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| Situation after six turns |
Both my guns are still masked by friendly troops. There seems no point in manoeuvring the forward, Prussian gun, but I order the other gun to advance, although the gunners do not respond (I roll a 2 for activation - one less than is required for non-Prussian Germans).
My four-base infantry south of Niederwald finish crossing the Sauer, advance two hexes and fire at the two-base French infantry, but a -1 modifier for shooting in the same turn as moving means no hit is inflicted.
My two-base infantry bayonet-charge the same French unit, but only the French inflict a hit, and it becomes the compulsory loss of a strength point.
My three-base infantry north of Niederwald are ordered to charge the French infantry directly ahead, but fail to activate, and so shoot instead. However, their morale is clearly shaky as they fire wildly, causing no damage.
The Bavarian infantry are similarly unsuccessful in shooting at the French opposite them.
I next choose to fight the melee between my lancers and the French gun crew in Frœschwiller. I roll a 4, which, thanks to the lancers being cavalry in hand-to-hand combat with artillerymen, is enough to score a hit, despite a -1 modifier for the French being in cover. MacMahon fails to score a hit, but the hit his men suffer can be resolved as withdrawing a hex, and this is what he chooses.
This means the artillerymen, with their gun, leave Frœschwiller, and my unit immediately occupies the village, and initiates another round of combat. Again I score an unanswered hit, and this time MacMahon accepts the loss of 1SP, rather than have the unit retreat to the edge of the battlefield, where it would inevitably suffer another round of meleeing.
My unit directly west of Wörth, now that the cavalry are not blocking its line-of-sight, can shoot at the three-base French northwest of Niederwald. A hit is scored thanks to the +1 modifier for my unit having more than 3SP, and the hit causes the compulsory loss of 1SP.
The other Prussian infantry west of Wörth cannot advance, but the Prussian unit that arrived on the battlefield last turn advances two hexes.
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| The French are hanging on, but time seems to be against them |
The infantry melee south of Niederwald is inconclusive.
The three-base French west of Frœschwiller fail to activate, and so have to settle for shooting at the Bavarian infantry (MacMahon explained that he had hoped to have them melee with my lancers). However, there is good news for the French when his men score a hit, which eliminates the Bavarian infantry's last strength point.
The two-base French west of Niederwald advance obliquely right to take partial shelter behind the wood, from where they shoot at the nearest Prussian infantry. MacMahon rolls a 5, but -1 modifiers for having moved, and for having fewer than 3SP, mean no hit is scored.
The four-base infantry west of Niederwald turn and advance a hex, getting them off the edge of the battlefield, and shoot at the same Prussian target, this time scoring a hit. My men have nowhere to withdraw, meaning I must accept the loss of 1SP.



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