Thursday, October 31, 2024

Peak Practice

ONE of the most entertaining books I have read in a long time is Scrambles Amongst The Alps by mountaineering pioneer Edward Whymper.
It was published in 1871, shortly after a decade in which Whymper, son of a London wood engraver, became famous for his climbs in the Swiss Alps and their surroundings, including repeated attempts to become the first to ascend the Matterhorn.
The book ticks my twin interests of travel and history, although there is certainly no military history.
Nevertheless Whymper was an accomplished writer and is good at explaining the intricacies of mountaineering, in what many regard as the pursuit's golden years, without getting bogged down in technical detail that only a fanatic would enjoy.
I bought my copy, which is a faithful 1981 American reproduction, for £1.99 at an Oxfam in Darlington, County Durham, and I blush to think I almost gave it a miss because the small typeface looked rather unpromising.
The book is lavishly illustrated with apparently accurate drawings that capture something of the excitement and danger - occasionally fatal - of those times.
I am not surprised to find mountaineering historian Jeremy Bernstein call the book "simply in a class by itself"

Wednesday, October 30, 2024

Summing Up Roliça In 3D

WINNING any battle against the AI in Battles Of Napoleonic Europe is hard enough, but to win with a turn, and the best part of another turn, to spare is, at least in my experience, very rare.
For much of the battle I thought the Allied advance was too slow, and I was annoyed with myself at having not made my original setup more objective-focussed.
However, my cause was certainly helped by having the Allied army in a much compacter formation than when I first fought the battle, making activation easier.
But there is no doubt the AI's failure to activate at all in turn seven was, well, a turning point that left the French badly placed to meet my outflanking cavalry.
My score against the AI in 3D after one scenario: 1-0.
My original score against the AI after one scenario: 0-1.

Tuesday, October 29, 2024

Roliça In 3D - Turn Nine

Map

Situation at the start of turn nine
My three activation dice land 4 and two 1s. I reroll the 1s, getting 5 and 3.
The 5 is useless as I have no troops in that area, but the 3 and 4 give me excellent winning chances. However, note that I cannot just send my cavalry to occupy the objective hex, as the unit is engaged by the French general (and his bodyguard).
Accordingly I start in area 3 by advancing the rearward infantry to attack General Delaborde. Their three dice are increased for attacking at close range after moving, and I roll 6 and three 2s, just enough to eliminate the French commander.
With him gone, the way is clear for my cavalry to occupy the objective hex, thus winning the battle.

Monday, October 28, 2024

Roliça In 3D - Turn Eight

Map

Situation at the start of turn eight
My three activation dice land two 6s and 2. I turn one wildcard 6 into a 3, and the other into a 5.
In area 2 my one-strength infantry leave the shelter of trees to bravely - foolhardily? - attack the French cavalry. Their two dice are increased for attacking at close range after moving, and I roll two 6s and 4, eliminating the doubtless surprised enemy unit. My artillery advance a hex.
In area 3 my forward infantry advance and attack the one-strength French infantry ahead of them. Their four dice are increased for attacking at close range after moving, and I roll 6, 5 and three 3s - more than enough to eliminate the French unit. Wellesley advances a hex, the point being he is then in position to support my rearward infantry in area 3, when they advance and fire at General Delaborde on the ridge.
The infantry's three dice are increased thanks to their commander's presence, but I roll 4, two 3s and 2, which have no effect as commanders ignore retreat dice.
In area 5 my cavalry mount the ridge and attack the French infantry occupying the objective hex. The six dice are increased for being on higher ground, and I roll three 5s, 4, 3 and two 1s, eliminating the enemy unit.
A dramatic half-turn - suddenly the French look in massive trouble as the Allies only have to occupy the objective hex at any point in the battle to register victory
The AI's four activation dice land two 5s and two 3s. One of each pair is rerolled, but land 3 and 1, meaning the AI will only be able to activate in area 3, as there are no French troops in areas 1 and 5.
In area 3 Delaborde has to be activated first, and he - with his bodyguard, presumably - bravely attacks my cavalry. Commanders count as one-strength cavalry, so he rolls two dice, scoring 6 and 2, thus reducing my unit by a base. The infantry in area 3 have to form square as my cavalry are within three hexes. But they can fire at my cavalry - their preferred target, as the cavalry are the nearest Allied unit to the objective (I have made a slight amendment to the rules that lets infantry in square fire all-round, instead of being limited to their normal frontal arc). The infantry's two dice are reduced for being in square, and they roll 3 - no effect.
End of turn - my next set of activation dice could prove crucial

Sunday, October 27, 2024

Roliça In 3D - Turn Seven

Map

Situation at the start of turn seven
My three activation dice land 6, 2 and 1. I reroll the 1, but it becomes another 2, and I turn wildcard 6 into a 5 (my cavalry have to close in on the objective hex - marked with a green bead, behind the ridge - otherwise I cannot possibly win the battle).
In area 2 my one-strength infantry attack the French cavalry, the two dice landing 4 and 3, forcing the French back onto the ridge. I advance the artillery into the stream.
In area 5 my cavalry advance into the copse and then diagonally to the foot of the ridge.
After another disappointing Allied half-turn
The AI's four activation dice land two 6s, 5 and 4. The wildcard 6s are rerolled, but become another 5 and another 4.
Suddenly my prospects are looking brighter, as there are no French troops in areas 4 and 5, meaning the AI cannot activate any part of its army!

Saturday, October 26, 2024

Roliça In 3D - Turn Six

Map

Situation at the halfway stage
My three activation dice land 6, 5 and 4, which I keep, turning wildcard 6 into a 3.
In area 3 my forward infantry advance a hex and attack the French cavalry. The three dice are increased by one for attacking at close range after moving, but I roll a miserable 4, 3, 2 and 1. The only effect is the 4 forces the cavalry to fall back a hex onto the ridge, My middle infantry in area 3 fire at the French opposite them, the four dice being increased for being next to the Allied army commander. The dice land 6, 4, 3, 2 and 1, causing the enemy unit to lose a base and fall back diagonally (the only way it can go). The rearward infantry advance a hex, and Wellesley occupies the hex they have vacated.
In area 5 my cavalry advance to behind the copse furthest up the map.
In area 4 my infantry advance a hex.
After the Allied half-turn
The AI's four activation dice land 5 and three 4s. Two 4s are rerolled, becoming 2 and 1.
The 1 and 5 dice are wasted because there are no French troops in those areas, but in area 2 the two-strength cavalry roll 3, meaning they attack the infantry that just drove them back. Their five dice land two 5s, 4, 3 and 2, causing my unit to lose two bases and fall back diagonally into cover of the nearest copse. The French infantry in area 2 roll 1, which only has an effect if the objective hex (marked by a green bead) is unoccupied.
The only French unit in area 4 is General Delaborde, who moves diagonally forward a hex to put him adjacent to three friendly units - but in a very exposed position ahead of much of his army.
End of turn six

Friday, October 25, 2024

Roliça In 3D - Halfway Verdict

Situation with five of the battle's 10 turns completed
We started with an equal number of units, but now I have seven, including the commander, while the AI has six, including the commander.
Not only that, but whereas only one of my units is under-strength (the right-flank infantry), two of the AI's units are at reduced strength, including an infantry unit that has suffered two hits.
On the other hand, my units are still a long way from the objective hex, which is behind the ridge and marked with a green bead (barely visible in the photo).
Indeed my nearest unit, the furthest forward infantry, is four hexes away, and there are only five turns left.
My main hope would seem to be that my cavalry can get around General Delaborde's left flank, but even then there would be a lot left to do.
It is interesting to compare the state of the battle with when I first played it.
Situation at the halfway point when I fought the battle with counters on the book's map
I reckon my prospects at halfway looked better the first time around, which is ominous as I failed to gain the objective in that battle within the 10 turns allowed, despite ending the fight with eight units against the AI's six.

Thursday, October 24, 2024

Roliça In 3D - Turn Five

Map

Situation at the start of turn five
My three activation dice land two 5s and 1. I reroll the 1 and a 5, getting 3 and another 5.
I start in area 5 by advancing my cavalry to charge the French cavalry, my four dice landing two 5s, 4 and 3, the two hits being enough to eliminate the enemy unit without the 4 forcing it back a hex.
In area 3 I first advance the forward infantry, who then fire at the French directly to their front, the four dice being reduced for firing after moving. Nevertheless I roll 6, 5 and 3, weakening the enemy unit to one-strength. My other infantry in area 3 also advance a hex, as does Wellesley.
After the Allied half-turn
The AI's four activation dice land 6, two 4s and 2. The wildcard 6 and a 4 are rerolled, becoming two 5s.
In area 2 the French cavalry continue their melee against my left-flank cavalry, rolling two 6s and 4, eliminating my two-strength unit. The infantry in area two, no longer within three hexes of Allied cavalry, move out of square formation.
In area 4 General Delaborde remains where he is, and the activation die for area 5 is wasted as there are no longer French troops there.
End of turn five

Wednesday, October 23, 2024

Roliça In 3D - Turn Four

Map

Situation at the start of turn four
My three activation dice land 3, 2 and 1. I keep the 2 so I can fire my artillery, but I reroll the others in the hope of attacking on my right flank. The dice land 4 and 1 - not ideal, but could have been worse.
I start in area 2 by using my artillery to shoot at the French in square on the ridge. My two dice are increased by two, thanks to the enemy's formation, and I roll 6, 5, 4 and 2, more than enough to eliminate the infantry.
In area 1 my cavalry fall back, as it were, two hexes diagonally, putting them in a position to attack the French right-flank horse. My two-strength unit gets three dice, which land 5 and two 3s, inflicting a hit on the French.
In area 4 my infantry advance out of the trees to fire at the left-flank French cavalry, the three dice being reduced by one for firing after moving. I roll 6 and 1, inflicting a hit.
After the Allied half-turn
The AI's four activation dice land 4, two 2s and 1. A 2 is rerolled, becoming a useful-for-once 5.
The French have no troops in area 1, so that activation die is wasted.
In area 2 the French cavalry continue their melee with my cavalry, rolling two 3s and 1 - no hits! The infantry in area 2 have to remain in a square as my cavalry are still within three hexes.
In area 4 General Delaborde stays beside two friendly units.
In area 5 the French cavalry roll 5, which means they advance and attack my right-flank infantry, who are further forward than my adjacent cavalry, and their first move is diagonally forward, rather than straight. Being a two-strength unit attacking infantry not in a square, they get five dice, which land 6, 3, two 2s and 1, inflicting just one hit.
End of turn four

Tuesday, October 22, 2024

Roliça In 3D - Turn Three

Map

Situation at the start of turn three
My three activation dice land 4 and two 1s. I keep a 1 but reroll the other two dice, getting a pair of wildcard 6s, which I turn into 3 and 2.
In area 1 my cavalry advance two hexes and attack the French artillery, my four dice landing 6, 5, 3 and 1, giving the two hits necessary to eliminate the enemy unit.
In area 2 my artillery fire at the French infantry directly in front of them, rolling 6, 3 and 1, so inflicting a second hit on that unit. My infantry advance into the copse, giving them cover but nevertheless leaving them looking somewhat vulnerable.
In area 3 all units, including Wellesley, advance a hex.
After the Allied half-turn
The AI's activation dice land three 3s and 2. Two of the 3s are rerolled, landing 5 and 4.
In area 2 the forward infantry have to form square as enemy cavalry are within three hexes (I am indicating square formation in this case by moving the command base behind the surviving rank-and-file base). They then fire at my cavalry, their two dice reduced by one for being in square, but increased by one for being on higher ground. They roll 6 and 3, inflicting a hit on my men - the first hit my army has suffered. The other French infantry in area 2 also have to form square, but have no target they can attack.
In area 3 the cavalry roll 6, advancing daigonally down two hexes to attack my infantry in the copse (I said my men looked vulnerable!). Their six dice are reduced by one because the infantry are in trees, but they roll three 5s, 3 and 1, scoring the three hits needed to eliminate my unit. The forward French infantry in area 3 roll 6, advancing down from the ridge. The rearward infantry roll 4, meaning they want to be on high ground, and the further down the better, so they advance a hex.
In area 4 the cavalry roll 6, meaning they want to advance towards the nearest enemy unit. My right-flank cavalry and infantry are both four hexes away, but the French unit prefers enemy further up the map, so move diagonally down one hex to its left (the unit prefers diagonal movement over straight when rolling a 6) and then advance straight down a hex as that is the only way to move nearer my cavalry. The French infantry in area 4 roll 2, which causes them to fall back to occupy the newly vacant objective hex (the hex marked with a green bead). General Delaborde advances a hex so as to be adjacent to two friendly units.
There were no French units in area 5 at the start of the half-turn - the cavalry moving into it this half-turn do not count - so the 5 activation die is again wasted.
Situation at the end of turn three