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| Map |
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| Bird's-eye view from behind the British lines |
I turn wildcard 6 into a 3, so my artillery can fire at the French directly ahead. Their three dice are increased by two for firing at short range, and by a further one for being on higher ground than the target. I roll 6, 5, 5, 5, 1, 1, easily eliminating the enemy unit.
The AI's activation dice land 4, 3, 2, 1.
In area 1 the infantry advance a hex, but the cavalry remain still as no enemy are within three hexes.
In area 2 the forward infantry move down from the high ground to ford the river, shooting at my artillery as they do so. The three dice are decreased for firing from a river hex and for firing at range after moving, but the remaining die lands as a 5, eliminating one of my artillery's two bases. The rearward infantry in area 2 advance obliquely to behind their comrades.
In area 3 the infantry move obliquely left, into the river hex, from where they also shoot at my artillery. The three dice are decreased by two for having moved into a river hex, but the remaining die lands as a 6, eliminating my unlucky artillerymen.
Marshal Soult boldly advances two hexes to be adjacent to three French units.
In area 4 the forward infantry advance obliquely right, staying on the high ground, and shoot at my men directly ahead, who are also on high ground. The four dice for infantry shooting at infantry are decreased by one for having moved, but they land 6, 5, 1, reducing my unit to one base. The rearward infantry want to advance, but their way is blocked. The French artillery advance across the high ground.
In area 5* the infantry advance to the edge of the high ground and shoot at my men directly ahead, the four dice decreased for having moved, but increased for the target being on lower ground. The dice land 4, 3, 3, 3, forcing my unit back obliquely right. The cavalry advance into the trees.
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| A good turn for the French |



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