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| Situation after turn two |
Would you believe it? Having rolled four unwanted 6s last turn, and getting another two when I rerolled them, my seven this turn dice give me four 4s, 5, 3 and 1, and not a 6 with which to rally a fleeing unit.
Naturally I reroll the 4s, getting 6, 5 and two more 4s.
I use the 6 to rally the fleeing horse, but have to let the demoralised pikes exit the battlefield.
I give move-orders to my muskets on the same file as enemy artillery, moving my men to the right, and use the other move-die to charge the Parliamentarian right-flank horse, needing 8+, reduced by one thanks to support from another unit of horse, and I roll 10, demoralising the enemy and sending them fleeing three hexes.
At this point I suddenly realise I earlier mistakenly advanced the Parliamentarian right-flank artillery while moving them, something that is not allowed as artillery must stay on the back row of hexes.
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| The AI is about to have its third turn, with the position of the Parliamentarian right-flank artillery corrected |
Neither artillery unit has a target in its line-of-sight, so both move to their left (the right-flank artillery moving first).
The Parliamentarian left-flank horse charge my horse in the trees, needing 8+, increased by one thanks to cover, but roll 6.
The demoralised Parliamentarian horse fail to rally (rallying for the AI requires a throw of 5 or 6) and so leave the battlefield.
The furthest-forward Parliamentarian muskets fire at my further-forward left-flank horse, needing 9+, but roll 7.
The other Parliamentarian muskets stand still, as do all but the rearmost Parliamentarian pikes, who advance one hex obliquely to their right.
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| I already feel like throwing in the towel |