Showing posts with label Battle of Barrosa. Show all posts
Showing posts with label Battle of Barrosa. Show all posts

Monday, March 11, 2024

Summing Up My French Playthrough Of The Battle Of Barrosa

ANOTHER really close one, with fortune seeming to swing quite violently, sometimes favouring both sides in the same turn.
I suspect my plan of attacking on the right, before hooking to the left, a plan which I abandoned during the battle, was misconceived.
Despite that false start I came within a hairsbreadth of winning, although in the end my lead in the series against the AI has been cut to 9-8 (the score includes a scenario fought twice).

Sunday, March 10, 2024

Battle Of Barrosa - French Playthrough: Turn 10

Situation after turn nine
My activation dice land 6, 4 and 3. Since only my units in area 2 can win the game by clearing the hill of Allied troops, I reroll all the dice, getting 3, 2 and 1.
In area 2 the infantry fire at the Allied infantry on the hill, rolling two 5s, eliminating the enemy unit.
So it all comes down to the cavalry, who charge the remaining Allied infantry on the hill, rolling two 5s, 1 and three 1s. That reduces the enemy unit to one-strength, but its presence on the hill means the Allies win.

Saturday, March 09, 2024

Battle Of Barrosa - French Playthrough: Turn Nine

Situation after turn eight
My activation dice land 5, 3 and 1. I reroll the 5 and 1, but get another 5 and another 1.
My artillery fire at the infantry directly in front of them, their three dice being increased by two for firing at short range. I roll 6, 5, 4, 3 and 1, reducing the enemy unit to one-strength and driving it back to the edge of the sea.
The AI's activation dice land 5, 3, 2 and 1
In area 1 the infantry fire at my one-strength infantry, rolling 4 and 2, forcing my unit back a hex.
In area 2 the infantry roll 1, which has no effect.
In area 3 the infantry advance obliquely right to approach the hill.
The Allied artillery roll 4, advancing obliquely left to put the French artillery in range and line-of-sight.
The French can still win if I can activate my units in area 2 next turn

Friday, March 08, 2024

Battle Of Barrosa - French Playthrough: Turn Eight

Situation after turn seven
My activation dice land 6, 4 and 2. Since the French commander is dead, 6s are no longer wild, but I can reroll the 6, which I do, and get 3.
In area 2 the infantry advance obliquely left and fire at the forward Allied infantry, the four dice being reduced for moving, and I roll two 6s and 1, reducing the enemy unit to one-strength. The cavalry advance one hex, staying out of line-of-sight of the Allied artillery, and ensuring the cavalry cannot be charged by enemy infantry.
My artillery advance a hex.
In area 4 the infantry advance obliquely left.
The Allies seem well-placed to have at least one unit occupying the hill at the end of turn 10, which would give them victory
The AI's activation dice are three 5s and 4. Two 5s are rerolled, becoming 4 and 3.
In area 4, since it is past turn six, both infantry units advance obliquely right to be nearer the hill.
The artillery fire at my three-strength infantry, rolling 6, 5 and 3, reducing my unit to one-strength.
The French cause may look desperate, but if I get favourable activation dice next turn my units are well-positioned for attacking

Thursday, March 07, 2024

Battle Of Barrosa - French Playthrough: Turn Seven

Situation after turn six
My activation dice are two 3s and 1. I reroll the 1 and a 3, getting another 1 and 5 - both of no use.
My artillery fire at the one-strength infantry directly ahead of them. The three dice are increased for being next to Marshal Victor, and I roll 5, two 2s and 1, eliminating the enemy unit.
Marshal Victor, in a throwback to a more chivalrous age, charges his opposite number, General Graham, rolling 5 and 4, killing the Allied general.
General Graham's demise could prove pivotal
The AI's activation dice land 5, 3, 2 and 1.
From this turn on Allied infantry not already on the hill, will head for it (assuming they are in an active area).
In area 1 the infantry roll 3, which has no effect.
In area 2 the infantry roll 5, advancing a square, but cannot fire at Marshal Victor thanks to the plateau effect of high ground.
The Allied artillery fire at Marshal Victor, the dice landing 6 and 3, killing the French general.
Both armies are suddenly leaderless

Wednesday, March 06, 2024

Battle Of Barrosa - French Playthrough: Turn Six

Situation after turn five
My activation dice are 6 and two 5s. I reroll a 5, but get 1, and I change the wildcard 6 into 3.
My artillery fire at the Allied infantry opposite them, the three dice being increased for being next to Marshal Victor. I roll 6, two 4s and 3. That reduces the enemy unit to two-strength, but since it can only fall back one hex without entering the Atlantic, it loses another strength point.
My one-strength infantry ascend the hill and charge the nearest Allied infantry. The two dice are increased for attacking at close range after moving, and I roll two 4s and 1, the enemy unit retreating obliquely backwards two hexes.
The three-strength infantry in area 3 advance and fire at the Allied two-strength infantry. The four dice are reduced for firing after moving, and I roll two 4s and 2. This forces the enemy back a hex, and, since they can fall back no further, causes them to lose a strength point.
Marshal Victor advances a hex.
In area 5 the infantry advance obliquely left.
Much of the Allied army has its backs to the sea
The AI's activation dice are 6, 3 and two 1s. The 6 and a 1 are rerolled, landing 5 and 2.
In area 1 the infantry do no have any enemy within line-of-sight. They roll 4, meaning they advance a hex, but still have no enemy in line-of-sight as the plateau effect of high ground prevents them firing at the French commander.
In area 2 the infantry fire at my advanced infantry, the four dice being increased for being next to General Graham. The result is 6, 5, 3 and two 1s. easily destroying my one-strength unit.
In area 3 General Graham's first desire is to attack, so he rather rashly ascends the hill and charges my three-strength infantry in front of Marshal Victor. The two dice are increased for being on higher ground, and the dice land 6, 5 and 1. reducing my unit to one-strength. The one-strength Allied infantry roll 3, which has no effect.
In area 5 the artillery fire at the same target, rolling 6, 2 and 1, eliminating my unit.
General Thomas's personal bravery and example have turned the battle in the Allies' favour

Tuesday, March 05, 2024

Battle Of Barrosa - French Playthrough: Turn Five

Situation after turn four
My activation dice are 4 and two 3s. I reroll a 3, getting 5.
In area 3 the forward infantry advance and fire at the Allied infantry behind the wood, the four dice being decreased for moving. I roll 5, 3 and 2, reducing the enemy unit to two-strength. The other infantry advance, and Marshal Victor falls back obliquely left one hex to make him less vulnerable.
The artillery advance obliquely left.
In area 5 the infantry fall back obliquely left.
I have given up on the right-hook plan, and am heading more directly for the hill, which, for me to win, has to be clear of enemy troops at the end of turn 10
The AI's activation dice are three 3s and 1. Two 3s are rerolled, producing 5 and 4.
In area 1 the infantry roll 6, advancing so as to be nearer my furthest-advanced unit.
In area 3 the forward infantry cannot fire at the French infantry near them as the plateau effect of high ground prevents line-of-sight. Instead they roll 2, which means no action. General Graham remains adjacent to three units. The other infantry roll 6, advancing to be nearer my furthest-forward unit.
In area 4 the two-strength infantry fire at my leading unit. Their three dice land 6, 5 and 2, reducing my men to one-strength.
The Allied artillery fire at the French infantry in their line-of-sight, the three dice being decreased twice for shooting through trees. They roll 1.
Halfway through the 10 turns, and I would say the battle is in the balance

Monday, March 04, 2024

Battle Of Barrosa - French Playthrough: Turn Four

Situation after turn three
My activation dice land 4, 3 and 1. I reroll the 1, getting 5, meaning I can activate all the French army except for the cavalry.
In area 5 the two-strength infantry advance obliquely right and fire at the Allied cavalry, the two dice being decreased for moving, but I roll 6, reducing the cavalry to two-strength.
In area 4 the infantry advance obliquely right into the wood and also fire at the Allied cavalry, the three dice being decreased for moving. I roll 5 and 4, which is enough to eliminate the cavalry as the 5 reduces them to one-strength and they have nowhere to retreat, so the 4 becomes another hit. The artillery fire at the Allied infantry opposite them, the three dice being decreased to one as they are firing through two lots of trees. The result is a 4, forcing the infantry back a hex, which has to be obliquely as their backs are to the Atlantic.
I am getting a little worried about the time factor, so in area 3 I send the two further-forward infantry units forward obliquely left, and advance the third infantry unit. Marshal Victor also advances a hex.
The French outnumber the Allies by eight units to seven and by 20 strength points to 18
The AI's activation dice are 5, two 4s and 2. A 4 is rerolled, but becomes another 2.
In area 2 General Graham advances obliquely left and then falls back obliquely left, putting him next to three friendly units. The infantry roll 4, advancing onto the hill.
In area 4 the infantry fire at my infantry in the wood, their four dice being decreased for firing through trees and because the target is in cover. However the result is two 6s, reducing my unit to one-strength.
The Allied artillery fire at the same target, their three dice being decreased for firing through trees and because the target is in cover. The result is a 5, meaning more dreadful luck for my unit as it is eliminated.
Now each side has seven units but the Allies lead by 18 strength points to 17

Sunday, March 03, 2024

Battle Of Barrosa - French Playthrough: Turn Three

Situation after turn two
My activation dice are 5 and two 1s. I reroll all three, getting 5, 4 and 3.
In area 4 my infantry advance obliquely right.
In area 3 the artillery move obliquely right, leaving room for Marshal Victor to advance and support the two infantry units that can fire at the Allied cavalry on the hill. The further-left of those units fires first, their three dice being increased for being next to the commander. I roll two 6s, 3 and 4, reducing the enemy unit to one-strength. The further-forward infantry fire at the same target, rolling 6, 4, 3 and 2, eliminating the Allied unit. The other infantry stand still.
So far, so good, for the French cause, but there is a long way to go
The AI's activation dice land 5, 4, 2 and 1.
In area 1 the infantry roll 4, ascending the hill.
In area 2 General Graham stands still as he cannot move to a hex that is adjacent to more units than he is already adjacent to. The infantry roll 3, which has no effect.
In area 4 the forward infantry roll 5, advancing and firing at the French infantry directly opposite. Their four dice are decreased for moving and decreased by two more dice for firing through two sets of trees. They roll 2. The other infantry roll 3, staying still.
In area 5 the cavalry roll 2, but 1 and 2 only have an effect for Allied cavalry if an enemy unit is within three hexes. The artillery fire at my infantry directly opposite, their three dice being decreased twice for shooting through two hexes of trees. However the die lands 6, reducing my unit to two-strength.
Each army now consists of eight units, but the Allies narrowly lead 21-20 on strength points

Saturday, March 02, 2024

Battle Of Barrosa - French Playthrough: Turn Two

Situation after turn one
My activation dice land 5, 3 and 2. I reroll the 5, but get another 2.
My artillery again fire at the Allied infantry opposite them, rolling two 6s and 4, eliminating the enemy unit. The forward infantry in area 3 advance obliquely right, and their place is taken by the other area-3 infantry.
In area 2 Marshal Victor moves two hexes right, the infantry move back obliquely right, and the cavalry advance one hex obliquely right.
The AI's activation dice are 6, two 4s and 1. The 6 and a 4 are rerolled, giving 3 and another 1.
In area 1 the cavalry roll 6, advancing two squares obliquely left to be nearer my furthest-forward infantry. The Allied infantry roll 3, remaining still.
In area 3 the infantry roll 3, remaining where they are on the hill.
In area 4 both units roll 1, meaning they do not move.
The sluggish Allied start is making me regret not going straight for the hill

Friday, March 01, 2024

Battle Of Barrosa - French Playthrough: Setup & Turn One

THE 16th scenario in Mike Lambo's Battles Of Napoleonic Europe is Barrosa from the French side.
The human receives Marshal Victor, five units of infantry and one each of cavalry and artillery
To win the human must ensure there are no Allied units on the hill at the end of turn 10.
The French start from below the blue dashed line, and I have set up in such a way that all my units are in activation areas 2, 3 and 4
The AI gets General Graham, six units of infantry, two of cavalry and one of artillery.
The Allied setup is pre-determined, except for minor randomness with the artillery
As usual I will write up the battle as I go along.
TURN ONE
My activation dice land 6, 5 and 4. I reroll the 5, but get another 4, and I change the wildcard 6 into 3.
I do not have much confidence in my plan, but I am going to try to concentrate against the Allied left, hoping to later to swing round to take the hill.
First my artillery fire at the infantry opposite them, rolling two 6s and 2, reducing the Allied unit to one-strength. Both my infantry units in area 3 advance, as do my units in area 2.
The AI's activation dice are two 4s, 3 and 1. A 4 is rerolled, but remains 4.
In area 1 the cavalry roll 3, and so advance two hexes. The infantry roll 2, which has no effect (Allied infantry never move on rolls under 4 in this scenario, but from turn seven automatically head for the hill, if not already on it).
In area 3 the three-strength infantry roll 4, becoming the first unit to ascend the hill. The one-strength infantry roll 2, which has no effect.
In area 4 the infantry units roll 3 and 2, remaining where they are.
A slow start by the Allies, perhaps reflective of the real-life communication problems between General Graham and the Spanish contingent

Tuesday, February 27, 2024

Summing Up My Allied Playthrough Of The Battle Of Barrosa

WHEN the Allied artillery was destroyed early on, I thought I was in big trouble.
But I believe my plan of occupying the high ground was correct, although it was certainly aided by some good dice-throwing, especially when it came to almost always being able to activate all my units.
In the end the battle proved to be what I am fairly sure is the most one-sided win I have had.
It means I lead the AI in our series 9-7 (the score includes a scenario fought twice).

Monday, February 26, 2024

Battle of Barrosa - Allied Playthrough: Turn Eight

Situation after turn seven
My activation dice are two 5s and 4. I reroll the 5s, getting two 3s.
The one-strength infantry occupy the objective hex. The cavalry advance two squares obliquely left, keeping out of the line-of-sight of the artillery.
The backward three-strength infantry advance obliquely left and fire at the artillery, the three dice being decreased for moving. I roll 4 and 1, forcing the artillery back a hex.
The remaining infantry also advance obliquely left and fire at the artillery, their three dice being decreased for moving and for firing through trees. I roll 1.
General Graham also advances one hex obliquely left, staying in contact with the three-strength units.
There is no realistic prospect of a French victory, so I resign on the AI's behalf

Sunday, February 25, 2024

Battle of Barrosa - Allied Playthrough: Turn Seven

Situation after turn six
My activation dice are 4 and two 2s. I reroll the 2s, getting 1 and 3.
In area 3 the one-strength infantry advance and fire at the French infantry. The two dice are increased for being on higher ground and for being next to General Graham, but decreased for moving and for firing at a target in cover. The two dice land 6 and 4, reducing the enemy unit to two-strength and forcing it back a hex. The three-strength infantry fire at the same target, their four dice being increased for being on higher ground and for being next to the commander. I roll three 6s, 4, 3 and 2, eliminating the enemy unit.
In area 4 the infantry advance obliquely left, the cavalry advance two hexes obliquely left, and General Graham advances one hex.
The only way I can see the Allies failing to win this if I forget to move a unit into the objective hex
The AI's activation dice are three 4s and 2. Two 4s are rerolled, but become 6 and another 4, meaning the French artillery cannot be activated.

Saturday, February 24, 2024

Battle of Barrosa - Allied Playthrough: Turn Six

Situation after turn five
My activation dice land 6, 5 and 3, so, once again, by changing the wildcard 6 into 4, I am able to activate my whole army.
In area 3 my infantry advance and charge the French cavalry. The three dice are increased for being on higher ground and for charging. I roll two 6s, 5 and two 2s, eliminating the enemy unit.
In area 4 my infantry advance obliquely left and fire at the French infantry in the open. The four dice are increased for being next to General Graham and for being on higher ground, but decreased for moving. I roll 5, 4, 3, 2 and 1, reducing the enemy unit to two-strength and forcing it back a hex. General Graham withdraws to the objective hex, leaving room for the remaining Allied infantry unit to ascend the hill and fire at the retreating French. The four dice are decreased for moving, but increased for being on higher ground and for being next to the commander. I roll 6, 5, 4, 3 and 1, eliminating the French unit.
The cavalry move obliquely back two squares to line up with the rest of the army.
The French cause is all but up
The AI's activation dice are 3, two 2s and 1. There is no need to reroll the duplicate 2 as all French units can already be activated.
The artillery roll 4, advancing obliquely.
The infantry fire at my furthest-back infantry, rolling 6, 5, 4 and 2, reducing my unit to one-strength and forcing it back a hex.
The French artillery, very belatedly, is approaching the action

Friday, February 23, 2024

Battle of Barrosa - Allied Playthrough: Turn Five

Situation after turn four
My activation dice land 6, 5 and 3. By changing the wildcard 6 into 4 I can activate the whole Allied army.
In area 3 my three-strength infantry fire at the French cavalry. The three dice are increased for being on higher ground and for being next to General Graham. I roll 6, 4, 3, 2 and 1, reducing the enemy unit to two-strength and forcing it back into the wood (cover being preferred as a tiebreaker over open ground). My one-strength infantry advance along the hill so as to charge Marshal Victor. The two dice are increased for attacking at a range of one hex after moving, and I roll 6, 5 and 1, killing the French commander.
In area 4 General Graham advances two hexes. The forward infantry then charge the French infantry opposite them, their four dice being increased for attacking at a range of one hex after moving and for being next to the commander. I roll three 6s, 5, 4 and 1, well and truly eliminating the French unit. The other infantry occupy the dark-square objective hex (I win if I have a unit occupying it at the end of turn 10).
In area 5 the cavalry charge the remaining French left-flank unit, rolling 6, 5, two 3s and 1, eliminating the one-strength enemy.
The French left flank has ceased to exist
The AI's activation dice land 6, 5, 3 and 2. Since the French commander has been killed, the 6 is not rerolled. That means only units in area 2 will be activated, but that covers all surviving French units, apart from the artillery.
The French cavalry can attack two Allied infantry units, but choose the one-strength unit as it is nearer the objective hex. The dice land 6, 3 and 2, eliminating my unit. The forward infantry roll 1, which only has an effect if the objective hex is vacant. The other infantry roll 3, but they cannot, as required, move straight down.
French fortunes have nosedived

Thursday, February 22, 2024

Battle of Barrosa - Allied Playthrough: Turn Four

Situation at the end of turn three
My activation dice land 6, 5 and 3, so, by changing the wildcard 6 into 4, I can activate my whole army.
In area 3 the three-strength infantry fire at the two-strength French cavalry, the three dice being increased for being on higher ground and for being next to General Graham. I roll 6, 5, 3 and two 2s, eliminating the French unit. My other infantry attack the one-strength French infantry, the three dice being increased for being next to the commander. I roll two 5s, 4 and 3, eliminating the French unit.
In area 4 the further-forward infantry charge the French infantry opposite them, the four dice being increased for being on higher ground and for attacking at range-one after moving. I roll 6, three 5s, 4 and 3, emphatically eliminating the French unit. The other infantry advance a hex, but General Graham holds his ground, although I was sorely tempted to charge Marshal Victor, which would have probably eliminated the French leader, but would have left General Graham very vulnerable.
In area 5 my cavalry charge the two-strength French infantry opposite them, rolling 5, two 4s, 3, 2 and 1. That reduces the enemy unit to one-strength and forces it back directly one hex, at which point it is allowed to make its second retreat move an oblique one so as to stay on the battlefield. The unit does this to its left so as to remain in range and line-of-sight of my cavalry.
The French have suffered a heavy blow
The AI's activation dice give 6, 5 and two 2s. The 6 and a 2 are rerolled, giving 1 and another 2.
In area 1 the cavalry roll 6, advancing two squares obliquely left to be nearer my men. The artillery also roll 6, advancing a hex.
In area 2 the infantry in the wood fire at my two-strength infantry. The four dice are increased for being next to Marshal Victor, landing 5, 4, 3, 2 and 1. That reduces my unit to one-strength, but it does not retreat as it is supported by General Graham. The other infantry roll 3, but cannot move straight down as the relevant hex is occupied.
In area 5 the infantry fire at my cavalry, rolling 6 and 2, reducing my unit to two-strength.
This has been a good turn for the Allied cause

Wednesday, February 21, 2024

Battle of Barrosa - Allied Playthrough: Turn Three

Situation at the end of turn two
My activation dice give me two 3s and 1. I reroll the 1 and a 3, getting 5 and another 3.
General Graham advances one hex directly forward, and then obliquely right. The forward infantry in area 3 ascend the hill and charge the French infantry on the hill. Their four dice are increased for charging and for being next to the commander. I roll two 6s, two 3s, 2 and 1, reducing the French unit to one-strength. The other infantry in area 3 ascend the hill.
In area 5 the infantry advance to the edge of the hill and fire at the French infantry directly opposite them, the four dice being decreased for moving, but increased for being on higher ground. I roll 6, 4, 3 and 2, reducing the French to two-strength and forcing the unit obliquely back a hex to the unit's left, which allows the unit to keep my unit within range and line-of-sight. The cavalry advance a hex.
The French left is not particularly strong, but the French right should be able to decisively help it
The AI's activation dice give 6, two 5s and 2. The 6 and a 5 are rerolled, but become another 5 and another 2.
In area 2 the two-strength cavalry charge my forward left-flank infantry, rolling 6, two 3s, 2 and 1, reducing my unit to two-strength, The forward infantry roll 4, moving straight down. The other infantry roll 1, moving obliquely right to be nearer the dark-square objective hex. Marshal Victor wants to move to a hex that is adjacent to more friendly units than he is presently adjacent to, which I interpret to mean that although his first move of a hex will not fulfil this requirement, he can still move forward obliquely left as his second move, directly downwards, puts him adjacent to four friendly units.
In area 5 the two-strength infantry fire at the Allied unit directly in front of them, rolling 4 and two 2s, my unit choosing to fallback obliquely left. The other infantry roll 1, moving obliquely right to be nearer the objective hex.
The next turn looks like it should be especially bloody

Tuesday, February 20, 2024

Battle Of Barrosa - Allied Playthrough: Turn Two

Situation at the end of turn one
My activation dice give me three 6s, so I change these into 3, 4 and 5, meaning I can again activate my whole army.
I start by getting the artillery to fire at the nearer unit of French cavalry. The two dice are increased by two for firing at short range, by one for being on higher ground and by another one for being next to General Graham, but decreased by one for the target being in trees. I roll 5, 4, two 3s and 1, so one hit (the 5) reduces the cavalry to two-strength, and the 4 means the cavalry have to fallback a hex.
My left-flank infantry advance and fire at the infantry behind the large wood. Their four dice are decreased for firing after moving and for firing through trees. The dice land 4 and 3, but the infantry do not have to retreat as they are adjacent to Marshal Victor. The other infantry in area 3 advance obliquely left.
In area 4 the infantry advance, but General Graham falls back obliquely left so as to be next to two friendly units.
In area 5 the infantry advance, but the cavalry pull back so as to occupy the higher-ground hex just vacated by the infantry.
The French right-hook looks ominous
The AI's activation dice give two 6s, 5 and 3. The 6s are rerolled, becoming 4 and another 5.
The infantry in area 3 roll 1 and so advance onto the hill to be nearer the objective hex, and then fire at the Allied artillery (a target preferred over infantry). Their three dice are decreased for firing after moving, but they roll two 5s, eliminating my two-strength artillery.
In area 4 the infantry roll 4, advancing straight down.
In area 5 both infantry units roll 6. The further-forward unit advances obliquely right to be nearer my furthest-advanced unit on the hill. The other French infantry unit also wants to get closer to my infantry, but the only hex it can reach that would do this is occupied by the unit that has just moved.
Losing the Allied artillery so quickly is a grievous blow

Monday, February 19, 2024

Battle Of Barrosa - Allied Playthrough: Setup & Turn One

THE 15th scenario in Mike Lambo's Battles Of Napoleonic Europe is the Battle of Barrosa.
This clash in 1811 featured an Allied force of British, Portuguese and Spanish troops, under the command of General Thomas Graham, trying to relieve the French siege of the port of Cádiz.
Opposing Graham and his men was a French force under Marshal Claude-Victor Perrin, who is usually referred to simply as Marshal Victor.
The Allies start below the red dashed line
In this scenario the human commands the Allies, receiving, in addition to General Thomas, four units of infantry and one each of cavalry and artillery.
To win the Allies must have a unit occupying the dark higher-ground hex at the end of turn 10.
The AI, in addition to Marshal Victor, receives six units of infantry, two of cavalry and one of artillery.
The human's units are placed first, and then the AI's formation is decided by dice throws. 
I have placed my army in three activation areas, planning to advance across the hill and engage the French, while enjoying, where possible, the advantage of being on higher ground
The AI has spread its infantry across the battlefield, but concentrated the cavalry and artillery on the right flank, which may mean they will be slow getting into the fight.
As usual I will write up the battle as I go along.
TURN ONE
My activation dice land 6, 4 and 3, which means I simply change the wildcard 6 into 5 in order to activate my whole army.
I advance every unit in accordance with my plan of occupying the hill.
The AI's activation dice give it 6, 4 and two 1s. The 6 and a 1 are rerolled, giving 2 and another 4.
The right-flank cavalry roll 4, causing them to move towards my artillery as being the nearest enemy unit furthest up the map The cavalry want to do so vertically, which they can for one hex, but then they move into the large wood. The French artillery roll 3, causing them to move forwards obliquely right.
In area 2 the cavalry roll 2, causing them to advance directly down two hexes. Both infantry units roll 2, causing them to move towards the objective hex, doing so vertically. Marshal Victor advances so as to be adjacent to both infantry units.
In area 4 the infantry roll 4, causing them to move straight down.
The French artillery is a long way from the action, but the French cavalry have advanced much quicker and more directly than my previous experience of French cavalry had led me to expect