dice are decreased for firing after moving, but land 6, 6, 5, eliminating my unit.
In area 3 the two-strength infantry in Cacabelos advance and shoot at my artillery, the two dice decreased for firing after moving. The result is a miserable 1. The cavalry in area 3 replace the infantry in Cacabelos.
A good start for the French

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