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Map |
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Situation at the start of turn four |
My three activation dice land 6, 5 and 3. I reroll the 5, which becomes a 4, meaning that by changing wildcard 6 into a 2 I can activate my whole army as all French troops are in the three central areas.
In area 2 I move General Delaborde diagonally forward to the right so he can support three units. The infantry fire at the rearward French cavalry ahead of them, the three dice increased for being on higher ground and for being next to the commander, the dice landing three 6s, 4 and 3, eliminating the Allied unit.
In area 3 my one-strength artillery fire at the infantry directly ahead, the two dice increased for being on higher ground, for being next to the commander and for firing at short range (+2), landing two 6s, 4, 3, 2 and 1, reducing the Allied unit to one-strength and forcing the survivors to pull back a hex. The French infantry fire at the one-strength Allied infantry directly ahead, the four dice becoming six thanks to higher ground and being next to the commander. The dice land 5, 4, two 3s and two 2s, which would normally be disappointing, but here the one hit is enough to eliminate the target.
In area 4 the infantry fire at the Allied cavalry in the open, height advantage increasing the three dice to four, and I roll six, two 5s and 2, eliminating another enemy unit. My one-strength cavalry charge the Allied cavalry in the copse, the two dice being decreased as the target has cover. I roll 4, forcing the enemy back into the stream. My cavalry may very well be eliminated in the Allied half-turn, but my thinking is they will have spared the infantry on the ridge from being charged by the French.
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The Allied army has taken fearful casualties in a very short period |
The AI's activation dice land 5, 4, 3 and 2.
In area 2 the infantry roll 6, advancing a hex and firing at my artillery. Their three dice are decreased for firing after moving and for having to fire through trees. The one die lands 4, but the gunners do not retreat as General Delaborde is supporting them. The artillery roll 1, but cannot move diagonally forward as they can only do that if that would put them in line-of-sight of French troops.
In area 3 the one-strength infantry roll 3, advancing a hex to be nearer the objective, and fire at my artillery, their two dice being decreased for firing after moving. However they roll a 6, eliminating my one-strength unit.
In area 4 the infantry fire at the French infantry directly ahead, the four dice decreased because of intervening trees. The dice land 6, 3 and 1, reducing my unit by a base. Sir Arthur Wellesley advances a hex so as to be beside three friendly units.
In area 5 the two-strength cavalry advance a hex into the copse to be nearer the objective. This puts them in contact with my one-strength cavalry, whom they attack, the three dice landing 6, 3 and 1, eliminating my unit. The forward infantry roll 2, advancing into the stream. The rearward infantry roll 3, also advancing into the stream.
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End of turn four |