Thursday, December 18, 2025

Light Cavalry

OPEN-ORDER cavalry were more noted in biblical times for their absence from armies than from their presence.
But they were sometimes involved in the fighting, and they played a part in a famous 'biblical' battle I plan to recreate on the tabletop.
Accordingly I have painted these 10mm figures from Newline Designs, configured for Neil Thomas's rules in Ancient & Medieval Wargaming

Wednesday, December 17, 2025

Slingshot Issue 361

THE Nov/Dec edition of the Society of Ancients' journal Slingshot arrived last week, and proved, at least to me, an even better read than normal.
Top-notch issue
It is hard to pick out just one highlight, but I am going for Mick Hession's The Jagged Black Banner, explaining how the Anglo-Norman militia in Dublin organised, operated and fought.

Tuesday, December 16, 2025

Summing Up Corunna In 3D

I SUMMARISED my first playthrough of Corunna by calling it "by far the easiest and most convincing victory I have had in all my battles" from Mike Lambo's Battles Of Napoleonic Europe.
My latest playthrough could not have been in starker contrast - almost from the first roll of the dice the British were in trouble.
The two very different experiences are surely a testament to the flexibility and replayability of Lambo's gaming system.
My 3D score against the AI is now 6-4, or 6-5 if you include the scenario I started a unit short.
At this stage first-time through I was tied 6-6, having played one scenario twice, but if the replay is excluded, I was losing 5-6.

Monday, December 15, 2025

Corunna in 3D - Turn Seven

Map

Situation after six turns
My activation dice land 6, 4, 2. I reroll the 2, but get another 4, and I change wildcard 6 into a 3.
I start in area 4 by moving Sir John Moore to the outskirts of Corunna, and I pull the two-strength infantry into the cover of the trees.
In area 3 I leave the infantry in Corunna.
The AI's activation dice land 6,5, 5, 3. Wildcard 6 and a 5 are rerolled, but become two 6s.
In area 3 the infantry climb onto high ground and shoot at Sir John, the three dice decreased for moving, but increased for being on higher ground. The dice land 6, 3, 1, killing Sir John and so winning the battle.

Sunday, December 14, 2025

Corunna In 3D - Turn Six

Map

Situation after five turns
My activation dice land 3, 2, 1. I reroll the 2 and 1, but get another 3 and another 1.
There is nothing I can usefully do, so I await my fate.
The AI's activation dice land 6, 5, 3, 1. Wildcard 6 is rerolled, but becomes another 1.
From now on the French infantry, if they cannot attack any enemy unit, advance towards my commander.
In area 1 this takes the infantry obliquely forward to their left, and the cavalry choose to similarly advance two hexes obliquely forward to their left.
In area 3 the infantry advance to the foot of the high ground.
In area 5 the infantry also advance, and the cavalry advance two hexes into the copse.
Can Sir John Moore somehow survive four more turns?

Saturday, December 13, 2025

Corunna In 3D - Halfway Verdict

How the battle stood after five turns when I first played it
As can be seen, first-time through I had more units than the AI at the halfway point, and I completely controlled Elviña and its adjacent high-ground.
This time it is surely only a matter of time before the AI succeeds in following historical precedent by killing the British commander, Sir John Moore

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