Thursday, August 31, 2023

Empire 3: Turn 10 (260-250 BC)

Situation in 260 BC
This is a highly critical turn as it marks the halfway point, and victory points are added at the end of it.
First the revolt dice (5-1) land on independent Cisalpina.
The Macedonians are drawn first, and they yet again attack Thracia, this time succeeding magnificently with a 6.
Andy's Romans attack AFRICA for a third consecutive time, rolling 5 (naval crossing) and 4 (land attack). The latter fails as there is a -1 modifier for attacking a controlled province.
I conquer Mesopotamia with a 5.
The Carthaginians seek to reconquer Numidia, rather than try to expel the Romans from Sicilia, but roll 2.
Let the victory points be counted!
The Carthaginians have AFRCIA, which is worth two points, taking their total to 14.
The Romans have consolidated ITALIA, which is worth three points, and have two other provinces, giving them five.
The Macedonians get six points from six provinces.
The Persians have four provinces, taking their total to 16.
It is interesting comparing these totals with my previous three games of Philip Sabin's Empire.
                                     Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current                               14                        16                          6                  5             41
Second Four-Player           17                        17                          9                  7             50
First Four-Player                17                        12                        11                  5             45
Solo                                    17                        12                        14                  5             48
As can be seen, the Macedonians are well down on previous efforts, while the Carthaginians are also suffering.
Judging by these numbers it would seem the frontrunners are Andy's Romans and my Persians.
Note that the total victory points are well down on previous games, not least because three double-point scoring provinces - IBERIA, AEGYPTUS and INDIA - are independent. Perhaps our play has become too 'sophisticated'.

Wednesday, August 30, 2023

Empire 3: Turn Nine (270-260 BC)

Situation in 270 BC
The revolt dice (5-6) see Syria throw off Macedonian rule.
Richard's Carthaginians attack Sicilia, but the naval crossing fails on a 2.
The Macedonians again attack independent Thracia, but again fail miserably, rolling 1.
Andy again attacks AFRICA, but, as with the Carthaginian attack on Sicilia, fails at the naval stage with a roll of 2.
I try to take advantage of the power vacuum left in the east by the revolts against Macedonian rule, but my invasion of Mesopotamia fails with a 1, so the decade finishes with the map looking the same as it did at the start.

Tuesday, August 29, 2023

Empire 3: Turn Eight (280-270 BC)

Situation in 280 BC
The revolt dice (6-6) again land on Thracia.
Richard goes first, and he decides to attack Gallia. He has -1 modifiers for attacking outside of the original Carthaginian empire and for there being tribal unrest in Gallia, which means only a 6 will be successful, and that is what he rolls.
The Macedonians are next. This is the last turn in which they get a +1 modifier for having had Alexander the Great no more than five turns ago, not that it has done them any good. They attack Thracia, but roll 2.
I invade independent Mesopotamia, but roll 1.
Andy chooses to attack AFRICA, rolling 5 (naval crossing) and 6 (land attack). The province does not fall as it is covered by a special rule for the Carthaginian homeland - instead of the homeland falling all other Carthaginian-controlled provinces revolt and become independent (two turns before victory pints are added at the halfway mark).
Carthaginian power has collapsed, leaving Rome dominant in the west Mediterranean 

Monday, August 28, 2023

Empire 3: Turn Seven (290-280 BC)

Situation in 290 BC
The revolt dice (6-5) see Thracia throw off Macedonian rule.
I am drawn first, and I again attack Persia, this time succeeding with a 6.
Richard's Carthaginians attack Magna Graecia, but roll 1.
The Macedonians try to reconquer Thracia, but also roll 1.
The Romans conquer Sicily on a throw of 5.
The Romans and Persians are expanding, while the Carthaginians are in retreat and the Macedonian successor states are plagued by revolts

Sunday, August 27, 2023

Empire 3: Turn Six (300-290 BC)

Situation in 300 BC
The revolt dice (1-2) fall on AEGYPTUS again, but it continues to be independent.
I am drawn first and I attack Persia, but just fail with a 3.
Richard is next, and he decides to attack independent Gallia rather than ITALIA, but rolls 1.
Andy's Romans could attack Cisalpina, but tribal unrest in the first 10 turns means there would be a -1 modifier. He could also attack Magna Graecia, and there would not be a -1 modifier for it being controlled by Carthage as the Romans ignore such control in mainland Italy. Andy accordingly invades Magna Graecia, resoundingly succeeding with a 6.
The Macedonians attack Mesopotamia, but roll 1.
Another fairly quiet decade, but it saw the Carthaginians expelled from mainland Italy

Saturday, August 26, 2023

Empire 3: Turn Five (310-300 BC)

Situation in 310 BC
The revolt dice (6-4) again pinpoint Mesopotamia, but that is already independent.
I am drawn first, and this time I roll 6, meaning my homeland of Parthia rebels and returns to Persian rule.
The Macedonians narrowly fail to reconquer Mesopotamia, rolling 2, which is not enough despite a +1 modifier for no longer having a great captain but having had one no more than five turns ago.
The Carthaginians conquer Roman-held Magna Graecia on a roll of 6.
Andy counterattacks, but rolls 2.
A quarter of the way through the game, and Carthage seems to have taken over as the front-runner

Friday, August 25, 2023

Empire 3: Turn Four (320-310 BC)

Situation in 320 BC
The revolt dice (6-4) see Mesopotamia throw off Macedonian rule.
Richard is drawn first, and he invades Sicilia. The naval crossing is just about fine (3 is rolled), and the attack on the island succeeds when 5 is rolled, which is enough despite Carthage's -1 modifier for attacking outside of its original empire.
The Macedonians go next, but fail to reconquer Mesopotamia, rolling 1.
Andy is drawn next. Attacking Cisalpina attracts a -1 modifier on the first 10 turns due to tribal unrest, while attacking Carthaginian Sicilia would get -1 as it is a controlled province. Andy could also attack Macedonian Graecia, but that would involve a naval crossing as well as a -1 controlled-province modifier. In the end he decides to launch the First Punic War, some 50 years before the real thing, but rolls 1.
I again fail to foment rebellion in my homeland of Parthia.
The first clash between Carthage and Rome is surely a harbinger of things to come

Thursday, August 24, 2023

Empire 3: Turn Three (330-320 BC)

Situation in 330 BC
The revolt dice (1-2) strike a blow against the rampaging Macedonians as AEGYPTUS regains its independence.
This is the second turn in which the Alexander the Great leads the Macedonians. Rather than reconquer AEGYPTUS, they first capture Mesopotamia, Armenia (just, as a 2 is rolled, but that is enough thanks to the great captain's +2 modifier) and Persia, but come unstuck by rolling 1 when invading my homeland of Parthia. However a second attack on Parthia succeeds.
Andy's Romans are up next and he easily grabs Magna Graecia with a 6.
Richard's Carthaginians are almost equally impressive, rolling a 5 to reconquer IBERIA.
Reduced to one province, Bactria, I try to regain my homeland by fermenting rebellion, which requires a 6, but I roll 3.
The Macedonians have all-but-eliminated the Persians, and can expect to pick up AEGYPTUS a long time before the first additional victory points are awarded at the end of turn 10

Wednesday, August 23, 2023

Empire 3: Turn Two (340-330 BC)

Situation in 340 BC
The revolt dice (2-3) see IBERIA throw off Carthaginian rule.
The Macedonians go first as this is the first turn in which they have Alexander the Great as a great captain.
He gets to launch five campaigns a turn instead of the normal one, enjoys a +2 modifier and, thanks to controlling Graecia, does not suffer the normal -1 modifier when attacking a controlled province (unless that province is another people's homeland). What this effectively means is the Macedonians can sweep through my Persian empire, needing to roll anything but a a 1 for each campaign. They duly take independent Thracia, 'Asia', Syria, independent AEGYPTUS and Pontus.
Richard is up next and he tries to retake IBERIA, but rolls a miserable 1.
I attack Syria, but roll 2.
Andy successfully consolidates Roman control of ITALIA by rolling 1, which is less than the turn number.
The Macedonians are off to a great start, but Rome's early consolidation of ITALIA may prove the most significant event this decade

Tuesday, August 22, 2023

Empire 3: Introduction & Turn One

I HAVE got four gamers together to have a third go at playing the four-handed version of Philip Sabin's Empire.
As well as myself and my regular wargaming opponent, there is security consultant Richard Johnson and Andy, a serving officer in Britain's armed forces.
Here is a reminder of how things stand after our first two playthroughs (four points for winning, three for coming second, etc):

                                               Game One                       Game Two                            Total
Andy                                      4pts (Macedonians)         3.5pts (Persians/Parthians)   7.5pts
Me                                         3pts (Carthaginians)         3.5pts (Romans)                   6.5pts
Richard Johnson                    2pts (Romans)                 1pt (Macedonians)               3pts
Regular Opponent                 1pt (Persians/Parthians)   2pts (Carthaginians)            3pts

We will randomly draw for peoples but, as happened last time, with the proviso that anyone getting a people they have already led can ask for a redraw.
The dice fall on me to draw first, and I get the Persians/Parthians.
Richard is second and he draws the Macedonians, but having had them last time, and none too successfully, he redraws and gets the Romans, which he has also had. He turns them down too and so gets the Carthaginians.
Our early leader Andy is next up, and he draws the Romans, which leaves my regular opponent with the Macedonians, and so we all have a new people.
The situation in 350 BC with the Persians and Carthaginians enjoying 12 victory points as a legacy of their respective empires (more victory points are added at the end of turns 10 and 20)
As usual I will write up the campaign as the game goes along.
TURN ONE (350-340 BC)
The revolt dice (1-1) fall on AEGYPTUS, which is already independent and so there is no effect.
Richard's Carthaginians are drawn first, and he attacks Silicia, but rolls a 2 for the naval crossing, meaning the fleet is lost in a storm or defeated in battle.
The Macedonians attack Graecia, narrowly succeeding with a roll of 4. Macedonian control of Graecia is important for getting the best out of Alexander the Great in the next two turns.
I invade AEGYPTUS, but am thrown back on a roll of 3.
Finally Andy has to waste a turn as he first has to consolidate Roman control of ITALIA, and that requires a die throw lower than  the turn number.
Only the Macedonians prospered in the opening decade of the game

Monday, August 21, 2023

Summing Up My Allied Playthrough Of The Battle Of Roliça Part Two

I SCORED a fairly crushing victory with a turn to spare, although the magnitude of the task caused me grave doubts in the early turns.
The French were hampered at an early stage by losing their artillery, which had not been sited very well, and the French cavalry went without much of a fight.
I felt the AI played too defensively, but I think it fair to say it was hampered by bad dice throwing at the crucial activation stage of many turns.
My plan of concentrating against the French left was sound, I believe, and I certainly cannot complain at now being 2-1 up on the Napoleonic AI.

Sunday, August 20, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Nine

Situation at the end of turn eight
My three activation dice are all 2s, and I reroll them, getting 6, 4 and 1. I turn the wildcard 6 into 5, and immediately charge the French infantry. My six dice are reduced to three because of the French being in square, but I roll 5 and two 3s, eliminating the unit and thus winning the battle.

Saturday, August 19, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Eight

Situation at the end of turn seven
My three activation dice give me two 3s and 1. I reroll all three dice, getting 6, 4 and 3. I change the wildcard 6 into 5.
My right-flank horse advance obliquely and attack the remaining French infantry. The six dice are reduced by three because of the infantry's square formation. I roll 6 and two 3s, reducing the infantry to one-strength.
My units in areas 4 and 3 advance towards the French.
The AI's four activation dice include a 5, so the French infantry attack my right-flank cavalry. Their two-dice are not reduced for being in square as they are at melee range, and they roll 4 and 3, forcing my men back  a hex.
The French infantry have to hold out two more turns to deprive me of victory

Friday, August 18, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Seven

Situation at the end of turn six
My three dice are 6, 5 and 4. I reroll the 4, getting another wildcard 6. I turn the 6s into 2 and 3. This is obviously a somewhat controversial decision, but I have decided the troops in areas 5, 3 and 2 should be enough to mop up the French, and anyway the units in area 4 are far from the action.
My right flank cavalry attack the forward French in square. My six dice are reduced by three because of the infantry's defensive formation, and I roll 6, 2 and 1, which is enough to eliminate the one-strength infantry.
The infantry in the trees advance obliquely forward to their left and fire at the French infantry in square on the hill ahead of them. My four dice are reduced by one thanks to having moved, but increased by one because the target is in a square. I roll 6, 4 and two 1s. The French are reduced to two-strength but do not fall back because they are in square formation, and anyway are next to General Delaborde.
My left-flank cavalry cross from one hill to another and charge Delaborde. I roll 6, 4 and two 1s, eliminating the general (commanders are one-strength). The infantry in area 3 move forward obliquely to their left and fire at the French infantry. As with the infantry that previously fired, I get four dice, which land two 5s, 4 and 1, eliminating the French. My artillery advance a hex.
The French are down to one unit
The AI rolls 4, 3 and two 2s. One 2 can be rerolled, but it results in another 2, so the French cannot activate this turn.

Thursday, August 17, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Six

Situation at the end of turn five
My three activation dice are two 5s and 2. I reroll the 2 and one 5, getting 3 and 1.
My right-flank cavalry charge the three-strength infantry in area 5, rolling 5, 4, two 2s and two 1s. That reduces the infantry to two-strength, and they must fall back a hex. Since going directly back would take them off the map, they retreat obliquely. The tiebreaker to separate the choice is the third one on the list, which specifies a high-ground hex, so they fall back obliquely to their left.
My left-flank cavalry attack the infantry next to them, their six dice landing three 6s, 4, 3 and 2, which easily finishes off the French unit. The infantry and artillery in area 3 advance a hex.
The French army has been split in two
The AI's four dice are 6, 5, 2 and 1. There is no point in rerolling the 6 as all French units can already be activated.
The infantry in area 2 have to remain in square and still do not have a target they can fire at. Delaborde rolls 6. The instruction reads (in part): "Select the nearest friendly unit (and) move nearer to it." I assume the nearest friendly unit is the right-flank infantry, and since the commander cannot move nearer, he stands still.
The left-flank infantry in square attack my right-flank cavalry, who are in an adjacent hex. There is no modifier for firing while in square as they are assumed to be meleeing, so, being one-strength, they get two dice, but roll two 2s. The other infantry in area 5 form square and fire at my cavalry, their two dice - a two-strength infantry unit attacking cavalry gets the same as a one-strength - are cancelled by being in square.*
*I have adjusted the rules to make firing-in-square suffer a -2 modifier, rather than the prescribed -1, but infantry in square can fire all-round under my adjustment (rather than just to their front).

Wednesday, August 16, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Five

Situation at the end of turn four
My activation three dice are 6, 4 and 2. I reroll the 2 and get a second wildcard 6. I turn one 6 into 3 and the other into 5.
My cavalry in area 3 move forward a hex and charge the French infantry in area 4. The six dice give me two 6s, two 3s, 2 and 1, reducing the infantry to one-strength, My infantry and artillery in area 3 advance a hex.
My right-flank infantry in area 4 fire at the French cavalry. Their three dice are increased by one thanks to the presence of Wellesley. The dice land 5, two 2s and 1, reducing the French to one-strength. The other infantry in area 4 shoot at the same target, also getting four dice, which land 5 and three 3s, further reducing the strength of the French cavalry. My commander remains where he is.
My cavalry in area 5 attack the French cavalry, rolling three 6s and 5, emphatically eliminating the French.
Halfway through the Allied turns and it is looking good for the Anglo-Portuguese
The AI's activation dice are two 3s, 2 and 1. One 3 is rerolled, but lands 6.
The infantry in area 2 still cannot fire at anyone, but have to stay in square because there are enemy cavalry within three hexes. Delaborde rolls 4, but cannot move to a hex that is adjacent to more friendly units.

Tuesday, August 15, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Four

Situation at the end of turn three
My activation three dice are two 3s and a 2. I reroll a 3 and get a wildcard 6, which I change into a 5.
I start by ordering my right-flank horse to charge the left-flank French infantry. The six dice give me 6, 5, 4, two 2s and 1, reducing the French unit to one-strength and forcing it back a hex. The infantry in area 5 advance.
The cavalry in the trees mount the high ground in area 3 and charge the French infantry there. The six dice land 6, two 5s, 4, 2 and 1, eliminating the French unit. The infantry in area 2 advance into the trees.*
The infantry and artillery in area 3 advance a hex.
The allies seem to be making good progress, but the French are about to strike back
The AI's four dice are 6, 5, 4 and 1. The 6 is rerolled, but comes up 6 again.
The infantry in area 4 fire at my left-flank cavalry. Their three dice are 5, 2 and 1, reducing my unit to two-strength.
The French cavalry roll 5, and so charge the infantry in front of them. Their six dice are increased by one due to being on higher ground. They roll two 6s, 5, 4, 3 and two 1s, eliminating my unit. The French infantry in area 5 form square and want to fire at my cavalry. But one-strength infantry firing at cavalry only get two dice, and these are cancelled by the modifier for shooting while in a square.**
My cavalry have performed well
*I mistakenly allowed them to advance two hexes instead of the stipulated move for infantry of one hex.
**I have adjusted the rules to make firing while in square suffer a -2 modifier, rather than the prescribed -1, but infantry in square can fire all-round under my adjustment (rather than just to their front).

Monday, August 14, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Three

Situation at the end of turn two
I roll 4, 2 and 1. I reroll the 1, getting another 2.
I advance my left-flank cavalry into the trees, from where they attack the artillery. My four dice are 6, two 5s and 4, eliminating the French. The infantry in area 2 advance a hex.
My units in area 4 advance a hex.
First blood has gone to the Allies
The AIs four activation dice are two 5s and two 2s. One 5 and 2 are rerolled, giving 6 and 4, which means all French units will be activated, except for the infantry in area 3.
The infantry in area 2 form square as they are within three hexes of my left-flank cavalry, and then fire at the cavalry. Their three dice are decreased by two thanks to being in square* and a further one because the target is in cover, and so cannot fire. Delaborde rolls 1, which only has an effect after turn six.
The infantry in area 4 roll 3, which has no effect as they are already on high ground.
The cavalry in area 5 roll 1, which has no effect. The infantry in area 5 both roll 6, but only the further-forward unit can move straight down a hex. They cannot fire at my troops thanks to the plateau effect of high ground.
It has been mainly light skirmishing so far, but a serious clash of arms cannot be far away
*I have adjusted the rules to make firing-in-square suffer a -2 modifier, rather than the prescribed -1, but infantry in square can fire all-round under my adjustment (rather than just to their front).

Sunday, August 13, 2023

Battle Of Roliça Part Two - Allied Playthrough: Turn Two

Situation after turn one
My three dice give me two 5s and 4. I reroll a 5, getting a wildcard 6, which I turn into a 2.
I advance all units a hex in area 4, and in area 2 I advance the cavalry two hexes, but away from the line-of-sight of the French artillery, and I move the infantry behind them.
In area 5 I advance the infantry, but hold the cavalry back in the hope of charging the French cavalry next turn.
I find it hard to believe that attacking piecemeal will work, so I have got to advance en masse as much as possible
The AI's four dice are 6, two 5s and 3. The 6 and one 5 are rerolled, giving another 5 and 2.
The French artillery cannot fire at my right-flank infantry as their line-of-sight is blocked by the village of Columbeira. Instead they roll 6, meaning they move straight down a hex. The infantry in area 2 roll 3, meaning they stand still as they can only move from low to high ground. General Delaborde rolls 4, which means he also stands still as he cannot reach a hex that is more adjacent to the number of friendly units he is already adjacent to.
The infantry in area three roll 2, which means they move onto high ground. The tiebreaker system for deciding which hex to move to has to be employed, and eventually tiebreak-six applies, meaning the infantry occupy a high-ground hex in area 3.
The French cavalry roll 5, which would normally mean advancing towards their nearest enemy, but that only applies after turn two (if I had made myself aware of this rule, I might not have been so hesitant about advancing my right-flank cavalry). The further-forward infantry in area 5 do not move as their roll of 3 means they would only do so if not already on high ground. Their companion units want to move straight down, but their way is still blocked by the French cavalry.
The French artillery's attempt to get a more promising line-of-sight has left it looking vulnerable

Saturday, August 12, 2023

Battle Of Roliça Part Two - Allied Playthrough: Setup & Turn One

THE Battle of Roliça takes a special place in Mike Lambo's Battles Of Napoleonic Europe.
As with all the other battles in the book, it is to be fought from both sides, ie once with the French and once with their opponents.
But Roliça is unique in that it is refought as two separate battles or, perhaps more accurately, as two battles divided into distinct halves.
Lambo explains: "The French made a pre-planned retreat to a second position to the south of Columbeira."
Sir Arthur Wellesley's Anglo-Portuguese army advances from below the red dashed line
The human player, leading the Allies, gets, in addition to the future Duke of Wellington, five units of infantry, two of cavalry and one of artillery.
To win the battle I have to destroy the entire French army before the end of turn 10, so I have gone for a setup that should enable me to get on high ground as soon as possible, and from there I hope to roll up the French from the flank
The AI gets, as well as General Delaborde, five units of infantry (the same number as the Allies), one of cavalry (the Allies get two) and one of artillery (the same as the Allies).
The French setup is semi-randomised
TURN ONE
My three activation dice give me 5 and two 3s. I reroll one 3, but get another 3.
In area 3 I advance the infantry and the artillery.
In area 5 I advance the infantry and fire at the French cavalry. My three dice are reduced by one due to firing after moving, and I roll 4 and 3, forcing the French back a hex. My cavalry in area 5 advance two hexes.
The AI's four dice give it 5 and three 1s. Two of the 1s are rerolled, giving 3 and another 1.
There are no units in area 1. The infantry in area 3 roll 5, which means to move straight down, but only if that results in occupying high ground, which here it does not.
The cavalry in area 5 roll 1, meaning they stand still. Both infantry units in area 5 roll 4, meaning they want to move straight down as long as that means being on high ground. Only the rearward unit can do that as the other infantry are blocked by the French cavalry.
I have to say the odds seem stacked against an Allied victory (within the rules of the game), but I presume speed will be of the essence

Friday, August 11, 2023

Summing Up My Play-Through Of The Battle Of Cheriton

JUST as in the real Battle of Cheriton 379 years ago, my refight started with Royalist successes.
Indeed at around the halfway point I thought I must be favourite to win.
But, if truth be told, it may be that rash advances by part of the Parliamentarian army were a major contributory factor to my good start.
And despite turning an initial unit balance of minus three into plus one, I never captured much of Cheriton Wood, and was never close to driving the enemy from the field.
The AI now leads our English Civil War series 6-3.

Thursday, August 10, 2023

Cheriton Play-Through: Turn Nine

Situation at the end of turn eight

My five dice give me two 6s, 5, 4 and 3.
I allocate the 6s to the demoralised units, the other attack-dice to the artillery and forward muskets, and the move-die to the right-flank muskets.
After rallying the demoralised units, I use the artillery to fire at the demoralised Parliamentarian muskets, needing 8+, reduced by one thanks to being on higher ground, but increased by one thanks to firing through trees, and I roll 11, destroying the enemy unit.
My forward muskets fire at the forward Parliamentarian pikes, needing 8+, reduced by two thanks to support from pikes and horse, and I roll exactly 6.
Finally the right-flank pikes advance a hex.
The Royalist cause is hopeless
The left-flank Parliamentarian muskets fire at the muskets opposite them, needing 8+, increased by one thanks to firing through trees, but roll 5.
The right-flank Parliamentarian muskets fire at my pikes, needing 8+, but roll 4.
The demoralised pikes fail to rally, and so flee to the edge of the battlefield, while the other pikes advance a hex.
It is impossible to clear the field of undemoralised Parliamentarian units next turn, so I concede the battle

Wednesday, August 09, 2023

Cheriton Play-Through: Turn Eight

Situation at the end of turn seven
My six dice give me 6, two 5s, two 4s and 3. I reroll the 4s, getting 1 and another 4.
Naturally I allocate the 6 to the demoralised horse, and I give attack-dice to the artillery and forward muskets. The two move-dice I give to the backward pikes and muskets, and the final attack-die goes to the forward pikes, not that they will be able to use it.
I could have given the forward pikes a move-die, but for them to more-or-less attack on their own would almost certainly end in tears.
I start by rallying the horse, then use the artillery to fire at the Parliamentarian muskets in their line-of-sight, needing 8+, reduced by three thanks to support from pikes, horse and muskets, but increased by one thanks to firing through trees. Unfortunately I roll 3.
My forward muskets fire at the same target, also needing 6+, and I roll exactly 6.
Finally the backward pikes and muskets advance a hex.
The Royalist offensive seems to be running out of steam
The demoralised Parliamentarian muskets fail to rally, and so flee to the edge of the battlefield.
The left-flank Parliamentarian muskets fire at my right-flank pikes, needing 8+, rolling 12, sending the pikes off the battlefield.
The right-flank Parliamentarian muskets fire at the pikes in front of them, needing 8+, reduced to 7+ thanks to support from friendly pikes, and they roll exactly 7.
The forward Parliamentarian pikes charge my horse, needing 7+, reduced to 5+ thanks to support from two units of muskets, and roll 7, demoralising my horse and sending them back two hexes.
The rearward Parliamentarian pikes advance a hex.
The Royalist cause looks hopeless

Tuesday, August 08, 2023

The Real Reason Putin Invaded Ukraine?

ONE of the biggest-selling books of recent times is Tim Marshall's Prisoners Of Geography: Ten Maps That Tell You Everything You Need To Know About Global Politics.
It was a bestseller on the Sunday Times' and New York Times' 2015 book lists, and does for geopolitics what a ream of popular books has done for science.
I often resist super-hyped books, but I made an exception for this one when I was short of something to read while away from home.
I am glad I did, although at times it does read like an apologia for Vladimir Putin.
Naturally not everything can be put down to geography, even if the book sometimes gives the impression it can, but I found Prisoners Of Geography an easy and interesting read.
And it is relevant to this blog because geography has played such a big role in military history, and always will.
Prisoners Of Geography ... enjoyable bestseller

Cheriton Play-Through: Turn Seven

Situation at the end of turn six
My six dice give me two 6s, two 5s, 3 and 1. I reroll the 5s, getting 3 and 2.
I allocate the 6s to the musketeers, since both units need rallying, and the move-dice to the other units.
After rallying the musketeers, I move the artillery a hex to the left and the right-flank pikes obliquely backwards to their left.
The left-flank pikes charge the musketeers opposite to them, needing 7+, reduced to 6+ thanks to support from horse, but roll 5.
The horse then charge the same musketeers, needing 6+, reduced to 5+ thanks to support from pikes, and I roll 6, demoralising the musketeers and forcing them back a hex.
With two units in danger of exiting the battlefield, the next half-turn looks like being critical for the Parliamentarians
The central Parliamentarian muskets fire at my horse, needing 9+, reduced to 7+ thanks to support from muskets and pikes, and roll 8, demoralising my men and forcing them to flee a hex.
The left-flank Parliamentarian muskets also fire at my horse, needing 9+, increased by one thanks to firing through trees, but reduced by two thanks to support from muskets and thanks to the target being demoralised, meaning 8+ is needed, but roll 7.
The demoralised Parliamentarian muskets rally on a roll of 5.
The good-morale pikes advance a hex, and the demoralised pikes rally on a roll of 6.
A critical half-turn, but the AI rose to the occasion