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. |
No comments:
Post a Comment