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| Nightfall is four turns away, so will probably come too late to save the Egyptians |
They are then charged my other left-flank heavy chariots, whose eight dice also score two hits, none of which is saved, and both result in the Carchemish losing a base. That means two morale tests - they pass one, but fail the other, losing a third base.
The Carchemish fail to score an unsaved hit in either melee.
The Kush archers are charged by my two-base heavy squadron, which receives three dice per base, plus the usual chariot charge bonus, meaning eight dice in all, but only one hit is inflicted, and that is resolved as forcing the bowmen back 3cm.
The Kush's four dice score two hits, but both are saved.
Outside the walls of Kadesh, my three-base heavy squadron charges Pharoah's Royal Chariot Squadron. Being heavy chariots against light, my men receive three dice per base, plus the die-per-base bonus for being chariots in the first round of a melee. I score two hits. Neither is saved, but the Egyptians again do not lose a base, instead falling back 6cm.
The Egyptians receive one die per base, plus the bonus die-per-base. Reg scores two hits. One is saved, and the other forces my Hittites back 3cm - a chariot stand-off!
The isolated Ka archers are shot at by the Allied light squadron nearest them, losing a base, and a second base to poor morale.
My other light squadron wheels and shoots at the same target, but without success.
Finally, two heavy squadrons - one with three bases, the other with one - close in on the Ka.
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| Bird's-eye view of the battlefield |


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