![]() |
| Map |
![]() |
| Situation after turn one |
I start in area 2 by advancing the two infantry units a hex, and then send Marshal Soult forward diagonally right two hexes, so he is in position to support my artillery, which shoot at the British infantry on the high ground directly ahead. The three dice are increased, thanks to the general's presence, and I roll 6, 2, 2, 1, reducing the British unit to two bases.
In area 1 I advance all three units a hex, which puts the furthest-forward infantry in range of the British on the hill behind Elviña. The four dice are decreased for firing at range after moving, and I roll 5, 3, 1, again inflicting one hit.
The AI's four activation dice land 2, 1, 1, 1. Two of the 1s are rerolled, becoming 4 and another 1.
In area 1 the two-base infantry fire back at the men who just shot at them, the three dice increased for being on higher ground. The dice land 4, 4, 3, 3, meaning my unit should fall back two hexes, but only one hex is possible, so the other fallback becomes a hit.
The rearward British infantry in area 1 withdraw a hex.
In area 2 the infantry also withdraw a hex.
In area 4 the artillery advance diagonally right, so as to put a French unit in range and line-of-sight (artillery cannot move and fire, so the unit will have to wait to next turn to see if its manoeuvre proves useful). The British infantry in area 4 do not move.
![]() |
| The AI seems to have settled on a policy of defence in depth |



No comments:
Post a Comment