Turn 4. The battle continues at a steady pace. Since more and more units take casualties, and need to take a morale check (morale checks in these rules are rolled on a table with sometimes quite surprising results), more and more things are happening ... ;-)
The confederates start the turn ...
The 2 infantry units that were approaching towards the Union left flank needed a morale check. Both roll the same results ... they want revenge and start moving (or charging if close enough) as fast as they can towards the enemy! The find themselves on the defended hill quite suddenly ...
This prompted the COnfederate commander on the right flank to order his cavalry into action. First a charge towards the enemy cavalry. But their charge response roll says they refuse the charge order and they start firing instead.
Luckily there's a second cavalry unit. They charge as intended, but the defending Union cavalry for their charge response (as defenders) reactive fire ...
So we roll for the cavalry melee. D10's are rolled on both sides. 1 die per 2 factors of unit strength, +2 for charging, +1 if it's the first melee in the game. Dice are then paired up to check for casualties on both sides.
On the opposite flank things aren't going much better. There's a continued melee, and the other cavalry unit also refuses to charge!
Situation after the Confederate turn:
Nothing much is happening in the Union turn, except for general firing across the whole front. On the right flank a heavy cavalry melee is developing ...
Situation at the end of turn 4:
To be continued ...
No comments:
Post a Comment