The next turn in my solo game. He battle has turned in the "grind phase" - less or no manoeuvring, more combat resolution and die rolling.
Red is pushing in the centre, and I decided it was a good time for Red to charge Blue's artillery. That was not such a good idea ... the dice gods were very favourable to Blue and the charge failed miserably. Perhaps I should give artillery some penalties when receiving charge ;-)
Red is pushing hard n the centre. Blue is still holding the hills in the North. |
The failed charges ... One Red regiment destroyed (hence all the casualties), the other Red regiment is still in the fight but is down to "2" in its combat effectiveness. |
Blue is content to fire back at Red ...
View on the central section from Red's side. Red's infantry is taking heavy fire, and has not really been able to fire back and do significant damage to Blue. |
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