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| The Assyrian right, formed exclusively of mounted troops (chariots and cavalry), has pulled well ahead of the Assyrian left |
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+).
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| The first casualties |
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.
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| The Assyrian right is somewhat depleted |
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).
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| Moving first next turn could provide a significant advantage |




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