Tuesday, October 31, 2023

Battle Of Vimeiro - French Playthrough: Turn Four

Situation after turn three
My activation dice give me 5, 4 and 1. I reroll the 1 and get a wildcard 6, which I turn into a 3, so once again I can activate my whole army.
My artillery fire at the three-strength enemy to their front. Their three dice are increased by one for being on higher ground and for being adjacent to General Junot, and by two for firing at close range (I could fire at Sir Arthur Wellesley instead, but with the number of dice I am getting that would be overkill, and on balance I think it is more important to eliminate a full-strength enemy infantry unit, especially as killing the Allied commander would open a shooting lane for the Allied artillery). However my decision backfires when I roll 6, 4 and five 2s, meaning the Allied infantry unit is only reduced to two-strength and falls back onto higher ground.*
My forward infantry in area 3 advance and fire at Wellesley. Their three dice are decreased for firing after moving, and I roll 4 and 2, forcing the general back a hex. Junot occupies the hex just vacated by my unit, and then the backward infantry in area 3 descend from the hill and fire at the enemy lurking behind Vimeiro. Their four dice are decreased for firing after moving, but increased for being next to the commander, and I roll two 5s and two 2s, reducing the enemy to one-strength.
My right-flank infantry advance and fire at the enemy opposite them, their four dice being reduced for firing after moving. I roll 5, 4 and 3, reducing the enemy to one-strength and forcing them back a hex. My one-strength infantry advance and fire at the enemy opposite them, their two dice being reduced for firing after moving. I roll 5, reducing the Allied unit to one-strength.
My cavalry fall back a hex.
*Artillery can only fire along a direct line of hexes, rather than across hexes, so, as I later realised, my artillery's only legitimate target was the Allied commander. 
The Allies are being forced back, except on their right, but will I regret not taking the chance to kill Wellesley?
The AI's activation dice are 6, two 5s and 3. The 6 and a 5 are rerolled, giving 1 and another 3.
The right-flank infantry roll 5, meaning they want to move nearer to the nearest enemy. The first tiebreak makes the target my infantry beside Vimeiro. Both oblique moves would take the Allied infantry nearer, but only moving obliquely forward takes them with range and line-of-sight of any of my men. From this position on the edge of Vimeiro Hill they fire at General Junot, a commander being their preferred target. Their three dice are increased for being on higher ground, but decreased for firing after moving. They roll two 4s and 3, sending Junot back to the edge of the battlefield - all in all a lucky escape for the general.*
Wellesley does not move as he cannot reach anywhere adjacent to more than the three units to which he is already next. The infantry in area 6 advance and fire at my infantry beside Vimeiro. Their three dice are reduced for firing after moving, but increased for being next to the commander. They roll two 4s and 1, sending my men back two hexes. The artillery roll 6, which means they again remain where they are as they cannot move straight down.
The infantry in area 5 advance.
*Another rules mistake - commanders are immune to retreat dice.
With both sides' cavalry playing limited roles, at least after the early elimination of an Allied cavalry unit, the armies are relatively distant from each other

Monday, October 30, 2023

Battle Of Vimeiro - French Playthrough: Turn Three

Situation after turn two (note that I forgot to move on the turn counter)
My activation dice give me 4 and two 2s. I reroll the 2s and get 6 and 5. By turning the wildcard 6 into a 3, I get to activate my whole army.
My artillery fire at the cavalry in front of them. Their two dice are increased by two for firing at short range and one for being on higher ground. I roll two 6s, 5, 3 and 2, eliminating the Allied unit. My forward infantry in area 3 fire at the infantry opposite them, their four dice being increased for being on higher ground. I roll 5, two 4s, 2 and 1, reducing the Allied unit to two-strength and sending it back to the river. The other infantry in area 3 move back obliquely to the edge of the hill, anticipating the approach of the right-flank Allied infantry.
My infantry on the hill in area 4 fire at the infantry opposite them. Their three dice are increased for being on higher ground and for being next to General Junot. However I roll a disappointing two 3s, two 2s and 1. The other infantry in area 4 advance a hex and fire at the infantry opposite them, their four dice being reduced for firing after moving. I roll 6, 4 and 1, reducing the enemy to two-strength and forcing them back a hex. Junot moves obliquely forward to his left.
My cavalry occupy Maceira.
The French are keeping in a disciplined formation
The AI gets two 4s, 2 and 1 as its activation dice. A 4 is rerolled, but lands 6.
The forward infantry in area 1 roll 5, meaning they advance obliquely towards the nearest enemy. This puts them above Vimeiro, from where firing is prevented because their line-of-sight is blocked. The other infantry in area 1 roll 3, meaning they move straight down, continuing their outflanking manoeuvre.
The cavalry cannot move as they roll 5, which only has an effect after turn 5. The infantry in area 2 advance.
The forward infantry in area 4 fire. They prefer firing at infantry over cavalry and artillery, and the tiebreak is for the unit nearer Vimeiro. Their four dice are increased for being next to Sir Arthur Wellesley, but decreased for being in a river hex. They roll 6, two 4s and 2, reducing my two-strength infantry to one-strength, but the unit does not retreat as it is adjacent to the commander. The other infantry in area 4 advance and fire at the infantry opposite them (a preferred target over the equally near cavalry). Their three dice are increased for being on higher ground, but decreased for firing after moving, and they come up 4 and two 2s, forcing my infantry back a hex.
Early turns have favoured the French

Sunday, October 29, 2023

Battle Of Vimeiro - French Playthrough: Turn Two

Situation after turn one
My activation dice land 6, 4 and 2. I reroll the 2, getting another 6. I turn the wildcard 6s into 3 and 5, meaning the whole French army can be activated this turn.
First I advance the troops in area 3, none of which can fire (the artillery are in range of Allied cavalry, but guns cannot move and fire in the same turn).
In area 4 I advance the backward infantry and Junot. Then the other infantry advance and fire at the Allied infantry on the hill opposite them. The four dice are reduced for firing after moving, and I roll a disappointing 3 and two 2s.
I advance the cavalry to behind Maceira.
The village of Vimeiro is temptingly open, at least for now*
The AI gets two 6s, 4 and 3 as activation dice. The 6s are rerolled as 3 and 1.
The infantry in area 1 move straight down.
The infantry in area 3 advance towards Vimeiro, while the cavalry advance two hexes towards the nearest enemy, ie my artillery. The Allied artillery cannot move as its its instruction was only to do so if the result was to be landing on a hex in range and line-of-sight of the enemy.
The forward infantry in area 4 fire at my men opposite them. Their four dice are increased for being on higher ground, and they roll 4, 3, 2 and two 1s, sending my unit back a hex. The other infantry in area 4 advance and fire at my infantry opposite them (they prefer this target over my artillery). Their four dice are decreased for firing after moving and for being in a river hex. They roll 4 and 1, which reduces my unit to two-strength as it had nowhere to retreat. Wellesley advances to be in touch with three of his more-advanced units.
The Anglo-Portuguese are not advancing in unison, but nevertheless look menacing, although the central wedge of the army could be in for a shock next turn*
*Note that I forgot to advance the turn counter.

Saturday, October 28, 2023

Battle Of Vimeiro - French Playthrough: Setup & Turn One

IN this scenario from Mike Lambo's Battles Of Napoleonic Europe I take on the persona of General Junot, who has four units of infantry and one each of cavalry and artillery.
The French, advancing from the bottom of the map, win if they are occupying Vimeiro at the end of turn 10
There seems no point in rushing for Vimeiro.
Instead I plan to menace it, and any Anglo-Portuguese near it, from the hill in my half of the map.
Space for the French to deploy below the blue dashed line is rather small, meaning troops must be spread over at least three areas 
The AI, in addition to Sir Arthur Wellesley, gets seven units of infantry, two of cavalry and one of artillery.
The Allied setup is largely predetermined, but cavalry could have ended up in any areas, so it is interesting that both units start on flat ground between the two pieces of high ground in the top half of the map
TURN ONE
My activation dice are 4 and two 3s. I reroll a 3, but get another 3.
I advance the infantry and artillery straight forward, and move Junot onto high ground.
The AI's four dice land 6, 4, 3 and 1. The 6 is rerolled, but becomes another 4.
The infantry in area 1 advance, obliquely in the case of the further-forward unit.
The cavalry in area 3 roll 6, which has no effect on the first five turns. The infantry in area 3 advance, but the artillery roll 1, which has no effect.
Both infantry units in area 4 advance, obliquely left in the case of the further-forward unit. Wellesley moves obliquely right, putting him adjacent to three units.
A quiet start, as is to be expected

Friday, October 27, 2023

Summing Up My Marston Moor Playthrough

I KNOW the refights are supposed to get tougher as one progresses through Mike Lambo's Battles Of The English Civil War.
But I cannot help thinking the difficulty level gets too high too quickly.
True, I was unlucky with my dice-throwing in this battle, and quite possibly my plan of a flank attack was too slow.
Even so, I have reached the stage where I have probably had enough of these particular refights, especially as the victory conditions in the battles are not exactly realistic.
So I plan to leave things as they are, with the AI leading our series 8-3.

Thursday, October 26, 2023

Marston Moor Playthrough: Turn Seven

Situation after turn six
My five dice give me 3, 2 and three 1s. I reroll the 1s, getting 4, 2 and 1.
I allocate the useless attack-die to the demoralised horse, who cannot be saved, and the move-dice to the other units.
After the fleeing horse leave the battlefield, I move the pikes and the right-flank horse one hex forward, so both are within attacking range of the nearest enemy.
Then I move my muskets obliquely forward to their left, and charge the nearest Parliamentarian muskets with my other horse, needing 6+, reduced to 3+ thanks to support from the rest of the army. I roll 8, forcing the enemy muskets from the battlefield.
At least the artillery cannot fire at my units this turn
The forward artillery move to their right, which means the other artillery have to stand still.
The forward Parliamentarian muskets fire at my left-flank horse, needing 9+, reduced to 7+ thanks to support from more muskets and from artillery, and roll exactly 7, demoralising my men.
The other Parliamentarian muskets fire at the same target, but only need 6+ as the cavalry are demoralised. The roll is exactly 6, eliminating my men as demoralised units are always destroyed if suffering a second hit.
Both Parliamentarian pike units advance.
With all hope gone, I concede

Wednesday, October 25, 2023

Marston Moor Playthrough: Turn Six

Situation after turn five
My five dice give me 6, 5, two 3s and 1.
I use the 6 to rally the demoralised horse, and allocate the 5 to the muskets, with the other units getting move-dice.
I first advance my backward left-flank horse so they are within attacking range of the forward Parliamentarian pikes. Then I fire at the pikes with my muskets, needing 8+, reduced to 4+ thanks to support from the rest of the Royalist army, and I roll 9, sending the enemy off the battlefield.
I advance my pikes into the trees, and the move my central horse one square obliquely forward to their right.
My successes have been too few and too late
Parliamentarian artillery fire at my left-flank horse, needing 9+, reduced to 7+ thanks to support from two units of muskets, and roll 8, demoralising my unit and causing it to flee to the edge of the battlefield. The other artillery move another hex to their left.
The forward Parliamentarian muskets fire at my pikes, needing 8+, increased to 9+ thanks to my men being among trees, rolling 7.
The other musketeers stand still, as do the Parliamentarian pikes.
The AI has successfully countered my right-flank attacking plan

Tuesday, October 24, 2023

Marston Moor Playthrough: Turn Five

Situation after turn four
My six dice give me 5, 4, two 3s and two 1s. I allocate attack-dice to the horse and further-forward muskets, and move-dice to the other units.
I start by advancing the pikes and backward muskets, and move both left-flank cavalry units one hex obliquely forward to their right.
My right-flank horse attack the Parliamentarian horse, needing 8+, reduced to 4+ thanks to support from two units of muskets, one of pikes and one of horse (remember, there are no restrictions in this game on firing through friendly-occupied hexes). I roll 7, demoralising the enemy and forcing them to flee to the edge of the battlefield.
The Parliamentarian right-flank artillery again move a hex to their left. The other cannon unit fires at my muskets in its line-of-sight, needing 8+, reduced to 7+ thanks to being on higher ground, and rolls 9, sending my unit off the battlefield.
The Parliamentarian horse fail to rally and so also leave the battlefield.
Two Parliamentarian musket units advance, and the left-flank pikes charge my cavalry in the trees, needing 7+, reduced by one thanks to support from muskets, but increased by one thanks to the target being in trees. They roll 8, demoralising my horse and making them flee to the edge of the battlefield.
The right-flank Parliamentarian pikes advance, but the central pikes hold steady.
The Royalist cause is surely hopeless, but I will give it another turn

Monday, October 23, 2023

Marston Moor Playthrough: Turn Four

Situation after turn three
My six dice (I have lost a unit) give me 5, 3, two 2s and two 1s. I reroll the 1s in the hope of getting an attack-die, and a move-die if possible, and get exactly that in the shape of 5 and 1.
I give the attack-dice to the right-flank horse and right-flank muskets.
The other units get move-dice, and I use them to get all my troops out of firing range of the enemy.
I then use my right-flank horse to attack the remaining Parliamentarian horse, needing 8+, reduced by one thanks to support from muskets, but I roll 6.
The forward muskets shoot at the same target, needing 9+, reduced by one thanks to cavalry support, but again I roll 6.
I have done a reasonable job of presenting enemy artillery with few targets, but otherwise the Royalists do not look in good shape
The artillery again move to their left.
The Parliamentarian horse attack my horse in the trees, needing 8+, increased to 9+ thanks to the cover, but roll 7.
Two of the Parliamentarian musket units advance, as do all the but the right-flank pikes.
The mass of the Parliamentarian army is slowly advancing

Sunday, October 22, 2023

Marston Moor Playthrough: Turn Three

Situation after turn two
Would you believe it? Having rolled four unwanted 6s last turn, and getting another two when I rerolled them, my seven this turn dice give me four 4s, 5, 3 and 1, and not a 6 with which to rally a fleeing unit.
Naturally I reroll the 4s, getting 6, 5 and two more 4s.
I use the 6 to rally the fleeing horse, but have to let the demoralised pikes exit the battlefield.
I give move-orders to my muskets on the same file as enemy artillery, moving my men to the right, and use the other move-die to charge the Parliamentarian right-flank horse, needing 8+, reduced by one thanks to support from another unit of horse, and I roll 10, demoralising the enemy and sending them fleeing three hexes.
At this point I suddenly realise I earlier mistakenly advanced the Parliamentarian right-flank artillery while moving them, something that is not allowed as artillery must stay on the back row of hexes.
The AI is about to have its third turn, with the position of the Parliamentarian right-flank artillery corrected
Neither artillery unit has a target in its line-of-sight, so both move to their left (the right-flank artillery moving first).
The Parliamentarian left-flank horse charge my horse in the trees, needing 8+, increased by one thanks to cover, but roll 6.
The demoralised Parliamentarian horse fail to rally (rallying for the AI requires a throw of 5 or 6) and so leave the battlefield.
The furthest-forward Parliamentarian muskets fire at my further-forward left-flank horse, needing 9+, but roll 7.
The other Parliamentarian muskets stand still, as do all but the rearmost Parliamentarian pikes, who advance one hex obliquely to their right.
I already feel like throwing in the towel

Saturday, October 21, 2023

Marston Moor Playthrough: Turn Two

Situation after turn one
My seven dice give me four 6s, 5, 4, and 2; in other words, only one move-die, which is all I can use right now. I reroll the 6s, getting two more 6s, 4 and 2.
I decide to play aggressively, and start by charging the left-flank Parliamentarian horse, needing 8+, but roll 4.
With my other move-die I get the left-flank horse to move two hexes to their right.
The right-flank Parliamentarian artillery move left a hex to get closer to being on the same file of hexes as Royalists.
The rearward Parliamentarian artillery fire at my pikes in their line-of-sight, needing 8+, reduced by one for being on higher ground. The roll is 7, so my pikes are demoralised.
The left-flank Parliamentarian horse attack my horse opposite them, needing 8+, and roll 9, demoralising my men and sending them fleeing a hex into the cover of trees.
The other Parliamentarian horse rush towards my left-flank cavalry.
Having stood still last turn, all three Parliamentarian musket units advance,
Of the Parliamentarian pikes, only the left-flank ones move, placing themselves behind friendly horse.
No units have been lost, but I have two retreating

Friday, October 20, 2023

Marston Moor Playthrough: Introduction & Turn One

THE 11th refight in Mike Lambo's English Civil War book is the Battle of Marston Moor.
This Parliamentarian victory near York in July 1644 obliged the Royalists, who at the battle were led by Prince Rupert and the Marquess of Newcastle, to abandon north England.
The human commands the Royalists, who will attack from the bottom of the map
The outnumbered Royalists have three units of horse and two each of muskets and pikes.
I have gone for a classical setup, favouring my left with an extra unit of horse as high ground is less likely to be reached so soon on that flank
The AI's Parliamentarians consist of three units each of muskets and pikes, and two units each of horse and guns. Their initial dispositions are determined by dice throws.
The AI has gone for an asymmetrical formation, favouring its right flank  
To win I have to destroy or demoralise every Parliamentarian unit before the end of turn 10.
As usual I will write up the refight as it unfolds.
TURN ONE
My seven dice give me 6, 5, 4, two 2s and two 1s. Attack-dice (6,5,4) are useless on this turn, at least for the Royalists, but I cannot reroll them as I do not have a pair of such dice.
I give move-dice (3,2,1) to my units on the same files as enemy artillery, to my left-flank pikes and my right-flank horse.
The Royalists look ragged, but my plan is to attack the Parliamentarians on their weaker left-flank and hopefully roll up the rest of the enemy after I have taken some high ground
Both Parliamentarian units of artillery move to their right to get on files of hexes containing Royalists.
Both Parliamentarian cavalry units advance two hexes, but the musketeers hold their positions, and only the further forward of the left-flank pike units advances.
The left-flank Parliamentarian horse may have advanced rather too boldly

Thursday, October 19, 2023

Egyptian Army Complete

THANKS to finishing a unit of yellow-shielded spearmen, I have completed my 10mm Egyptian army for Neil Thomas's Ancient & Medieval Wargaming rules.
The figures are by Magister Militum
My Egyptian forces now have three units of chariots, four of spearmen, including a unit of marines, two of bowmen, again including a unit of marines, and one of Sherden.
The Egyptian infantry generally have light armour, but the Sherden have medium, and one unit of spearmen - the marines are the obvious choice - are allowed medium armour.
The full army
Under Thomas's rules, an Egyptian army fields 1-3 units of chariots, 2-4 of spears, 1-2 of bows and 0-1 of Sherden.
By painting all 10 possible units, I will have full flexibility in selecting troops for a battle.

Wednesday, October 18, 2023

Summing Up My Second Allied Playthrough Of The Battle Of Vimeiro

WHAT a difference a decent plan makes!
My first playthrough of the scenario made the Anglo-Portuguese victory condition seem extremely difficult, if not quite impossible.
My second playthrough made the scenario look easy-peasy.
The truth almost certainly lies somewhere between the two, and I was certainly helped in the second playthrough by the AI being unable to activate most of its army in the crucial later turns.
On the other hand I had some bad luck with my dice-throwing, once managing to miss rolling a hit (a 5 or 6 is required) with six dice.
I think the two very different outcomes of the playthroughs show there is a lot of scope for good (and bad) generalship in Battles Of Napoleonic Europe.
My score against the AI has levelled at 3-3.

Tuesday, October 17, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn 10

Situation after turn nine
My activation dice give me 4 and two 3s. I reroll both 3s (the infantry in area 3 can no longer affect the battle's outcome), and get 5 and another 3.
I advance the infantry in area 3.
I also advance the infantry in Vimeiro, who then fire at the artillery, their two dice being decreased for firing after moving. I roll 4, which forces the artillery back obliquely to their left as that hex is in range and line-of-sight of an Allied unit. Sir Arthur Wellesey enters Vimeiro and then moves obliquely right.
My infantry on Vimeiro Hill occupy the village, and the cavalry advance directly ahead two hexes, and then charge the infantry on their front-right, rolling three 4s and 1, which forces the French unit from the battlefield.
There is no way the French can expel my men from Vimeiro this turn, and so I declare an Anglo-Portuguese victory

Monday, October 16, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn Nine

Situation after turn eight
My activation dice are 6, 4 and 1. I reroll the 1, getting 2, and I change the wildcard 6 into 5.
My artillery fire at the infantry opposite, their three dice being increased by one for being on higher ground and by two for firing at short range. I roll 6, 4, three 3s and 2, barely eliminating the French unit.
The three-strength infantry in area 4 advance and fire at the French behind Vimeiro, Their three dice are increased for being on higher ground and for being adjacent to Sir Arthur Wellesley, but decreased for firing after moving. I roll 6, two 5s and 3, eliminating the French unit. My other infantry in area 4 enter Vimeiro and fire at General Junot. Their two dice are decreased for firing after moving, but I roll 6, killing the French commander.
My cavalry attack the infantry opposite them, their four dice being increased for being on higher ground and for being next to Wellesley. I roll two 5s, two 4s, 3 and 2, reducing the French to one-strength and sending them back to the edge of the battlefield. Wellesley moves to behind Vimeiro.
Suddenly the French look well-beaten
The AI gets 5, 2 and two 1s. A 1 is rerolled, but stays 1.
The French cavalry roll 5, meaning they at last leave the shelter of the trees and move towards Vimeiro, their exact route being decided by tiebreaks since their desired vertical moves would not take them closer to the village.
The forward infantry fire at my men in Vimeiro, their two dice being reduced because the target is in cover, and they get 2. The other infantry fire at the same target, but also get 2.
The battle is not quite over as I have to be physically occupying Vimeiro at the end of the next turn, and that is not certain

Sunday, October 15, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn Eight

Situation after turn seven
My activation dice all show 3. I reroll two of them, getting 5 and 2.
My artillery fire at the infantry directly ahead of them. Their three dice are increased by one for being on higher ground and by two for firing at short range, and I roll 6, 5, three 3s and 2, reducing the French unit to one-strength.
My left-flank infantry fire at the French directly ahead of them, and I roll two 6s, 5 and 4, eliminating the French unit.
Sir Arthur Wellesley advances one hex so that when my cavalry obliquely advance to attack the French infantry near them, he can give support. The cavalry's four dice are increased by his support and by my unit being on higher ground, but I roll 3, four 2s and 1, continuing my miserable throwing when enjoying an abundance of dice.
A decent half-turn from the Allied perspective, but it could have been so much better
The AI gets two 6s, 3 and 1. The 6s are rerolled, but land 6 and 3.
The AI can only activate its cavalry, but a roll of 1 has no effect as there is no enemy within three hexes.
So, after all, my dice-throwing this turn seems almost inspired when compared with the AI's.

Saturday, October 14, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn Seven

Situation after turn six
My activation dice are 6 and two 1s. I reroll the 1s, getting two 5s, and I turn the wildcard 6 into 4.
My cavalry attack the infantry in front of them. Their four dice are increased through being on higher ground and for being adjacent to Sir Arthur Wellesley. I roll two 6s, two 4s, 3 and 1, reducing the French to one-strength and sending them back two hexes. Wellesley falls back a hex to make him less vulnerable.
My right-flank infantry ascend Vimeiro Hill and fire at the cavalry in the village. Their three dice are increased for being on higher ground and for being next to the commander, but decreased for firing after moving and for the target being in cover. I roll two 5s and 3, eliminating the French unit. My other infantry in area 4 advance.
The French could do with their right-flank getting into the action
The AI's activation dice are 6, two 2s and 1. The 6 and a 2 are rerolled, giving 3 and another 2, meaning only three French units can be activated.
The cavalry roll 1, which only has an effect if the enemy are within three hexes.
The infantry in area 2 roll 6. They move obliquely left and fire at my artillery (a target preferred over infantry). Their three dice are reduced for firing after moving, and they get two 3s.
The infantry in area 3 also roll 6. They leave the high ground and fire at my infantry beside Vimeiro. Their two dice are reduced for firing after moving, but they roll 6, reducing my unit to two-strength.
I may be able to capture Vimeiro next turn, but I need to be holding it at the end of turn 10 to win the battle

Friday, October 13, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn Six

Situation after turn five
My activation dice are 4 and two 3s. I reroll a 3, getting a wildcard 6, which I turn into 5.
My forward infantry in area 3 fire at the French opposite them, rolling 6, 5, 3 and 1, reducing the French unit to one-strength. The other infantry in area 3 advance obliquely right.
Wellesley surmounts Vimeiro Hill and bravely - foolhardily? - charges the French on the hill, rolling 4, two 2s and 1, forcing the French off the hill. My infantry on the hill charge the French directly in front of them. Their four dice are increased for meleeing after moving, for being on higher ground and for being next to the commander, rolling two 6s, 5, 4, two 3s and 2, eliminating the French unit.
My cavalry charge the Fremch who have just retreated from Vimeiro Hill. Their four dice are increased for being on higher ground and for being next to the commander, but I roll three 3s, 2 and two 1s.
The French are certainly not having it all their own way, despite some appalling dice throwing by me
The AI's activation dice are two 4s and two 3s. One of each duplicate is rerolled, but both come up 4.
The French cavalry on the hill roll 6, which since we are past turn five means the unit moves nearer to Vimeiro and occupies it (I am taking "Move nearer" to include entering the village). The cavalry attack my infantry on Vimeiro Hill, rolling two 4s and three 2s, forcing my unit to retreat off the hill. The one-strength infantry fire at my infantry opposite them, their two dice being increased for being on higher ground and for being next to General Junot. They roll 4, 2 and two 1s, forcing my men back a hex. Junot comes down from high ground so he is adjacent to three friendly units.
The infantry in area 4 roll 3, but cannot move straight down. The artillery roll 3, which has no effect.
As fighting rages in the Vimeiro neighbourhood, neither side's artillery are contributing much

Thursday, October 12, 2023

Battle Of Vimeiro - Second Allied Playthrough: Turn Five

Situation after turn four
My activation dice are 4, 2 and 1. I reroll the 2 and 1, getting 5 and a wildcard 6, which I turn into a 3.
My infantry in area 4 fire at the cavalry in Vimeiro. Their three dice are increased for being on higher ground and for being adjacent to Sir Arthur Wellesley, but reduced for the target being in cover. I roll 5, two 4s and 3.  The 5 reduces the French to two-strength. The tiebreakers for which way to retreat do not resolve the issue, eg the first tiebreaker is to choose the hex that puts them in range and line-of-sight of the enemy. I assume "range" means firing range, which cavalry do not have, and they have line-of-sight of Allied units whichever way they fall back. A random die throw decides the issue, and their first retreat is obliquely to their right, which means the second retreat is also obliquely right. My cavalry in area 4 withdraw two hexes obliquely right to be out of charging distance of French infantry, and Wellesley falls back behind the infantry on the hill.
The forward infantry in area 3 advance and fire at the cavalry opposite them. Their three dice are reduced for firing after moving, and they roll 2 and 1. The middle infantry advance and fire in a similar manner, also rolling 2 and 1. The remaining infantry advance.
I think the odds are still against the Allies, but I am doing being better than in my previous playthrough of this scenario
The AI's activation dice are two 6s, 5 and 4. The 6s are rerolled, becoming 1 and another 6.
The right-flank French cavalry roll 5, but since we are not past turn five that has no effect.
The forward infantry in area 4 fire at my left-flank infantry, rolling three 5s and 3, eliminating my unit. The other infantry in area 4 move towards Vimeiro, and the artillery again cannot move because of line-of-sight issues.
The forward infantry in area 5 roll 6, meaning they should move towards the nearest enemy. My cavalry and right-flank infantry are equally near and equally furthest up, but a random die-throw picks the infantry, which means the French climb Vimeiro Hill and fire at my cavalry (they prefer firing at cavalry rather than infantry). Their three dice are reduced for firing after moving, and they roll two 3s. The other infantry in area 5 roll 2, meaning they advance vertically towards Vimeiro.
The French have a foothold on Vimeiro Hill