Tuesday, May 16, 2023

Summing Up The Lansdowne Play-Through

WELL, that was a strange one.
Despite not losing a single unit, and despite inflicting huge losses on the enemy, I lost the battle because I failed to clear the field of Royalists in the allotted time.
My only consolation is that this in a way followed what happened 380 years ago.
According to Wikipedia, the Parliamentarians in the Battle of Lansdowne suffered 20 killed and 60 wounded, compared with Royalist losses of 200-300 killed and 600-700 wounded.
Yet it was Sir William Waller and the Parliamentarians who used the cover of darkness to retreat from the battlefield, while Royalist commander Sir Ralph Hopton was made a baron as a reward for his 'success'.
Be that as it may, the AI now leads our series 4-3.

Monday, May 15, 2023

Lansdowne Play-Through: Turn Nine

Situation at the end of turn eight
My seven dice give me three 6s, 4, 2 and two 1s.
Two of the 6s I use to rally my demoralised units, and I use my three move orders to move the left-flank horse towards the enemy right, and so away from the Royalist pikes, and to advance the two further-forward musket units.
The Royalists are battered, but it is increasingly evident they will not be bowed
The left-flank muskets fire at my horse, needing 9+, rolling 9 and so demoralising my men.
The other Royalist muskets advance, and the pikes do the same, still shielding the former.
It is not possible for me to demoralise, let alone eliminate, all the remaining Royalist units next turn, which is the last, and so I am obliged to concede the battle

Sunday, May 14, 2023

Lansdowne Play-Through: Turn Eight

Situation at the end of turn seven
My seven dice give me two 5s, 4, 3, two 2s and 1. I reroll the 2s, hoping for a 6 to rally my fleeing horse, but get 4 and 1. I give move orders to my backward muskets and to my two units that have descended from the hill, and attack orders to the remaining units.
The attack order is no use to my demoralised horse, who retreat to the edge of the battlefield.
I advance my backward muskets, putting them within attack range of the Royalist horse.
I then use my right-flank pikes to attack the horse, needing 7+, reduced by five thanks to five supporting units. I roll 7, forcing the horse from the battlefield.
Just three Royalist units remain, but time is running out
The good-morale Royalist muskets fire at my left-flank pikes (there was an equal chance of them instead firing at my right-flank pikes, but a die throw determined the choice), needing 8+, reduced by one thanks to support from pikes. The throw is 8, demoralising my pikes and forcing them back a hex.
The other Royalist muskets rally, and the pikes move in front of them, screening them from my left-flank horse.
My earlier euphoria is turning to major doubts - hubris indeed

Saturday, May 13, 2023

Lansdowne Play-Through: Turn Seven

Situation at the end of turn six
My seven dice give me two 4s, two 3s, two 2s and 1. I reroll the 4s, getting another 4 and 1.
I start by advancing the left-flank horse and muskets, and then charge with my left-flank pikes, who need 7+ for a hit, reduced by two thanks to supporting units. I roll exactly 5.
I advance my remaining units, allocating the useless attack-order die to the furthest-back muskets on the assumption they are least likely to be able to affect the outcome of the battle, which I have to win by the end of turn 10.
The charge is on to catch the Royalists before time runs out
The Royalist horse charge my right-flank horse, needing 8+, reduced by 1 thanks to supporting muskets. The throw is 8, demoralising my unit and sending it back a hex.
The right-flank muskets fail to rally, fleeing to the edge of the battlefield. The left-flank muskets fire at my right-flank pikes, needing 8+, reduced by one thanks to supporting horse, but 5 is rolled.
The Royalist pikes advance towards my left-flank pikes.
The Royalists remain in big trouble, with only time on their side

Friday, May 12, 2023

Lansdowne Play-Through: Turn Six

Situation at the end of turn five
My seven dice give me 5, two 4s, two 3s and two 2s. I reroll the 3s in the hope of getting an attack order, and ideally a move order, and come up trumps with 6 and 2.
Dice allocated
I start by advancing the rearmost horse, and then I use my left-flank pikes to charge the nearest Royalist muskets, needing 7+, reduced by two thanks to support from horse and musket units, and a further one thanks to the pikes being on higher ground. I roll 7, sending the enemy fleeing to the edge of the battlefield.
My right-flank pikes attack the Royalist horse, needing 7+, reduced by four thanks to support from a unit of horse and three units of muskets. I roll 6, forcing the horse to flee three hexes.
Lansdowne Hill has been well and truly cleared of Royalists
The Royalist cavalry rally, and the right-flank muskets fire at my nearer pikes, needing 8+, but 7 is thrown.
The left-flank muskets stand still, but the demoralised Royalist muskets fail to rally and so exit the battlefield, although the demoralised pikes do rally.
I realise I am tempting fate - risking hubris, as the ancients might have put it - but I am starting to think I might win this battle without losing a single unit

Thursday, May 11, 2023

Lansdowne Play-Through: Turn Five

My seven dice give me two 6s, two 5s, 4, 2 and 1.
Dice allocated in what I hope is the best way
I start by rallying the fleeing horse, and then I move the left-flank pikes in front of the left-flank muskets so that when the latter fire at the nearest Royalist muskets, the pikes can give support (remember, there are no line-of-sight issues for firing in this game). The muskets need 8+, reduced by one for the support and one for being on higher ground, but I roll 5.
My right-flank pikes attack the Royalist pikes they are in contact with, needing 8+, reduced by three thanks to support from two units of muskets and one of horse. I roll 8, demoralising the enemy pikes and sending them fleeing to the edge of the battlefield.
My remaining muskets with attack orders have no one in range, but my right-flank horse advance.
A large proportion of the Royalist army is in danger of exiting the battle
The good-morale Royalist horse charge my pikes opposite them, needing 9+, but roll 6. The other Royalist horse fail to rally and so flee the battlefield.
The leading Royalist muskets fire at the pikes opposite them, needing 8+, reduced by one thanks to support from another unit of muskets, but roll 3. The second unit of muskets now fires, similarly needing 8+ reduced by one, but roll 4. The other musket unit stands still.
None of the Royalist pike units rallies, meaning two of them leave the battlefield and the other teeters on the edge.
Appalling dice throwing has left the AI in big trouble

Wednesday, May 10, 2023

Lansdowne Play-Through: Turn Four

Situation at the end of turn three
My seven dice give me 6, two 5s, 4, 3, 2 and 1. I reroll the 5s, hoping for another 6, but get 5 and 4.
Naturally I use the one 6 to rally the demoralised horse at the edge of the battlefield, but have to let the other demoralised horse flee two hexes, taking them also to the edge of the battlefield.
I advance the left-flank pikes and the muskets to their rear, so they both give support when the left-flank muskets fire at the horse to their front. They need 9+, reduced by two for the support units, and roll exactly 7.
My right-flank pikes charge the nearest Royalist pikes, needing 8+, reduced by three thanks to support from each Parliamentarian musket unit, and a further one thanks to the other pike unit. I roll 4, barely demoralising the enemy unit.
My right-flank muskets fire at the pikes directly ahead of them, needing 8+, reduced by four thanks to support from the remaining foot units. I could also have fired at the demoralised pikes, with a very high chance of eliminating them. Unfortunately I only roll 4, enough to demoralise the target, but no more.
All Royalist units on Lansdowne Hill are in retreat
The demoralised Royalist horse fail to rally, and the other Royalist cavalry stand still.
Two of the Royalist musket units advance, but the two demoralised pike units fail to rally.
Finally, the good-morale Royalist pikes attack my right-flank pikes, needing 8+, but roll 5.

Tuesday, May 09, 2023

Lansdowne Play-Through: Turn Three

Situation at the end of turn two
My seven dice give three 6s, 5, 3, 2 and 1. Naturally I allocate one of the 6s to rally the fleeing muskets, and find good uses for all the other dice.
I could not have asked for a better set of dice
Having rallied the muskets and advanced the pikes, I use my left-flank horse to charge the leading Royalist horse in that sector, needing 8+, reduced by three thanks to supporting musket units and a further one thanks to support from pikes (but note that the other Parliamentarian horse cannot provide support as it is adjacent to an enemy unit and therefore considered to be locked in combat). I roll 10, demoralising the Royalist unit and sending it off the battlefield.
My right-flank horse attack the horse opposite them, needing 8+, reduced by two thanks to support from muskets, a further one thanks to the right-flank pikes and yet one more thanks to my other horse. I roll 6, demoralising the enemy and forcing them back two hexes.
My left-flank muskets fire at the remaining Royalist horse, needing 9+, reduced by two thanks to support from both Parliamentarian horse units and a further one thanks to being uphill. I roll 5, one short of the score needed for a hit.
Royalists have been forced off Lansdowne Hill ... for the moment
The undemoralised Royalist horse charge my left-flank horse, needing 8+, reduced by one thanks to support from a unit of muskets, but the roll is a miserable 2. The other surviving Royalist horse rally.
The leading right-flank Royalist muskets fire at the horse nearer them, needing 9+, reduced by one thanks to cavalry support. The roll is exactly the 8 needed for a hit.
The other right-flank muskets advance, but the left-flank ones remain in their wood.
The furthest-forward Royalist pikes charge my right-flank horse, fortunately doing so in such a way that they cannot get support from other pikes. But they do receive support from their right-flank horse as it is not pinned by my horse as mine are demoralised. That overall means 6+ is needed, and 8 is rolled, forcing my unit to flee two hexes to the edge of the battlefield.
The other two good-morale Royalist pike units advance, forming an attractive echelon, but their demoralised comrades fail to rally and so flee the battlefield.
Royalists have established a foothold on Lansdowne Hill

Monday, May 08, 2023

Lansdowne Play-Through: Turn Two

Situation at the end of turn one
My seven dice give me two 6s, 5, 4, 2 and two 1s. I reroll the 6s, hoping for move orders, but get 6 and 5.
I allocate two of the move orders to the left-flank horse and the central muskets, so they can move into position to support the left-flank muskets when they fire at the enemy pikes opposite them. The other move order I use to advance the rearward muskets.
The left-flank muskets fire, needing 8+ (from two dice), reduced by two thanks to supporting units and a further one thanks to being on higher ground. I roll 6, demoralising the Royalist pike unit and causing it to flee a hex.
Not exactly first blood to the Parliamentarians, but it is a start
The further-forward right-flank Royalist horse charge up the hill and attack my furthest-forward muskets, needing 6+. They score 8, demoralising my men and sending them fleeing to the edge of the battlefield.
The left-flank Royalist horse charge up the hill and attack my right-flank horse, needing 8+, reduced by one thanks to support from the previously successful Royalist horse, but they roll 5.
The other Royalist horse advance to the edge of the hill. Both right-flank musket units advance, but the left-flank one remains ensconced in trees. The demoralised Royalist pikes fail to rally, fleeing to the edge of the battlefield, but the three other pike units advance.
The bold Royalist advance in the centre and on their left has rather scuppered my manoeuvring plan, but has it left their units vulnerable?

Sunday, May 07, 2023

Lansdowne Play-Through: Introduction & Turn One

THE Battle of Lansdowne was fought in July 1643 near the city of Bath, Somerset.
Sir William Waller's Parliamentarian army occupied Lansdowne Hill, where it was skirmished and eventually attacked by Royalists under Sir Ralph Hopton (described in Mike Lambo's English Civil War book as Lord Hopton, although he was only ennobled after Lansdowne).
Fighting went on until nightfall, whereupon the Parliamentarians used the cover of darkness to withdraw, although they had suffered far fewer casualties than the Royalists.
High ground takes up most of the bottom half of the map
The human player in Lambo's refight commands the Parliamentarian side, receiving three units of muskets, two of pikes and two of horse.
I have gone for a classical set-up with cavalry on the flanks
The AI commands the Royalists, who consist of four units of pikes, three of horse and three of muskets. The AI's setup is determined by rolling dice.
The AI has formed a screen of pikes, with flank support from muskets, while the Royalist horse look more like a reserve
I want to use the advantage of the high ground (attackers on high ground get a -1 modifier for the total they need to score a hit), which means advancing to try to attack the Royalists before they get a foothold on Lansdowne Hill.
However this may not be practical on my right flank as the Royalist left flank is well-advanced and is probably the strongest part of the Royalist army.
Accordingly I hope to concentrate on attacking the Royalist right flank, albeit bearing in mind that to win I have to destroy or demoralise every enemy unit before the end of turn 10.
As usual I will write up the game as it goes along.
TURN ONE
My seven dice give me 6, three 5s, 4, 2 and 1. Naturally I want move orders (1-2-3) rather than attack orders (4-5-6) at this stage, so I reroll the 5s, getting 6, 5 and 2.
With only three move orders, I obliquely advance the right-flank horse and the further-forward musket units.
The Royalist horse advance boldly, but all the muskets stand pat. Three of the four Royalist pike units advance (one cannot as its only available to hex to advance into would not take it nearer the enemy pike it wants to advance towards).
Two Royalist pike units have reached the edge of Lansdowne Hill

Friday, May 05, 2023

Summing Up The Stratton Play-Through

GAMES do not get any closer than this battle.
With my last shot of the game, I needed to demoralise the one surviving Parliamentarian unit.
To do that my muskets would normally require 8+, but the total was reduced by two since they had support from artillery and another unit of muskets, and I duly rolled exactly the 6 needed.
But while the battle was exciting, it certainly was not perfectly played.
I blundered by siting a unit of cannon on a row of hexes containing trees, meaning it would always get one added to the hit-total required.
And the AI failed to distinguish itself, in contrast to previous battles, by advancing its pikes too hastily and without support from muskets.
Be that as it may, I won, which evens my score against the AI at 3-3.

Thursday, May 04, 2023

Stratton Play-Through: Turn 10

My six dice give me 4, two 3s, 2 and two 1s. I reroll the 3s, but get another 3 and 2.
I allocate the attack order to the righthand muskets, and move the righthand cannon and the central muskets so they can give support.
My muskets with the attack order need 8+, reduced by two. I roll 6, exactly enough to demoralise the Parliamentarian muskets.
This means I win - I had forgotten that to win one needs to remove or demoralise all enemy units by the end of turn 10, and that is what I have done.
Victory - by the narrowest of margins (in terms of time)

Wednesday, May 03, 2023

Stratton Play-Through: Turn Nine

Situation at the end of turn eight
My six dice give me two 5s, 4, two threes and 1. I reroll the 5s, getting 6 and 1.
The lefthand muskets are too far away to help, so I allocate the move orders to the other muskets, the pikes and the righthand artillery.
If my pikes are not hit by the enemy muskets, I should get a chance, of sorts, of winning next turn
The enemy muskets fire at my pikes, needing 8+, reduced by one thanks to being on higher ground, and roll 8, demoralising my pikes and causing them to flee a hex.

Tuesday, May 02, 2023

Stratton Play-Through: Turn Eight

Situation at the end of turn seven
My six dice give me three 6s, two fours and 3. I reroll the 4s, getting another 4 and 1.
I allocate a 6 to rally the pikes, and another 6 to the righthand muskets. The move orders go to the central muskets, who advance into the trees, and the lefthand artillery, which moves on to the same row of hexes as the enemy pikes.
The righthand muskets fire at these pikes, needing 8+, reduced by two thanks to support from muskets and cannon. I roll 7, demoralising the pikes and forcing them to the edge of the battlefield.
It is still not clear I will have enough time to get the win
The Parliamentarian muskets fire at my pikes, needing 8+, reduced by one thanks to being on higher ground, but roll 6.
The fleeing pikes fail to rally, and so leave the battlefield.
Just one Parliamentarian unit remains

Monday, May 01, 2023

Stratton Play-Through: Turn Seven

Situation at the end of turn six
My six dice give me three 4s, 2 and two 1s. I reroll the 1s, getting 4 and 2. I allocate the move orders to the pikes and righthand muskets, and attack orders to the other units.
I first make the moves, and then fire with my righthand artillery, needing 8+, reduced by one thanks to support from a unit of muskets. I roll 9, demoralising the central Parliamentarian muskets and forcing them back to the edge of the battlefield.
The lefthand artillery also need 8+, but reduced by three thanks to support from three units of muskets. I roll 5, demoralising the righthand Parliamentarian muskets.
My central muskets fire at the same target, needing 8+, reduced by three thanks to support from two units of muskets and one of cannon, and a further one because the target is demoralised. I roll 9, destroying the enemy muskets as they are already demoralised.
My lefthand muskets no longer have a target, but it has been a good half-turn for the Royalist cause.
The Parliamentarians are down to three units, and one of those needs rallying before it flees this turn
The undemoralised Parliamentarian muskets fire at my pikes, needing 8+, reduced by one thanks to support from pikes, and a further one for being on higher ground. They roll 7, meaning my pikes are demoralised and flee one hex.
The demoralised Parliamentarian muskets fail to rally and so exit the battlefield.
The Parliamentarian pikes, perhaps not surprisingly given the state of the battle, stand still.
My cannon have no targets next turn, but otherwise things are going well for me