Tuesday, June 09, 2026

Battle Of Ulai - Turn Two

The Assyrian right, formed exclusively of mounted troops (chariots and cavalry), has pulled well ahead of the Assyrian left
Teumman again wins the dice-off (4-2) to see who goes first.
The furthest-left Elamite archers advance slightly and fire at the Assyrian cavalry opposite them, but roll 4, 4, 4, 2 (5+ is needed for a hit).
The next unit of archers is already in range of my red chariot squadron, and so shoots, rolling 5, 4, 3, 2 - one hit. Heavy chariots have a saving roll of 4+, but I roll a 1, and when I roll to determine the effect of the hit, I throw another 1, meaning a base is lost. This forces a morale test, which the unit passes with a 4 (elite troops need 3+).
The first casualties
Another unit of archers advances slightly down Ulai Hill and shoots at the cavalry nearest East Wood, but nerves get the better of them (Teumman rolls 2, 1, 1, 1).
The archers to the left of King Teumman's chariot squadron also advance and shoot at the same target, with much better effect, rolling 6, 5, 5, 4 - three hits (thanks to being under the watchful eye of the Elamite king?). The cavalry have light protection, meaning only a 6 will negate a hit. I roll one 6, but the other two hits are not saved, and both are determined as causing the loss of a base. This means two morale tests, but both are passed.
Teumman, apparently satisfied with what his men have achieved this turn, leaves his own unit, and the Elamite right-flank, in position facing the Assyrian infantry.
The Assyrian right is somewhat depleted
I start with my far-right cavalry who advance 10cm, losing half their movement allowance, thanks to veering more than 30° from straight-ahead. Nevertheless, this easily puts them in range of the Elamite left-flank, and my men can shoot with half their bases, However I roll a pair of 3s.
My red chariots charge forward their full 20cm allowance, which almost puts them in contact with the far-left Elamites.
I send my royal squadron to the right, however, and shield it from Elamite archery with my two-base cavalry.
My professional infantry nearest East Wood get a move-variation bonus, which puts the unit within range of the Elamite archers immediately to the right of King Teumman. My unit can fire with half its bases, but I roll 4, 2.
The other three infantry units also advance, but with the second unit of professional infantry dawdling (I roll a 1 for move-variation).
Moving first next turn could provide a significant advantage

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