Wednesday, November 06, 2024

Roliça In 3D - French Playthrough: Turn Four

Map

Situation at the start of turn four
My three activation dice land 6, 5 and 3. I reroll the 5, which becomes a 4, meaning that by changing wildcard 6 into a 2 I can activate my whole army as all French troops are in the three central areas.
In area 2 I move General Delaborde diagonally forward to the right so he can support three units. The infantry fire at the rearward French cavalry ahead of them, the three dice increased for being on higher ground and for being next to the commander, the dice landing three 6s, 4 and 3, eliminating the Allied unit.
In area 3 my one-strength artillery fire at the infantry directly ahead, the two dice increased for being on higher ground, for being next to the commander and for firing at short range (+2), landing two 6s, 4, 3, 2 and 1, reducing the Allied unit to one-strength and forcing the survivors to pull back a hex. The French infantry fire at the one-strength Allied infantry directly ahead, the four dice becoming six thanks to higher ground and being next to the commander. The dice land 5, 4, two 3s and two 2s, which would normally be disappointing, but here the one hit is enough to eliminate the target.
In area 4 the infantry fire at the Allied cavalry in the open, height advantage increasing the three dice to four, and I roll six, two 5s and 2, eliminating another enemy unit. My one-strength cavalry charge the Allied cavalry in the copse, the two dice being decreased as the target has cover. I roll 4, forcing the enemy back into the stream. My cavalry may very well be eliminated in the Allied half-turn, but my thinking is they will have spared the infantry on the ridge from being charged by the French.
The Allied army has taken fearful casualties in a very short period
The AI's activation dice land 5, 4, 3 and 2.
In area 2 the infantry roll 6, advancing a hex and firing at my artillery. Their three dice are decreased for firing after moving and for having to fire through trees. The one die lands 4, but the gunners do not retreat as General Delaborde is supporting them. The artillery roll 1, but cannot move diagonally forward as they can only do that if that would put them in line-of-sight of French troops.
In area 3 the one-strength infantry roll 3, advancing a hex to be nearer the objective, and fire at my artillery, their two dice being decreased for firing after moving. However they roll a 6, eliminating my one-strength unit.
In area 4 the infantry fire at the French infantry directly ahead, the four dice decreased because of intervening trees. The dice land 6, 3 and 1, reducing my unit by a base. Sir Arthur Wellesley advances a hex so as to be beside three friendly units.
In area 5 the two-strength cavalry advance a hex into the copse to be nearer the objective. This puts them in contact with my one-strength cavalry, whom they attack, the three dice landing 6, 3 and 1, eliminating my unit. The forward infantry roll 2, advancing into the stream. The rearward infantry roll 3, also advancing into the stream.
End of turn four

Tuesday, November 05, 2024

Roliça In 3D - French Playthrough: Turn Three

Map

Situation at the start of turn three
My three activation dice land 6, 5 and 2. I reroll 2, which becomes 3, and change wildcard 6 into 4.
I start in area 5 by pulling my depleted cavalry out of the copse and back onto the ridge.
In area 3 I move the artillery on to the ridge, and order the infantry to fire at the Allied infantry directly ahead. The four dice are increased for being on higher ground, and I roll 6, 5, 4, 3 and 1, scoring two hits and sending the survivors back a hex.
In area 4 there is nothing for the infantry to do as their one possible target has just been forced out of range.
After the French half-turn
The AI's activation dice land 4, two 3s and 1. A 3 is rerolled, becoming 5.
In area 1 the forward cavalry roll 3, moving two hexes diagonally towards the objective hex (marked by a green bead on the ridge). The rearward cavalry roll 2, meaning they move two hexes straight down, at the same time moving near the objective.
In area 3 the forward infantry fire at my gunners, the three dice landing 6, 3 and 1, which means a hit, reducing my artillery to one-strength. The rearward infantry have no-one immediately within range, so they roll a die, a 4 indicating they advance towards the objective and fire at my artillery. Since the unit is only one-strength, it gets just two dice, and one of these is deducted for firing after moving, and its throw of 3 has no effect.
In area 4 the infantry roll 4, meaning they move diagonally into the stream behind the copse, the aim being to move nearer the objective. Sir Arthur Wellesley advances a hex so as to be adjacent to three friendly units.
In area 5 the forward cavalry roll 2, meaning they want to move nearer the objective, preferring to do so by moving straight down. They do that for one hex, but then move diagonally into cover of trees as that is the only way to close on the objective. The rearward cavalry roll 2, with the same effect, except they end on open ground between two copses. The forward infantry roll 6, advancing a hex. The rearward infantry roll 5, also advancing a hex.
The Allied attack has gained momentum

Monday, November 04, 2024

Roliça In 3D - French Playthrough: Turn Two

Map

Situation at the start of turn two
My three activation dice land 6, 5 and 4. I reroll the 5, which becomes a 1, and turn wildcard 6 into a 3.
I start with area 4, sending my infantry onto the ridge, from where they fire at the rearward left-flank Allied cavalry. The three dice are reduced for shooting after moving, but increased for being on higher ground, and I roll 6, 4 and 3, scoring one hit (the 6) and forcing the enemy unit to retreat a hex (the 4). My cavalry in area 4 leave the ridge and advance into the nearest copse, from where they attack the other left-flank Allied cavalry. I roll 5, 4, 3 and 1, which removes a base from the enemy unit (the 5) and forces it back a hex (the 4).
In area 3 I advance both units onto the ridge, but neither can fire - the infantry because they have no enemy within range, and the artillery because guns cannot move and fire in the same turn.
In area 1 I pull my cavalry back behind the ridge.
My right-flank cavalry are in cover, but  I cannot help feeling they will soon suffer from my tendency to be over-impetuous with the mounted arm
The AI's four activation dice land 4, 3 and two 2s. A 2 is rerolled, but becomes another 3. This is something of a relief to me as it means the AI will not be able to activate its four units in area 5, although plenty of other units will be in action.
In area 2 the infantry roll 2, advancing a hex. The artillery also roll 2, but cannot advance diagonally forward as neither relevant hex would put them in range and line-of-sight of French troops (line-of-sight being blocked by friendly troops in the case of moving diagonally to their left).
In area 3 the forward infantry roll 4, moving directly down a hex as this is the only way to move nearer the objective (they would prefer moving diagonally, but neither such hex would put them closer). They have four targets equidistant, including my cavalry sheltering in the copse, but prefer to fire at artillery. Their three dice are decreased for firing after moving, and they roll 4 and 2, forcing my guns off the ridge. The rearward Allied infantry in area 3 roll 2, advancing a hex.
In area 4 the infantry fire at my right-flank cavalry, their three dice decreased because my unit is in trees. However they roll 6 and 5, reducing my men to one-strength. Sir Arthur Wellesley stands pat.
The Allied army looks very intimidating

Sunday, November 03, 2024

Roliça In 3D - French Playthrough: Turn One

Map

Battlefield
My three activation dice land 6, 4 and 3. I turn wildcard 6 into a 2, meaning I can activate my whole army.
I advanced every unit directly forward a hex, except for my left-flank cavalry, which I moved diagonally forward to the left to get out of the line-of-sight of the Allied artillery
The AI's four activation dice land 5, two 4s and 3. A 4 is rerolled, but becomes another 3.
In area 2 the forward infantry roll 2, meaning they move a hex directly towards the objective (the ridge-hex marked with a green bead). The rearward infantry roll 6, moving straight down.
In area 4 the infantry roll 2. There are two hexes which would take them nearer the objective, which is their aim, and as they prefer vertical moves they advance straight down. Wellesley advances a hex to be adjacent to three friendly units.
In area 5 the forward cavalry roll 6, advancing two hexes into the stream. The rearward cavalry roll 4, advancing likewise (in this scenario rolls of 4-6 have the same effect for Allied cavalry). The forward infantry roll 2, advancing straight down to be nearer the objective. The rearward infantry roll 3, which has the same effect.
The AI has launched a classical oblique attack

Saturday, November 02, 2024

Roliça In 3D - French Playthrough

THE second scenario in Mike Lmabo's Battles Of Napoleonic Europe is again the Battle of Roliça, but this time the human commands the French.
Map - the French have to deploy below the blue dashed line
Battlefield -  made from Kallistra's Hexon II grid system
Note that although the layout is more-or-less an inverted version of the layout in the first scenario, the objective hex - shaded dark grey on the map; marked with a green bead on my battlefield - is on the ridge rather than, from the Allied view, behind it.
The AI wins if any Allied unit occupies the objective hex at any point before the end of turn 10.
To defend it I receive, in addition to General Delaborde, three units of infantry, two of cavalry and one of artillery.
Note that I get three fewer infantry units than the AI received when it commanded the French in the first scenario (more on this later).
I have opted for a traditional setup, with cavalry on the flanks - very similar to the formation I adopted when first playing this scenario
My plan is to site my artillery on the high-ground hex to the left of the objective hex, from where trees and high ground will not obstruct its line-of-sight to advancing Allied units.
The AI receives, in addition to Sir Arthur Wellesley, six units of infantry, four of cavalry and one of artillery.
This large disparity in numbers reflects the historical fact of the 1808 battle, namely that Delaborde's heavily outnumbered French effectively fought a delaying action, while withdrawing in good order.
In the first scenario the forces were unhistorically equal, which Lambo explains as a way of setting the human a stiffer challenge.
This second scenario has much more relevance to the historic battle, and, to me, at any rate, makes it all the more interesting.
The initial placing of the Allied cavalry is fixed, but the other units are sited according to dice rolls.
The AI has favoured its left flank, including placing Wellesley there
It will be interesting to see if the Allied artillery ever gets to play much of a role in the battle.
I won this scenario when I first played it, but by the skin of my teeth.
At the end of turn nine I was down to a single unit of artillery, whereas the AI, which had divided its forces into a righthand and lefthand column, had eight units left.
But in the final turn my unit occupied the objective hex, and the AI's activation dice meant it could not possibly expel my men and get an Allied unit into the vital hex.
As usual, I will be writing up my refight turn by turn.

Friday, November 01, 2024

Slingshot Issue 354

THE September/October edition of Slingshot, the journal of the Society of Ancients, arrived this week.
The cover features a 2,500-year-old statue, thought to depict an Italian king
There is plenty to interest me, including a short but well-illustrated review of Estonian-based Rollinmats' wargaming mats. I am tempted to buy one of its hexed desert mats for my biblical project.

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