Move 4
British move first
Artillery
fire on 29 brigade in farm
2D6
need 9, get 3, no casualties
1
brigade skirmish farm,
1D6
need 5, get 2, no casualties
French move second
Artillery
fire on British gunners
2D6
need 12, get 11, no casualties
29
brigade fire on 1 British brigade
1D6
need 6, get 4, no casualties
30
brigade move into contact with farm
Ready
to replace 29 brigade if necessary
Lancers
advance to charge move of 1 British brigade
Summary
Although
this move has gone well the French commander is worried
He
moves his cavalry forward to halt the enemy infantry
However
this will also bring them within charge move of the British hussars
If
either side lose their cavalry it will be a serious set back
Link to Wargame Rules
Paul,
ReplyDeleteI am finding this step-by-step explanation very, very helpful.
All the best,
Bob
Hi Bob
ReplyDeleteThanks for your comment
Glad to hear that it is making sense
I ran the game as I would normally do, and all the dice throws are as thrown.
I was not sure whether to manipulate them to make for a more interesting narrative
But I thought it best to let the dice decide - as they usually do
The only break with our normal games is in the sequence of which side moves first. This can make a huge difference, particularly at the "crunch stage" of the game. Normally we dice or pick a card to decide which side moves first. But for this game I had them move alternatively.
regards
Paul