Sunday, April 30, 2023

Stratton Play-Through: Turn Six

Situation at the end of turn five
My six dice give me 6, two 3s and three 1s. I reroll the 3s and get two 4s.
For once, dice allocation is easy - the 6 will rally the pikes, one 4 goes to the artillery with enemy units on their row of hexes, and the other 4 goes to the furthest-forward muskets.  The move orders go to the remaining units, including the lefthand artillery, which I move to their left. The other artillery fire, but roll 4.
I advance the backward muskets so that when the forward muskets fire at the nearest enemy muskets, they can give support. That helps cut the 8+ needed by two, and I roll the 6 required to demoralise the enemy unit.
The time factor is my biggest worry, especially considering the position of the left-flank Parliamentarian muskets
The left-flank Parliamentarian muskets at last advance, the demoralised muskets rally and the other muskets fire at my pikes, needing 8+, but reduced by two thanks to both the other musket units giving support. However they roll a miserable 3.
The Parliamentarian pikes advance to between the nearby muskets.
Both armies are in fairly good formation to enable units to give mutual support

Saturday, April 29, 2023

Stratton Play-Through: Turn Five

Situation at the end of turn four
My six dice - I have lost a unit - give me two 6s, two 5s, 4 and 3. I allocate the move order to the pikes, who charge the nearer enemy pikes, needing 8+, reduced by three thanks to the Parliamentarians having within firing range two units of muskets and one of cannon. I roll 7, demoralising the enemy pikes and forcing them back to behind the muskets on the same row of hexes.
My lefthand muskets fire at the pikes near them, needing 8+, reduced by one thanks to support from another unit of pikes. They are not shooting directly through trees, so there is no addition, but I roll a lowly 4.
The furthest-forward muskets also fire at the same unit of pikes, needing 8+, but this time firing directly through trees cancels the -1 for having support. I roll 9, demoralising the pikes and sending them back to higher ground.
The AI will have to do some decent dice rolling if it is to keep any pikes
The lefthand Parliamentarian muskets again stand still, but the central ones fire at my pikes, needing 8+. They roll 8, so my pikes are demoralised, but do not flee. The remaining Parliamentarian muskets advance.
The AI fails to rally the righthand pikes (a 4 was rolled), so they flee the battlefield, but the other pikes rally on a throw of 5.
My lack of fast-moving horse worries me, but otherwise I reckon the battle is going well for the Royalists

Friday, April 28, 2023

Stratton Play-Through: Turn Four

Situation at the end of turn three
My seven dice give me 6, two 4s, two 3s and two 1s. I reroll the 3s, getting 5 and 1.
This gives me four attack orders, and I allocate two of them to the artillery, one to the pikes and one to the furthest-back musketeers..
The righthand artillery roll 8, demoralising the muskets in their line-of-fire. The lefthand artillery also yet again roll 8, which is a failure as they are firing through trees.
I use two move orders, one to advance a musket unit and the other to send my horse into the trees, from where they charge the further back of the two pike units they are in contact with, needing 9+, but reduced by three thanks to three units of muskets being within firing range, I roll 11, demoralising the pikes and sending them fleeing from the battlefield.
My pikes attack the pikes they are face-to-face with, needing 8+, but reduced by four thanks to support from three units of muskets and one of horse. I roll 10, demoralising the pikes and sending them fleeing from the battlefield.
It has been an excellent half-turn for the Royalist cause.
The lefthand Parliamentarian musketeers stand still, but the demoralised musketeers rally, and the remaining Parliamentarian musket unit advances to its right, so taking them off the line-of-fire of my lefthand artillery.
The lefthand pikes advance towards my horse, who are also charged by the righthand Parliamentarian pikes. The pikes need 7+, reduced by two thanks to support from two units of muskets, but increased by one thanks to the horse being in trees. They roll 11, demoralising my horse and forcing them to flee the battlefield.
The Parliamentarians have scored their first success, but now have fewer units than the Royalists

Thursday, April 27, 2023

Stratton Play-Through: Turn Three

Situation at the end of turn two
My seven dice give me 5, 4, 3, three 2s and 1. I reroll the 2s, but get two more 2s and 1. I allocate the attack dice (5-4) to the artillery.
My lefthand artillery again roll 8, which again is one short of what is needed for a hit as the unit is firing through trees. The righthand artillery also roll 8, demoralising the musketeers in their line-of-fire.
I make minor adjustments to the rest of the army, basically ensuring only my pikes can be attacked by enemy pikes this turn.
A clash of pikes is inevitable
Only one Parliamentarian musket unit advances, and the demoralised musketeers fail to rally, so fleeing the battlefield.
The pikes that have descended from the hill charge my pikes, needing 8+, but roll 6, putting them in a very precarious position for next turn. The other pike units all advance.
The Parliamentarian pikes are boldly advancing, but in danger of receiving scant support from their musketeers

Wednesday, April 26, 2023

Stratton Play-Through: Turn Two

Situation at the end of turn one
TURN TWO
My seven dice give me 6, two 5s, 4, 3, 2, and 1. I could reroll the 5s in the hope of getting a move order (1-2-3) as well as an attack order (4-5-6), but decide against it as that would risk being unable to fire one of the cannon units.
I allocate the move-order dice to all but the pikes, and fire the artillery. The lefthand artillery roll 8, but the trees they are firing through mean 9+ is needed. The other artillery only roll 6.
My plan is to keep firing away with my artillery, while the rest of my army tries to take the enemy in the flank
All but one of the Parliamentarian musket units advance, as do all but one of the pike units.
The AI is generally sending its units to their right, which is where the Royalists are advancing

Tuesday, April 25, 2023

Stratton Play-Through: Introduction & Turn One

THE Battle of Stratton in Cornwall in May 1643 saw an outnumbered Royalist force under Sir Ralph Hopton successfully assault a hill held by a larger Parliamentarian army under the Earl of Stamford.
The battlefield in Mike Lambo's English Civil War book
The human player commands the Royalists, who consist of three units of muskets, two of cannons and one each of pikes and horse.
I have placed my cannons centrally, with the rest of the army deployed to their left
The AI has an all-foot army, consisting of five units of muskets and four of pikes. Dice decide their set-up.
The Parliamentarian muskets seem well-screened by pikes
To win I have to remove or demoralise all enemy units by the end of turn 10.
TURN ONE
My seven dice give me 6, 5, three 4s, 3 and 2. I reroll the 4s, but get another 4 and two 6s.
The two move-order dice (1-2-3 are move orders) I give to the pikes and the lefthand muskets,
My lefthand artillery fire at the pikes in their line-of-fire. They would normally need 8+ (from two dice) to score a hit, but I have sited them on a row of hexes that includes trees, so there is a +1 modifier. It would be insulting to rookies to call this a rookie mistake, but I have made my bed and must lie in it. To a certain extent the point is academic as I roll 6.
The righthand artillery fire at the muskets nearest them, needing 8+. I roll 10, demoralising the muskets and forcing them from the battlefield.
First blood has gone to the Royalists
Only one Parliamentarian musket unit and two pike units advance, the rest holding their hill-top positions.
Despite their loss, the Parliamentarian army looks imposing

Monday, April 24, 2023

Summing Up Four-Player Empire

I HAVE now played three games of Philip Sabin's Empire.
In the first, which was a solo trial game, Macedon had difficulties against the Persians, while in the west Carthage never really troubled Rome.
The Macedonians did eventually eliminate the Persians, but the Romans destroyed Carthage and then successfully turned their attentions to the east.
In the second game, which was also played solo, and which I posted on this blog, the Macedonians swept through the Persian holdings, repeating their historic success in capturing (west) INDIA.
Rome's expansion was seriously delayed by Carthage, and, in desperation, the Romans left off conquering AFRICA in order to attack the Macedonians.
The latter were hampered by a series of revolts, which included the establishment of a Parthian state, the net result being a Carthaginian win.
Andy, the winner of our four-player game, 'modestly' put his triumph down to his military training.
Some of us were inclined to give a generous share of the credit to the dice, which is perhaps a little uncharitable, but there is no doubt Richard's Romans were badly hit in the late turns by revolts in their hinterland, rather as the Macedonians had been in my second solo game.
Be that as it may, what is particularly satisfying about my experience with Empire is that I have played it three times, each time was exciting, and each time saw a different people win.
I am not sure one can ask for much more than that.

Sunday, April 23, 2023

Four-Player Empire: Turn 20 (160-150 BC)

Situation in 160 BC
This is the last turn, and the live standings are as follows.
The Carthaginians have 17 victory points (12 from the city's imperial legacy and five from turn 10).
The Persians/Parthians have just the 12 victory points from their imperial legacy.
Rome has five victory points from turn 10, with 13 to come from its current holdings (consolidated ITALIA counts as three), making 18 in all.
The Macedonians have 11 victory points from turn 10, with 12 to come from their current possessions, making 23 in all.
The revolt dice see Persia throw off Macedonian rule, reducing Andy's victory points to 22.
The Parthians are drawn first, but fail to cause rebellion in their homeland.
The Romans attack the province of Asia, easily conquering it with a 5, increasing Roman victory points to 19 and reducing Macedon's to 21.
I roll a 6, sparking rebellion in AFRICA. Since the province counts double victory points, that takes Carthage's total to 19 and reduces Rome's to 17.
Andy, just for the heck of it, perhaps, attacks Asia, rather than the easier pickings to be had in Persia, and succeeds with a roll of 6.
The victory points tracker shows the final scores of Macedon 24, Carthage 19, Rome 16 and Persia/Parthia 12

Saturday, April 22, 2023

Four-Player Empire: Turn 19 (170-160 BC)

Situation in 170 BC
More unrest in the Roman empire as Gallia revolts.
Rome is drawn first, and Richard continues his policy of ignoring revolts in favour of attacking the Macedonians, and again rolls 6, conquering Thracia.
I fail to spark a rebellion in the Carthaginian homeland, and the Parthians likewise fail in theirs.
The Macedonians narrowly fail to reconquer Thracia, the roll of 4 being reduced by 1 thanks to attacking a controlled province.
There are holes in the Roman empire near the Italian mainland, but the empire continues expanding eastwards

Friday, April 21, 2023

Four-Player Empire: Turn 18 (180-170 BC)

Situation in 180 BC
Rome suffers a setback as Sicilia revolts.
Macedon is drawn first, and Andy decides to attack Parthia, succeeding on a roll of 5, thus once again eliminating the Parthians.
I fail to roll a 6 to cause rebellion in AFRICA.
Rome, at least for the time being, ignores the revolt in Sicilia and instead attacks Macedonia, easily conquering it with a roll of 6.
The Parthians fail to create another rebellion in their homeland.
The Macedonian successor states are mostly holding on for now

Thursday, April 20, 2023

Four-Player Empire: Turn 17 (190-180 BC)

Situation in 190 BC
AEGYPTUS revolts from Macedonian rule, but the Macedonians are drawn first and they immediately reconquer the province.
The Romans no longer have Scipio, but for the rest of the game they get a +1 modifier for not having a great captain and a further +1 modifier for having had a great captain no more than five turns ago. Richard attacks Macedonia, but his roll of 2 is not enough as there is a -1 modifier for attacking a controlled province.
I fail to throw the necessary 6 to spark a rebellion in the Carthaginian homeland, but the Parthians do roll 6 and so regain Parthia.
The Parthians have made a second comeback, but will this one be any more successful than the last?

Wednesday, April 19, 2023

Four-Player Empire: Turn 16 (200-190 BC)

Situation in 200 BC
The revolt dice land on Mesopotamia.
This is the second turn in which the Romans have Scipio, and they start by conquering Magna Graecia, but require two campaigns to conquer Sicilia (the first failed on a roll of 1).
With their fourth campaign they successfully complete a naval crossing and conquer Graecia.
The fifth campaign is affected by -1 modifier as it is against the Macedonians' homeland, and the modifier makes all the difference as 2 is thrown.
Both the Parthians and Carthaginians fail to spark rebellion in their homelands.
The Macedonians reconquer Mesopotamia.
Two giants collide

Tuesday, April 18, 2023

Four-Player Empire: Turn 15 (210-200 BC)

Situation in 210 BC
This is the first of two turns in which Scipio the Younger is a Roman great captain.
The revolt dice land on Graecia, which is independent, so there is no effect.
Richard launches his first campaign against Cisalpina, receiving a +2 modifier, as he will for the other four campaigns of this turn.
That means only a 1 fails, and he rolls 4, following up by conquering IBERIA and Numidia. That leaves two campaigns with which to take AFRICA.
It will fall if successfully attacked as there are no other Carthaginian provinces that could revolt. However there is a -1 modifier as AFRICA is the Carthaginian homeland.
The first roll is 1, but the second is 4, meaning I am eliminated, at least for the time being.
The Parthians fail to foment rebellion in their homeland, and I fail likewise with mine.
That leaves the Macedonians, but their invasion of Graecia fails on a throw of 2.
The Romans have suddenly exploded across the west Mediterranean

Monday, April 17, 2023

Four-Player Empire: Turn 14 (220-210 BC)

Situation in 220 BC
This is the turn in which Carthage gets Hannibal as a great captain, meaning I can launch five campaigns, each with a +2 modifier.
But first the revolt dice fall again on Numidia, so I spend my first campaign reconquering that province. Next I conquer Gallia, and then attack Cisalpina.
I have my +2 modifier, and having a great captain means there is no -1 modifier for attacking a controlled province, but there is a -1 modifier for a Carthaginian campaign outside of the city's original empire. All of that means I need to roll 3 or better, and I succeed with a 4.
I use my fourth campaign to attack ITALIA, which has a special rule meaning success would not capture the province but would cause every other Roman-controlled province to revolt and become neutral.
My +2 great-captain modifier is cancelled by -1 for attacking outside the original Carthaginian empire, and a further -1 for attacking a controlled homeland. I therefore need 4 or better, and succeed with a 5, meaning Magna Graecia, Sicilia and Graecia become independent.
With my final campaign I try to invade Sicilia, but the naval crossing fails on a roll of 1.
The Macedonians conquer INDIA on a roll of 5, an important gain as the province is worth two victory points.
The Parthians fail to pull off a rebellion in their homeland.
The Romans invade Cisaplina, which for them does not carry the usual -1 modifier for attacking a controlled province, so they only need a 3 as they have a +1 modifier on this turn for not having a great captain, and 3 is what is rolled.
Carthage has setback Roman expansion, but it will it be the Macedonians who ultimately benefit?

Sunday, April 16, 2023

Four-Player Empire: Turn 13 (230-220 BC)

Situation in 230 BC, with the Romans having taken the interesting decision to interfere in Greek affairs before seeing off the Carthaginians
The revolt dice again fall on India, and so there is no effect.
Rome is drawn first, and Richard decides to invade Cisalpina, easily succeeding on a roll of 4.
I attack Gallia, but yet again roll 4 and so fail thanks to Carthage's -1 modifier for attacking outside of its original empire.
Andy orders a Macedonian invasion of Parthia, succeeding with a roll of 6 and so eliminating the newly arrived Parthians, who fail their subsequent rebellion roll.
Back to three peoples

Saturday, April 15, 2023

Four-Player Empire: Turn 12 (240-230 BC)

Situation in 240 BC
The revolt dice show Graecia throwing off Macedonian rule.
Rome is drawn first, and Richard decides to take advantage of Graecia's revolt to try to invade the province. The naval crossing is no problem (6 is rolled), and the attack narrowly succeeds on a 3, which is enough as Rome enjoys a +1 modifier (as explained on the previous turn).
The Macedonians, rather than counterattacking, go for the easier option of attacking Bactria, and are successful on a roll of 4.
The Parthians roll a 6, thus regaining control of their homeland province of Parthia.
I attack Gallia, but again roll a 4, which fails thanks to Carthage's -1 modifier for attacking outside of its original empire.
The Persians, in the form of Parthians, are back

Friday, April 14, 2023

Four-Player Empire: Turn 11 (250-240 BC)

Situation at the halfway mark
From this turn on the Romans receive a +1 modifier for every turn in which they do not have a great captain, ie turns 11-14 and 17-20.
The revolt dice fall on INDIA (really the kingdom of Alexander's old foe King Porus), which has no effect as that province remains independent.
Rome is drawn first, and Richard decides to attack AFRICA, but the naval crossing fails (a 2 is rolled).
The Macedonians successfully invade Persia, and I attack Gallia, rolling a 4, which narrowly fails as Carthage suffers a -1 modifier for attacking outside of its original empire.
Finally the Parthians fail to bring about a rebellion in their homeland.
A relatively uneventful decade

Thursday, April 13, 2023

Four-Player Empire: Turn 10 (260-250 BC)

Situation in 260 BC
This is a particularly important turn since at the end of it victory points will be awarded. Remember the Carthaginians and Persians/Parthians start the game with 12 victory points as a legacy of their already existing empires, while the Romans and Macedonians start on zero. Turns 10 and 20 are the two times extra victory points are awarded.
But first the revolt dice show the province of Persia throws off Macedonian rule and becomes independent.
The Parthians are drawn first, and they roll a 5, one short of the 6 needed to foment rebellion in their homeland.
The Macedonians are next, but they fail to reconquer Persia.
Then, as Carthage, I attack Cisalpina, which gives better odds, thanks to there being no naval crossing, than attacking Sicilia, but I roll a disappointing 2.
The Romans could attack AFRICA, requiring a successful naval crossing followed by a roll with a -1 modifier for attacking a controlled province. If successful, AFRICA would not fall - a special rule has it that instead Carthage's other provinces would revolt and become independent, which would be a big blow for me on turn 10 as it would cost three victory points (one for Numidia, and two for IBERIA).
Alternatively Rome could attack Cisalpina, suffering a -1 modifier for tribal unrest.
Richard ums and ahs about his choice, finally going for Cisalpina and a hoped-for victory point. However, he rolls 1.
The map at the halfway stage
Victory Points
The Persians/Parthians control no provinces, and so remain on 12 victory points.
The Macedonians have 10 provinces, including the double-points scoring AEGYPTUS, scoring 11 points.
The Romans score victory three points for consolidated ITALIA, and one each for Magna Graecia and Sicilia, taking them to five.
The Carthaginians score two victory points each for AFRICA and IBERIA, and one for Numidia, taking them to 17.
The map after the halfway victory points have been added
So the scores are: Carthaginians 17, Persians/Parthians 12, Macedonians 11, Romans 5.
The scores at this point in the solo game that I posted were: Carthaginians 17, Macedonians 14, Persians/Parthians 12, Romans 5.
The two games have played out very differently, but the scores are remarkably similar.

Wednesday, April 12, 2023

Four-Player Empire: Turn Nine (270-260 BC)

Situation in 270 BC
The revolt phase sees newly conquered Bactria throw off Macedonian rule and become independent.
Carthage is drawn first. I can attack independent Gallia or Roman-controlled Magna Graecia. Both are outside Carthage's original empire, and so attract a -1 modifier. Gallia attracts a further -1, because of tribal unrest in the first 10 turns, but Magna Graecia also attracts -1 because it is a controlled province.
Since the chances are the same, I attack Magna Graecia, hoping to set back the Romans, but roll a miserable 1.
The Romans are up next, and they attack Sicilia, rolling a 5, which is enough, despite a -1 modifier for attacking a controlled province.
The Parthians fail to regain their homeland, rolling a 4.
That leaves the Macedonians, who attack Bactria, rolling a 3, which is not enough as they no longer get a +1 modifier for having had a great captain no more than five turns ago.
Rome is a sea-crossing away from the Carthaginian homeland province of AFRICA

Tuesday, April 11, 2023

Four-Player Empire: Turn Eight (280-270 BC)

Situation in 280 BC
My joy at the end of the last turn at seeing Carthage gain respectability in terms of provinces conquered is dispelled when Numidia revolts for the second time.
The Macedonians are drawn first, and easily conquer Bactria, eliminating the last Persian-controlled province. If the Persians return (by successfully fomenting rebellion in their homeland of Parthia) they will be known as Parthians, and I shall refer to them as such from now on.
Rome is drawn next, and Richard again attacks Sicilia, but rolls a lowly 2.
The Parthians roll a 5, one short of the 6 needed to create a rebellion in their homeland.
Finally I again reconquer Numidia, thanks to a roll of 4.
The Persians are gone

Monday, April 10, 2023

Four-Player Empire: Turn Seven (290-280 BC)

Situation in 290 BC
Two 2s are thrown in the revolt phase, meaning Armenia has thrown off Macedonian rule.
Carthage is drawn first, and I naturally attack Numidia, rolling the minimum 4 required.
Rome is up next. Richard could attack independent Cisalpina, although there is a -1 modifier for attacking an independent Cisalpina - the same applies to Gallia - on turns one to 10. Alternatively he could attack Carthaginian-controlled Sicilia, which again attracts a -1 modifier, this time for being a controlled province.
Richard opts for Sicilia, hoping to do me a bad turn, but he rolls a 4, which is one short thanks to the modifier.
The Macedonians are drawn next, and they easily reconquer Armenia.
The Parthians roll one short of fomenting revolt in their homeland.
Carthage at last starts to look respectable

Sunday, April 09, 2023

Four-Player Empire: Turn Six (300-290 BC)

Situation in 300 BC
Revolt-dice rolls of 1 and 6 see Numidia throw off Carthaginian rule.
The Macedonians are drawn first, and they attack the Persian homeland of Parthia. A roll of 4 is enough as the -1 modifier for attacking a controlled province is cancelled by the +1 modifier for having had a great captain no more than five turns ago.
Rome is up next, and it conquers Magna Graecia on a throw of 4.
Carthage is next, and naturally I opt for trying to reconquer Numidia, but narrowly fail by throwing 3.
That leaves the Persians, who from now on I will refer to as Parthians. Their first task is to foment revolt in their homeland of Parthia, needing a 6 to regain control, but 4 is rolled.
The Macedonians control 11 provinces, including another people's homeland, but the sleeping giant that is Rome is stirring