Move 11
French move first
Artillery
fire on 2 infantry
2D6
need 7, roll 7, hit 10% casualties
Infantry
test morale for casualties
1D6
need 5, roll 1, fail and rout
Nearby
4 brigade test morale for rout within 4”
1D6
need 4, roll 3, fail and are shaken
British
gunners test morale for rout within 4”
1D6
need 4, roll 3, fail and are shaken
Lancers
charge 3 infantry
Infantry
test to form square, 1D6 need 6, roll 2, fail to react
Lancers
melee infantry
2D6
+ 6, roll 9
Infantry
rout with 20% casualties
Shaken
Hussars test morale for rout within 4”
1D6
need 6, roll 2, fail morale and rout
Lancers
test morale to pursue, roll 1, fail and halt disordered
30
French enter farm
31
French test morale for shaken
1D6
need 7, roll 1, fail and rout
32
French test morale for shaken
1D6
need 7, roll 3, fail and rout
British move second
1
infantry continue rout to edge of farm
Remainder
of corps are in rout or shaken and cannot carry out orders
Summary
This
move highlights the advantage of moving first
Normally
this is decided by a dice roll
But
in this game each side move first alternatively
Moving
first the French artillery could rout the shaken highland infantry
The
Lancers could charge and rout the infantry and supporting shaken cavalry
It
also highlights the weakness of brigades with poor morale and casualties
Two
French infantry brigades failed their morale and routed this turn
The
advantage has moved to the French
Their
cavalry and artillery, plus one infantry brigade, are all in good order
The
British still have their artillery and one infantry brigade
But
both are shaken and must rally before they will obey new orders
Link to Wargame Rules