Wednesday, April 15, 2026

Talavera In 3D - Turn Two

Map

Situation after the first turn
My three activation dice land 6, 5, 4.
I change wildcard 6 into a 2, and start in area 2 by advancing my forward cavalry to attack the French cavalry, who last turn moved to the base of the large hill. My four dice for being full-strength cavalry attacking enemy cavalry are increased for being on higher ground, and I roll 6, 4, 3, 2, 1. That destroys an enemy base and sends the survivors back a hex. My other cavalry in area 2 advance to directly behind their comrades.
In area 4 my forward infantry advance a hex and shoot at the French cavalry in the trees behind Talavera. The four dice are decreased for firing after moving, for firing from a river hex, and for the enemy having cover, but I roll a 4, which forces the cavalry back a hex, taking them out of charge range of my unit.
My other infantry in area 4 advance a hex, as do my units in area 5.
A promising start for the Allied cause, although the large gap between the two wings of my army is a little worrying
The AI's four activation dice land 6, 6, 4, 2. Wildcard 6s are rerolled, becoming another 4 and a 3.
In area 2 the two-base French cavalry counter-charge my cavalry on the hill, but roll 3, 3, 1. The infantry form square as enemy horsemen are within three hexes. The artillery advance diagonally right to get on the same file as my cavalry.
In area 3 the infantry also form square, but can then shoot at my further-forward cavalry. The three dice are decreased for being in square, but not for moving (Reg and I agreed that forming square probably does not count as movement under the rules), and the dice land 3, 1.
In area 4 both infantry units advance a hex, and Marshal Jourdan advances with them.
My cavalry are perhaps somewhat lucky to have - so far - got away with advancing precipitately ahead of the rest of the Allied army

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