Friday, December 12, 2025

Corunna In 3D - Turn Five

Map

Situation after turn four
My activation dice land 6, 5, 3, meaning I can activate all my units without even using wildcard 6.
In area 5 I pull my troops back a hex, and I leave the unit in Corunna where it is.
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, but do not change.
In area 2 both infantry units advance.
In area 4 the forward infantry advance to the foot of the high ground, and the rearward infantry form up behind them. The artillery advance a hex, and so does Marshal Soult, putting him next to three friendly units.
The quietest turn yet

Thursday, December 11, 2025

Corunna In 3D - Turn Four

Map

Situation after turn three
My activation dice land 6, 5, 2. By changing wildcard 6 into a 3, I can activate all my units.
I start in area 5  where my three-strength infantry shoot at the French cavalry, the three dice increased for being on higher ground and for support from Sir John Moore, but decreased for the target being in cover. I roll 6, 3, 1, 1, eliminating a base. My one-strength infantry fire at the same target, the two dice increased thanks to the British commander's presence, but decreased due to the cavalry being among trees. I roll two 4s, forcing the French back two hexes. Sir John stands pat.
In area 3 my infantry take up defensive positions in Corunna.
The AI's activation dice land 6, 3, 3, 3. Wildcard 6 and two 3s are rerolled, landing 5, 5, 2.
In area 2 the forward infantry advance obliquely right, and the rearward infantry occupy the space their comrades vacated.
In area 3 the infantry advance a hex.
In area 5 the two-strength infantry advance to the edge of the hill and shoot at my men on the opposite high ground. The three dice are reduced for moving, but land 6, 3, eliminating a base. The cavalry stand still as there is no enemy within three hexes.
A quiet turn, but the British position remains desperate

Wednesday, December 10, 2025

Corunna In 3D - Turn Three

Map

Situation after turn two
My activation dice land 4, 3 and 2. I reroll 3 and 2, but get another 4 and 3.
In area 4, Sir John Moore falls back behind the hill, and in area 3 I withdraw my infantry obliquely right.
My revised plan is to avoid, or at least delay, combat as much as possible
The AI's activation dice land 6, 6, 2 and 1. Wildcard 6s are rerolled, becoming 4 and 3.
In area 1 the infantry advance obliquely right to the edge of the sea. The cavalry advance to the river bank.
In area 2 the forward infantry advance and shoot at my retiring troops. The four dice are decreased for the unit having moved, landing 6, 4, 1, eliminating a base and forcing the rest of my unit back a hex to the outskirts of Corunna. The rearward French infantry in area 2 advance a hex.
In area 3 Marshal Soult withdraws obliquely left two hexes on to high ground, putting him adjacent to four French units. The infantry advance a hex.
In area 4 the forward infantry advance down from the hill, and the rearward infantry follow suit. The artillery also advance a hex.
Keeping Sir John Moore alive for the next seven turns is looking a tall order

Tuesday, December 09, 2025

Corunna In 3D -Turn Two

Map

Situation after turn one
My activation dice land 5, 1, 1. I reroll the 1s, getting 6 and 2, and turn wildcard 6 into a 4.
I start in area 5 by sending my right-flank infantry to clear the wood of French cavalry. The three dice are increased for attacking at close range after moving, but decreased for the target being in cover. I roll 4, 4, 1, forcing the French back two hexes. My other infantry in area 5 shoot at the French infantry directly ahead, the dice landing 5, 4, 2, 1, removing one base and forcing the survivors back a hex.
In area 4 my three-strength infantry occupy Elviña and shoot at the nearest French, the four dice reduced for moving. I roll 4, 3, 3, forcing the enemy back obliquely left. My one-strength infantry advance obliquely left, staying on high ground, and shoot at the French directly ahead. The two dice are decreased for moving, but increased for being on higher ground, and fall 4, 3, forcing the French back a hex. Sir John Moore advances onto high ground so as to be adjacent to two friendly units.
The French suffered no losses this half-turn, but at least their attack has been temporarily stymied
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, landing 6, 5.
In area 2 the forward infantry shoot at my one-strength unit (chosen over my nearby three-strength unit as the former is nearer Sir John Moore). The four dice are decreased for firing from a river hex, but increased thanks to support from Marshal Soult, landing 6, 4, 2, 1, destroying my unit's final base. The marshal remains where he is, as do the rearward infantry, whose path to directly advance is blocked.
In area 4 the forward infantry shoot at my men in Elviña, losing one die thanks to the target being in cover, but gaining one from being on higher ground. The dice land 5, 5, 2, 2, eliminating two bases. The rearward infantry advance and shoot at the same target, losing a die for having moved. The remaining dice land 6, 2, 2, just enough to finish the job of destroying my unit. The artillery want to advance, but their way is blocked.
In area 5 the infantry want to advance obliquely right, but their way is also blocked. The cavalry charge down from the high ground, burst through the trees and attack my right-flank infantry, rolling 6, 6, 4, 4, 2, 1, eliminating two bases and causing the survivors to flee two hexes.
This is going so much worse than in my triumphant first playthrough

Monday, December 08, 2025

Corunna In 3D - Turn One

Map

Bird's-eye view from behind the British lines 
My activation dice land 6, 2, 2. I reroll the 2s, but get the equally useless 2 and 1.
I turn wildcard 6 into a 3, so my artillery can fire at the French directly ahead. Their three dice are increased by two for firing at short range, and by a further one for being on higher ground than the target. I roll  6, 5, 5, 5, 1, 1, easily eliminating the enemy unit.
The AI's activation dice land 4, 3, 2, 1.
In area 1 the infantry advance a hex, but the cavalry remain still as no enemy are within three hexes.
In area 2 the forward infantry move down from the high ground to ford the river, shooting at my artillery as they do so. The three dice are decreased for firing from a river hex and for firing at range after moving, but the remaining die lands as a 5, eliminating one of my artillery's two bases. The rearward infantry in area 2 advance obliquely to behind their comrades.
In area 3 the infantry move obliquely left, into the river hex, from where they also shoot at my artillery. The three dice are decreased by two for having moved into a river hex, but the remaining die lands as a 6, eliminating my unlucky artillerymen.
Marshal Soult boldly advances two hexes to be adjacent to three French units.
In area 4 the forward infantry advance obliquely right, staying on the high ground, and shoot at my men directly ahead, who are also on high ground. The four dice for infantry shooting at infantry are decreased by one for having moved, but they land 6, 5, 1, reducing my unit to one base. The rearward infantry want to advance, but their way is blocked. The French artillery advance across the high ground.
In area 5* the infantry advance to the edge of the high ground and shoot at my men directly ahead, the four dice decreased for having moved, but increased for the target being on lower ground. The dice land 4, 3, 3, 3, forcing my unit back obliquely right. The cavalry advance into the trees.
A good turn for the French
*The AI should not have been allowed to activate its units in area 5, but I have no one to blame for this error but myself - clearly I was not thinking straight.

Sunday, December 07, 2025

Corunna Setup

I have concentrated my British forces on the high ground beside Elviña, in a similar formation to the one I used in my first playthrough 

The French setup is nothing if not impressive, but will they be able to kill Sir John Moore in the 10 turns available?

Saturday, December 06, 2025

Corunna In 3D

THE 11th scenario in Mike Lambo's Battles Of Napoleonic Europe is Corunna (aka Coruña, or similar, in various versions of Spanish), fought from the British side.
Sir John Moore was fleeing before French forces commanded by Marshal Jean-de-Dieu Soult, heading for the coast, where the British hoped to be evacuated by the Royal Navy.
The British set up between the red dashed lines
In addition to Sir John, the human receives six units of infantry and one of artillery.
The real battle saw the British army successfully escape, but at the cost of Sir John being fatally wounded.
To win the refight, the human has to keep Sir John alive for 10 turns.
The French approach from the top of the map, with the AI receiving, in addition to Marshal Soult, eight units of infantry, two of cavalry and one of artillery.
The starting positions of the French infantry and cavalry are pre-determined, but dice decide where the artillery and Marshal Soult start.
I won this battle comfortably when I first played Corunna, using the map and counters provided in Lambo's book.
Here is how the forces set up
wrote after the battle: "This was by far the easiest and most convincing victory I have had."
For this 3D version of the scenario, I am using 10mm figures from Transylvania's Wofun, with Hexon II hexes from Nottinghamshire-based Kallistra.
The battlefield, with the four sea hexes on the left created by using "picture beads" from a Hobbycraft store
Sir John Moore and the British troops
Marshal Soult and the French
As usual I will write up the battle as it proceeds.

Friday, December 05, 2025

Spanish Steps VI

This tower, from about the 16th century, guarded a royal road that passed by Benidorm
The entrance - now bricked-up - on the ground floor suggests the building was not expected to withstand serious attack, but was probably more used to regulate traffic and collect tolls.

Thursday, December 04, 2025

Spanish Steps V

MUCH of modern Altea is spread along the seafront, but when taken from the Moors in 1244 it was mostly a hilltop settlement.
The Virgen del Consuelo (Virgin of the Consolation) Church was erected in the1600s, and quickly became a local landmark.
Most of what can be seen today dates to the late 1800s and early 1900s 

The church was at least partly built with defence in mind

Picturesque house facade

Wednesday, December 03, 2025

Spanish Steps IV

FURTHER along the coast from Benidorm is Altea, once a Greek colony but now a centre for tourism, thanks to its climate and picturesque old town.
Altea, like most of the rest of Alicante, was Republican in the Spanish Civil War, and its coast was blockaded by the Italian and German navies in support of Franco's Nationalists.
Miles of flat beaches were easily accessible from the sea
Eight machinegun pillboxes, called búnquers in Catalan (bunkers or búnkeres in Spanish) were built in the Altea area.
This pillbox near Cap Negret is one of three survivors, and only two of those are now above sea level
Another view - none saw action, but they are believed to have had a deterrent effect