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Situation after four turns |
In area 2 my two-strength infantry shoot at the right-flank Allied infantry, rolling 6, 6, 4, eliminating two bases and forcing the remaining one to fall back a hex. My three-strength infantry advance to the edge of the trees and shoot at the nearby enemy cavalry. The three dice are decreased for firing after moving, and land 5, 1, eliminating a base.
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The French cause still looks bleak |
In area 1 the infantry withdraw a hex, while the cavalry advance diagonally left and then straight down a hex.
In area 3 the infantry want to withdraw a hex, taking them off the battlefield. At first thought that seems silly, but it should be remembered the Allied army is fighting a rearguard delaying action, so there is no reason why a unit should not be commanded to withdraw from the battlefield, and that is what it does. The artillery stays where it is.
In area 5 the infantry withdraw on to high ground.
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A strange half-turn |
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