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| Looking from behind the Prussian lines |
My Prussian gun shoots at the French infantry directly ahead, rolling a 5. This is increased for the crew being Prussian, and for the unit being at full-strength, so a hit is easily scored. General MacMahon (aka 'Reg') rolls a 5 to determine the effect of the hit, which means he can choose to lose a strength point OR retreat a hex. He selects the latter, and, since a direct fallback is obstructed by a friendly unit, the infantry retreat obliquely to their left.
I successfully activate all three of my infantry units on the battlefield, and each advances two hexes, with one unit reaching the outskirts of Wörth, and the other two the east bank of the Sauer. However, being German infantry with a weapon range of three hexes (rather than French with a range of four), none of the units has a target to fire at.
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| Situation after the German half-turn |
MacMahon starts by ordering the infantry unit that fell back, to advance on Wörth, but it refuses to move (French troops need a 3 to activate, and a 2 was rolled).
He then orders the unit that was directly behind it, and is now in line-of-sight of my Prussian gun, to move south a hex, which it wisely does.
The only French unit that has enemy within range and line-of-sight is the infantry unit south of Niederwald. It shoots at my men who have reached the bank of the Sauer, and rolls a 6 - easily enough, even without the bonus for being at full strength. To resolve the hit, I roll a 3, meaning the compulsory loss of a strength point.
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| First blood to the French |



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