Tuesday, February 28, 2023

Hopton Heath Play-Through: Turn Two

Situation at the end of turn one
My six dice give me two 6s, two 5s a 3 and a 2. I reroll the 5s, but get another 5 and a 6.
I use a 6 to rally the demoralised pikes, and I allocate the move-order dice to the other pikes and the more-forward cavalry, who are in danger of being attacked by two pike units.
I charge with units of pikes and horse
First I use the pikes to attack the cavalry further down the map, requiring 7+, but roll 3.
My cavalry then attack the other Royalist cavalry, requiring 8+, but reduced by one thanks to support from the pikes, and I roll 10, demoralising the enemy cavalry and forcing them to flee two hexes.
Now the AI replies
The further forward Royalist artillery fire at my pikes, but roll 7, one short of the score needed.
The other cannon unit fires at my horse, requiring 9+, increased by one thanks to firing through trees, but also roll 7.
The undemoralised cavalry attack my pikes, but roll 4, while the other cavalry rally on a throw of 5.
Again only the right-flank muskets advance, and only one pike unit advances.
The Royalist pikes look menacing but I have hopes of destroying an enemy cavalry unit

Monday, February 27, 2023

Hopton Heath Play-Through: Introduction & Turn One

THE Battle of Hopton Heath is the third battle in Mike Lambo's solo wargaming book on the English Civil War.
It occurred in March 1643, and both sides were to claim victory, a not unheard of happening in confused fighting in which neither force is routed.
However there was a particularly unusual feature in this battle, namely that the Royalist commander, the Earl of Northampton, was killed.
Accordingly the objective in Lambo's book for the human player, commanding the Parliamentarians, is to kill the earl before 10 turns have passed (this is the only battle in which the book's earl counter is used).
The earl stays in position near the rear of the Royalist position for the whole battle.
He has no offensive capability, but enemy units require 9+ on two throws of the dice to score a hit against him, which would be immediately fatal.
As usual I will write up the battle turn by turn.
Battlefield with the earl in position
The Parliamentarians get two units each of horse, muskets and pikes, but no cannon.
I have to setup first, and one thing I am strongly bearing in mind is that at Braddock Down I failed to take care of my musketeers properly, making them vulnerable to enemy cavalry.
This time I am ordering them to huddle behind the pikes, and I plan to send the horse on a flanking manoeuvre on the left.
Parliamentarians deployed
The Royalists get three units of pikes and two each of horse, muskets and cannons.
The AI's setup is decided by dice throws
I have to say the Parliamentarian task looks daunting, but it should be remembered 'all' that is required is to kill the earl, and he is killed by a single successful attack.
I am pleased the Royalist cavalry have massed on their left flank, away from my musketeers and my cavalry. Another bonus is that the Royalist cannon units are not lined up against any of my units.
There is also a huge gap between the Royalist cavalry and the rest of the army. In the light of this I am revising my battle plan, intending to attack the Royalist cavalry and hopefully continue all the way to the earl.
TURN ONE
My six dice give me a 5, a 4, a 3 and three 1s. This means I can move four units (1-2-3 are move orders), and I swing the horse and pikes to the right.
Tally-ho!
Only one of the Royalist cannon units can fire, and it needs 8+ to hit my nearer pikes, which is exactly what it gets, demoralising my men. The other Royalist artillery can neither fire nor move as the only hex it would want to move to is already occupied.
Both Royalist cavalry units advance towards my forces, but only the right-flank muskets move.
All three pike units advance, but their moves take them obliquely away from the earl.
The earl has a bodyguard of muskets, but otherwise looks somewhat isolated

Sunday, February 26, 2023

Summing Up Braddock Down

FORTUNES fluctuated wildly during the early stages of my refight of the 1643 Battle of Braddock Down.
But later it became clear I had been outplayed by the AI.
The set-up is, to say the least, unbalanced: only the human  player has artillery, but the AI has the only cavalry units, and has four of them.
I was, perhaps, unlucky in that my cannon unit found no enemy on its line-of-fire in turn one.
This was in stark contrast to the Battle of Edgehill, where my artillery knocked out the enemy artillery on turn one, and then found enemy units almost queuing to be shot at.
However I believe the main cause of my defeat was a failure to use pikes to properly defend my muskets from the Parliamentarian horse.
And the bottom line is I failed to beat my Parliamentarian foe in 10 turns, and so my score against the AI is now 1-1.

Saturday, February 25, 2023

Braddock Down Play-Through: Turn Nine

Situation at the start of turn nine
My three dice give me two 4s and a 1. I could re-roll the 4s in the hope of getting a 6 to rally the pikes, but even if successful they might be of little use, so I decide to use the 4s to give attack orders to the artillery and muskets, and let the pikes flee.
The artillery fire at the retreating pikes, but roll only a 5.
The muskets fire at the nearer enemy musket unit, scoring 7, which is one short of the score needed for a hit.
A very grim situation for the Royalist cause
The nearer Parliamentarian muskets fire at my muskets, requiring 8+, reduced by one for having supporting fire, but roll 4.
The other Parliamentarian muskets also fire at my muskets, in similar circumstances, scoring 9, which demoralises my men and forces them off the battlefield.
The only cheer for me, and it is small comfort indeed, is that the Parliamentarian pikes fail to rally and so leave the battlefield.
Since I cannot attack even one of the remaining Parliamentarian units on the 10th and final turn, I concede the battle

Friday, February 24, 2023

Braddock Down Play-Through: Turn Eight

Situation at the start of turn eight
My three dice give me a 6 and two 5s. I re-roll the 5s in the hope of getting a move order as well as an attack one, and gratefully receive a 5 and a 3.
That makes dice allocation obvious, and I start the action phase of my turn by using my pikes to charge the Parliamentarian pikes, placing them in such a position as to be close to the enemy muskets next turn (the pikes could not both charge the Parliamentarian pikes and move out of range of the Parliamentarian muskets).
Pikes attacking pikes require 8+, reduced by two in this case thanks to support from artillery and muskets. I roll 8, demoralising the enemy pikes and forcing them back two hexes.
My artillery then fire at the pikes, requiring 8+, but roll 6.
My muskets fire at the nearer unit of enemy muskets, requiring 8+, but also roll 6.
The AI will get two turns to rally the pikes (assuming they are not hit by artillery fire)
The more-forward of the musket units fires at the Royalist pikes, requiring 8+, reduced by 1 thanks to supporting fire. They score 7, demoralising my pikes.
The other musket unit fires under similar circumstances, but only rolls 5.
The Parliamentarian pikes fail their rallying test, and flee to the edge of the battlefield.

Thursday, February 23, 2023

Braddock Down Play-Through: Turn Seven

Situation at the start of turn seven
I roll two 3s, a 2 and a 1. I re-roll the 3s, getting another 3 and a 6.
I use the 6 to rally the fleeing pikes and the 3 to move the muskets to the right-side of the rallied pikes. The other dice are effectively discarded.
The lack of attack dice has made this a frustrating half-turn
The Parliamentarian more-central muskets fire at the Royalist muskets (muskets are their preferred target), requiring 8+, but roll 3.
The other musket unit at last moves forward, and the Parliamentarian pikes attack my most-forward pikes, requiring 8+, reduced by two thanks to support from two musket units. They roll 8, meaning my pikes are demoralised and flee the battlefield as they cannot retreat directly backwards two hexes and land on an empty hex.
The battle has definitely swung in Parliament's favour

Wednesday, February 22, 2023

Braddock Down Play-Through: Turn Six

Situation at the start of turn six
My four dice give me a 4, two 3s and a 1. I allocate the 4 to the artillery, the 1 to the left-flank pikes, and re-roll the two 3s, getting a 5 and a 1, making for an ideal combination.
Dice allocated
I start by using my left-hand pikes to charge the Parliamentarian cavalry. The pikes require 7+ to hit, reduced by two thanks to support from artillery and muskets. I roll 7,  demoralising the cavalry and forcing them to flee two hexes.
My artillery shoot at the fleeing cavalry, requiring 9+. I roll 10, destroying the cavalry, as is the rule when a unit is hit while demoralised.
My muskets have no target, but I move my right-flank pikes forward-left to alongside the other Royalist pikes.
The battle seems to have become a race against the clock
The more-central Parliamentarian muskets fire at my right-flank pikes (the target chosen by a die throw as the Royalist pike units are equidistant from the shooters), requiring 8+ to hit. The roll is exactly 8, demoralising the targeted pikes.
The other Parliamentarian muskets remain behind trees, but the Parliamentarian pikes charge my left-flank pikes, requiring 8+ for a hit, reduced by 1 thanks to support from muskets. However, the roll is a terrible 2.
Much could depend on whether I can rally the fleeing pikes

Tuesday, February 21, 2023

Braddock Down Play-Through: Turn Five

Situation at the start of turn five
My four dice give me a 5, a 4, a 3 and a 2. I give the attack dice to the artillery and the right-flank pikes, and the move dice to the muskets and the left-flank pikes.
The artillery shoot at the pikes newly arrived on their line-of-fire, requiring 8+. I roll 10, demoralising the pikes and forcing them back two hexes.
My right-flank pikes charge the advanced Parliamentarian cavalry, requiring 7+, reduced by two thanks to support from the other pikes and the muskets. I roll 9, demoralising the cavalry and forcing them to flee four hexes.
Finally I move the muskets to between the pike units.
Another good half-turn for the Royalists
Contrasting behaviour by the Parliamentarian cavalry - one unit rushes two hexes straight towards my army, while the other fails to rally and flees the battlefield.
One unit of muskets is able to fire at my right-flank pikes, requiring 8+, but the roll is 5. The other muskets remain behind trees.
More contrasting behaviour as one unit of pikes advances but the other fails to rally and leaves the battlefield.
Four units each, and all to play for

Monday, February 20, 2023

I'll Second That

MIKE Lambo is publishing a second edition of The Fields Of Normandy solo wargaming book, and has posted a fun play-through of a mission on YouTube.

Braddock Down Play-Through: Turn Four

Situation at the start of turn four
I roll a 6, a 4, two 2s and a 1. I re-roll the 2s and get a 5 and another 4. This means one of my demoralised units will flee the battlefield, and I decide to rally the muskets and let the pikes go.
Dice allocated
The demoralised pikes duly flee, but the remaining right-flank pikes charge the nearby Parliamentarian cavalry, requiring 7+, reduced by one thanks to the muskets, which I first rallied. I roll 7, demoralising the cavalry and forcing them back one hex.
The cannon unit shoots at the muskets on its line-of-fire, requiring 8+. I roll 11, demoralising the muskets and forcing them off the battlefield.
My half-turn has gone about as well as I could have reasonably hoped
The fleeing Parliamentarian cavalry rally on a throw of 5, which is almost certainly more good news for me as it means they remain in contact with my right-flank pikes.
The other cavalry move two hexes directly towards my artillery, meaning they remain in the cannon-unit's line-of-fire.
Only two of the Parliamentarian foot units move, but the movement includes a unit of pikes taking up station in front of the right-flank cavalry.
The military situation has certainly improved for the Royalists, but is there time to eliminate the Parliamentarian army?

Sunday, February 19, 2023

Baddock Down Play-Through: Turn Three

Situation at the start of turn three
My six dice - one each for my remaining units - give me a 5, four 4s and a 2. I have to re-roll the 4s as I need 6s to rally two demoralised units, but I get another 5, two 2s and a 1.
I allocate the 5s so my left-flank units can attack, and also so I can move my undemoralised muskets out of the way of the fleeing pikes, so the latter will stay on the battlefield.
Dice allocated, including, for completeness, useless move-orders for the unrallied foot
I first of all move the undemoralised muskets to their left. The demoralised muskets flee the battlefield, but there is just space for the demoralised pikes to remain.
I then move the undemoralised right-flank pikes to charge the left-flank Parliamentarian cavalry, requiring 7+ to hit, reduced by one thanks to support from the muskets. I roll 10, demoralising the cavalry and forcing them to flee to high ground at the top edge of the battlefield.
My left-flank pikes attack the cavalry adjacent to them, requiring 7+, reduced by two thanks to support from units of cannon and muskets. I again roll 10, demoralising the cavalry and also forcing them to flee to the top edge of the battlefield.
My cannon unit shoot at the muskets in their line-of-fire, requiring 8+. I only roll 5, but nevertheless my fortunes this turn have vastly improved.
The Parliamentarians are in grave danger of seeing two cavalry units leave the battlefield, and meanwhile their other surviving horse unit is very isolated
In a do-or-die bid for glory, the advanced Parliamentarian cavalry charge my muskets, requiring 6+. They get it, but no more, so the muskets are demoralised but do not flee.
One of the demoralised cavalry units flees the battlefield, but the other rallies on a roll of 5 (5 or 6 is required for an AI unit to rally).
Most of the Parliamentarian foot advance, but are some distance from Royalist lines.
It is hard to see how the Royalists can win, even if I manage to rally my retreating units

Saturday, February 18, 2023

Braddock Down Play-Through: Turn Two

Situation at the start of Turn Two
My seven dice give me three 6s, three 3s and a 1. I re-roll two of the 3s in the hope of getting one more attack order, and they come up 6 and 3, which allows me to allocate all my dice profitably.
Dice allocated
I start by firing the cannon unit at the lead cavalry in its line-of-fire. I need a 9+ for a hit, reduced by one thanks to support provided by the left-flank muskets. Unfortunately my two dice come up with a miserable 4.
The left-flank muskets fire at the same target, also requiring 9+, reduced by one thanks to support provided by the cannon. This time I roll an even-more miserable 3.
The left-flank pikes advance to try to protect the left-flank muskets, and I turn my attention to the right flank.
Advancing the more-backward pikes is a no-brainer, and I also advance the other right-flank pikes to charge the more-central of the two left-flank Parliamentarian cavalry units.
Pikes require 7+ for a hit, reduced to 5+ thanks to support from two units of muskets. I roll 8, demoralising the cavalry and forcing them to flee three hexes (the difference between my roll and the roll required).
One of my musket units is out of range of the remaining left-flank horse, but the other unit fires at them, requiring 9+, falling just one short.
My cause could have fared a lot better, but at least the Parliamentarian left-flank attack has been partially stalled
The left-flank Parliamentarian cavalry do not have an adjacent unit to attack (the first desire of the AI), but are able to move adjacent to and charge one of my musket units.
Cavalry require 6+, and that is exactly what is thrown, demoralising my unit, but luckily for m,e not forcing it to flee as in that case it would have left the battlefield.
The further advanced right-flank cavalry are able to charge my left-flank muskets, rolling a 10, forcing them off the battlefield - first blood to the AI.
The other left-flank cavalry advance two hexes towards my demoralised right-flank muskets, but the demoralised Parliamentarian cavalry fail to rally and so leave the battlefield.
The further-advanced left-flank muskets fire at the pikes on the same vertical file, requiring 8+, reduced to 6+ thanks to support from two cavalry units. They score exactly 6, demoralising my pikes but, again luckily for me, failing to make them retreat as the pikes would have been forced off the battlefield.
The other left-flank muskets advance, but the right-flank muskets remain where they are. Both pike units advance.
This surely must count as a good turn for the AI - probably better than any turn in my refight of Edgehill

Friday, February 17, 2023

Braddock Down Play-Through: Introduction & Turn One

THE Battle of Braddock Down is the second battle in Mike Lambo's solo wargaming book, Battles Of The English Civil War.
It was fought in Cornwall in January 1643 between Sir Ralph Hopton's Royalists and a Parliamentarian army under the command of Plymouth governor William Ruthven.
The human player takes the Royalist side, commanding three units of muskets, three of pikes and one of cannon, but no cavalry.
The AI takes charge of the Parliamentarian forces, namely four units of cavalry, two of muskets and two of pikes.
The historical battle was won by the Royalists, and the human, to repeat this victory, must drive off the map or demoralise all the Parliamentarian units before the end of turn 10.
The battlefield, looking from behind what will be the Royalist position
I set out my forces in such a way that I hope will enable my pikes to protect my muskets from the Parliamentarian cavalry.
Royalists in position
The AI's set-up is determined by dice throws, and these gave the Parliamentarians cavalry to the fore.
The Parliamentarian horse look menacing
As usual I will be writing up the battle turn-by-turn.
In turn one my seven dice give me a 5, two 4s, a 3 and three 1s. I re-roll the 4s, since attack orders, which come with throws of 4, 5 and 6, are no good to me at present, and I get another 5 and another 1.
Unfortunately there are no enemy units on the same file as my artillery, so I decide it must get a move order, and I allocate the remaining three move orders as shown below.
Dice allocated
I effectively split my forces into two wings, at least temporarily, with the more-numerous right flank facing the more-numerous left flank of the Parliamentarians.
Royalists are split in two, but are generally in a tighter formation than the Parliamentarians
The Parliamentarians advance on a broad front, with only one of the cavalry units and one of the musket units failing to join in.
The enemy cavalry threaten my lines, but at least my cannon unit should get plenty of opportunities to fire from its new position

Thursday, February 16, 2023

Castles Of North Cyprus (3)

THE highest Crusader castle in Cyprus is Buffavento, which stands at 970 metres above sea level and is sited between the castles of Kantara to the east and St Hilarion to the west.
Its name derives from Italian, and roughly means Defies The Winds, a title whose significance becomes apparent as soon as one starts climbing the approximately 600 steps to the top.
It is a long way up from where the coach dropped me
There is a false moment of elation on reaching the outer gate, but the steepest part of the climb is still to be tackled.
Buffavento's outer gate

View from the outer gate
A last burst of steps takes one to the top, from which there are even more-spectacular views.
Nearing the peak

Overlooking lower parts of the castle

Lingering snow at the top

Looking to the Turkish coast

Parts of the castle, which may date back to the 1000s or earlier, are quite well-preserved

Signals were sent along the narrow Kyrenia mountain range by smoke and large mirrors during the day, and by fire at night
As with Kantara and St Hilarion castles, Buffavento's watchtower-role against Muslim attacks fell into disuse when Venice took over the island and switched to a coastal defensive system.