Sunday, December 31, 2023

Battle Of Cacabelos - French Playthrough: Turn Six

Situation at the end of turn five
My activation dice are 5, 4 and 3. I reroll the 5 and 4, getting two wildcard 6s, which I turn into 1 and 2.
The forward infantry fire at the cavalry in the river, the two dice being increased thanks to being adjacent to General Colbert-Chabanais. I roll 5 and two 2s, eliminating the British unit. The other infantry in area 2 advance and fire at the cavalry just across the river, the three dice being reduced for firing after moving. I roll 5 and 2, eliminating the one-strength British unit.
The general moves forward two hexes obliquely to support my right-flank infantry, who fire at the British infantry in the river, their three dice being increased thanks to the presence of the commander. I roll 6, 5, 4 and 2, eliminating the British unit.
With time running out to get a unit off the top of the map, I take a risk and advance my cavalry directly forward a hex and then obliquely right.
A lot will depend on which British units get activated in the coming half-turn
The AI's dice are 5, 4 and two 1s. A 1 is rerolled, becoming 3, so every British unit will be active.
The right-flank British infantry fire at my cavalry, rolling two 4s and 1, sending my unit back two hexes. The other infantry in area 1 roll 6, moving obliquely right to approach my forward infantry. At the same time they unmask the artillery, who fire at my cavalry, their two dice being increased for being on higher ground. The dice land 5, 3 and 1, reducing my unit to two-strength.
The one-strength British infantry fire at my forward infantry, their two dice being increased thanks to General Paget being with them, landing 6, 4 and 1, reducing my unit to two-strength and forcing it back a hex. The general rolls 3, moving obliquely forward two squares, helping plug the gap in the British lines that had appeared in area 2.
The infantry in area 4 roll 4, moving forward obliquely left and fire at General Colbert-Chabanais. Their three dice are decreased for firing after moving but increased for being next to General Paget. They roll 6 and two 5s, killing my commander. The British cavalry roll 1, which has no effect as there are no French within three hexes.
The British seem to have routes to the top of the map well-guarded

Saturday, December 30, 2023

Battle Of Cacabelos - French Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 6, 4 and 2. I reroll the 4, but get 5, and I change the wildcard 6 into 3.
My right-flank infantry fire at the British infantry in the river, the four dice being increased for being next to General Colbert-Chabanais. I roll 6, 4, two 3s and 2, reducing the infantry to two-strength and forcing them back a hex. The general moves so he can support both units in area 2.
The backward infantry in area 2 fire at the cavalry fording the River Cúa, the three dice being increased thanks to the French commander. I roll 6, 5 and two 2s, reducing the British to one-strength. The other infantry in area 2 fire at the British infantry ahead of them, the four dice being increased by the commander. I roll 5, 4, 3 and two 2s, reducing the enemy to two-strength and making them withdraw a hex.
The British are suffering attritional losses, but still hugely outnumber the French
The AI gets two 6s, 5 and 2. The 6s are rerolled as 3 and another 5.
General Paget rolls 6, moving obliquely forward two squares to the right.
The cavalry in the river hex roll 1, moving along the river to attack my forward infantry. Their four dice are reduced for attacking from a river, but they roll two 6s and 3, reducing my unit to one strength.
The forward infantry in area 3 fire at the French straight ahead of them, their two dice being increased thanks to General Paget's encouragement. The dice land 5, 3 and 2, reducing my unit to two-strength. The backward infantry in area 3 roll 3, meaning they move straight up, causing them to leave the battlefield.
The infantry in area 5 roll 6, moving obliquely right into the river.
No British unit has (yet) quite managed to cross the river, but the French have not so much as got a toe wet

Friday, December 29, 2023

Battle Of Cacabelos - French Playthrough: Turn Four

Situation at the end of turn three
My activation dice are 6, 5 and 4. I reroll the 5 and 4 but get another 5 and 4. I turn the wildcard 6 into 2.
General Colbert-Chabanais enters Cacabelos.
The backward infantry in area 2 advance and fire at the Cavalry in the river hex. The three dice are decreased for firing after moving but increased by the presence of the commander. I roll 5, 2 and 1, reducing the British unit to one-strength. The other infantry in area 2 advance and fire at the same target, the three dice being reduced for firing after moving. I roll 4 and 2, forcing the cavalry obliquely backwards out of the river hex.
The next half-turn could be rather painful for the French
The AI gets 6, two 3s and 2. The 6 and a 3 are rerolled, but become two 2s.
General Paget rolls 5, but cannot, as required, move down to his left.
The forward infantry in area 3 fire at the French infantry opposite them, rolling 3 and 2. The cavalry in area 3 roll 5, advancing into a river hex. The backward infantry in area 3 roll 3, meaning they fall back a hex.
My worst fears by no means came to pass ... for now

Thursday, December 28, 2023

Battle Of Cacabelos - French Playthrough: Turn Three

Situation at the end of turn two
My activation dice land two 6s and 1. I turn the wildcard 6s into 4 and 3.
My cavalry advance two hexes.
General Colbert-Chabanais moves so he can support both of my right-flank infantry units. The three-strength infantry on the right flank fire at the British almost opposite them across the river. The four dice are increased for being next to the commander, and I roll two 5s, 4, 2 and 1, reducing the British unit to one-strength and forcing it back a hex.
The infantry in area 4 fire at the cavalry opposite them, the two dice being increased for being next to the commander. I roll 6, 3 and 2, reducing the British unit to two-strength.
My French are slowly approaching the River Cúa
The AI gets 6, 4, 2 and 1. The 6 is rerolled as 5.
The right-flank British infantry fire at the cavalry opposite them, rolling two 5s and 1, reducing my unit to one-strength. The other infantry in area 1 roll 6, advancing a hex and firing at the same target, their three dice being reduced for firing after moving. They roll 5 and 1, eliminating my unit. The artillery roll 4, which has no effect.
General Paget rolls 5, which means he wants to advance two hexes obliquely to the right, as the map is displayed, ie to his left, but he can only do so for one hex.
The infantry in area 4 fire at my forward infantry, rolling two 6s, 4 and 1, eliminating my one-strength unit. The forward cavalry in area 4 roll 6, advancing directly forward one hex and then obliquely right. The other cavalry in area 4 also roll 6, occupying the first hex the other cavalry vacated.
The infantry in area 5 roll 4, moving forward obliquely right.
A disastrous half-turn for the French - it seems I was suckered into advancing precipitately on the right flank

Wednesday, December 27, 2023

Battle Of Cacabelos - French Playthrough: Turn Two

Situation at the end of turn one
My activation dice land 6, 3 and 2. I change the wildcard 6 into 4.
General Paget enters Cacabelos. The infantry in area 3 advance and fire at the forward British infantry in the river hex, their four dice being reduced for firing after moving, but increased for being next to the commander. I roll two 5s and two 2s, reducing the British unit to one-strength,
The forward infantry in area 2 advance and fire at the same target, the four dice being reduced for firing after moving. I roll 6 and two 3s, eliminating the enemy unit. The other infantry in area 2 advance.
The infantry in area 4 advance and fire at the remaining British in the river hex, the four dice being reduced for firing after moving. I roll 4, 3 and 1, forcing the British back a hex.
The British right suddenly looks a little bare
The AI gets 6, 3, 2 and 1. The 6 is rerolled, but becomes another 3.
The right-flank British infantry roll 1, which means they move a hex up the board, ie they pull back from the river's edge. The other infantry in area 1 roll 3 and so also pull back a hex. The artillery roll 6, which has no effect as they cannot move obliquely and put a French unit in range and line-of-sight.
General Paget rolls 1, which has no effect.
The forward infantry in area 3 roll 6, so they move obliquely left and fire at my right-flank infantry, their four dice being reduced for firing after moving. The dice land 6, 5 and 1, reducing my unit to one-strength. The other infantry in area 3 roll 2, meaning they pull back a hex.
The forward cavalry in area 3 roll 3, but that only has an effect if there is an enemy unit within three hexes. The other cavalry in area 3 roll 5, moving one hex forward obliquely left and then one hex straight down to put them nearer my forward infantry.
My early push on the right seems to have distracted the AI, although it could equally be argued the British are using the classical Theban ploy of refusing their right wing while trying to overwhelm on the other flank

Tuesday, December 26, 2023

Battle Of Cacabelos - French Playthrough: Introduction & Turn One

THE Allied playthrough of the Battle of Cacabelos required the human to defend a river crossing, reacting to the AI's moves.
The French playthrough is very different, because this time the human must be active as the French win by exiting the top of the map with one unit before the end of turn 10.
The French start below the blue dashed line
As well as General Colbert-Chabanais, the human gets four units of infantry and two of cavalry.
Some of the British setup is randomised, but five units of infantry have fixed starting points on the seventh hex down of each area, putting them in position to defend the River Cúa.
The French deployment area is so restricted I have had to spread my men across four areas, which will not make for a fast start
The AI gets General Edward Paget, seven units of infantry, three of cavalry and one of artillery.
Unfortunately for me, my cavalry wing is on the same flank as the AI has chosen to site its artillery, General Paget and an extra unit of infantry
TURN ONE
I roll 4 and two 3s as my activation dice. I reroll a 3, but get another 3.
I advance the infantry that are to the left of General Colbert-Chabanais, and leave it at that as I do not want to move the commander into range of British infantry.
The AI gets two 6s, 5 and 2. The 6s are rerolled, but become two 2s.
The infantry in area 2 roll 5, meaning they want to move towards the nearest French unit, with the furthest up having precedence, which is my right-flank infantry, so they advance into the river. The cavalry in area 2 roll 5, with similar consequences except that they move two hexes forward obliquely to their left. General Paget rolls 1, which has no effect.
The infantry in area 5 roll 5, meaning they move obliquely towards my right-flank infantry.
The British have reinforced their centre

Monday, December 25, 2023

Good Value

AMONG my recently bought books is a general history of ancient Egypt, a meaty but interesting read at nearly 650 pages, including endnotes.
The Rise And Fall Of Ancient Egypt - The History Of A Civilisation From 3000BC To Cleopatra by Toby Wilkinson is the type of book I normally avoid for being too generalist.
But I thought it would make useful background reading for my battles of the Bible project, and I was right.
A pricey paperback at £16.99, but worth it

Sunday, December 24, 2023

Summing Up My Allied Playthrough Of The Battle Of Cacabelos

I EFFECTIVELY won the Battle of Cacabelos with three rounds to spare.
That may make it seem like the battle was rather one-sided, although it most definitely did not feel that way to as I played it.
My refight was not so dissimilar to the real battle in 1809, even down to the French commander, General Colbert-Chabanais, being killed by infantry fire.
I have to admit I was at least a tad fortunate with the way the dice landed, especially towards the end when the French attack faltered as they seemed to lose heart.
But whatever the exact reasons for my victory, I have levelled my score against the AI at 5-5.

Saturday, December 23, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Eight

Situation at the end of turn seven
My activation dice are 6, 5 and 4. I reroll the 5 and 4, getting 2 and another 5, but that is fine as by changing the wildcard 6 into 3 I am able to activate all my units.
The one-strength infantry fire at General Colbert-Chabanais, the two dice being increased thanks to being adjacent to General Paget. I roll 6, 3 and 2, killing the French commander. The other infantry in area 2 fire at the two-strength French infantry, their three dice for firing at infantry being increased thanks to General Paget. I roll 5, 4 and two 1s, reducing the French unit to one-strength and forcing it back a hex.
Paget moves one hex forward obliquely right so he can support my right-flank infantry, who advance obliquely left to fire at the right-flank French infantry. The three dice are increased thanks to the general but decreased for firing after moving. I roll 6, 3 and 1, eliminating the French unit. As I do so I realise there was no need to play this turn as, with only three turns, including this, remaining, there was no way a French unit could exit the bottom of the map before the end of turn 10.

Friday, December 22, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Seven

Situation at the end of turn six
My activation dice are 6, 5 and 4. I reroll the 5 and 4, getting two more wildcard 6s, so I can activate all my units.
My right-flank infantry fire at the left-flank French cavalry, their two dice being increased by the presence of General Paget. I roll two 4s and 1, forcing the French back to the trees behind them. General Paget moves so he can support both the other British units.
The one-strength infantry fire at the cavalry opposite them, the two dice being increased thanks to the commander, but I roll 3, 2 and 1. The two-strength infantry in area 2 fire at the same target, also getting three dice. I roll 6, 3 and 2, eliminating the cavalry.
There are three-and-a-half turns to go, but it is looking good for the British
The AI gets two 6s and two 3s. The 6s and a 3 are rerolled, but become two 4s and another 6, meaning the French cannot activate any units - perhaps they have lost heart at their considerable losses.

Thursday, December 21, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Six

Situation at the end of turn five
My activation dice land 6 and two 5s. I reroll the 5s and get 4 and another 6, so I turn the wildcard 6s into 2 and 3.
There is a danger the left-flank French cavalry will simply rush to the bottom of the map and exit the battlefield, thus winning the battle. But I feel it is too risky to charge them with my commander this turn.
Instead I move General Paget obliquely back one hex to the left, and move my infantry in area 3 to occupy the hex he has vacated. They fire at the left-flank French, their two dice being reduced for firing after moving, but increased for being next to the commander. I roll 6 and 2, reducing the French unit to one-strength.
My forward infantry in area 2 fire at the cavalry opposite them, the two dice being increased by the presence of General Paget. I roll 4, 3 and 1, but the French do not fall back as they have General Colbert-Chabanais to bolster them. My remaining infantry fire at the same target, rolling 3 and 2.
The French lead 5-4 in units  but each army has six strength points left
The AI gets 6, 4 and two 1s. The 6 and a 1 are rerolled, becoming a pair of 3s.
This means only the right-flank infantry can be activated. They advance a hex and fire, by tiebreak, at my one-strength infantry. Their two dice are reduced for firing after moving, and they roll 1.
The French attack is faltering

Wednesday, December 20, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 4, 3 and 1. I reroll 4 and 1, getting two 2s.
General Paget attacks the forward French cavalry, rolling 5 and 4, eliminating the enemy unit. The infantry next to the general attack the three-strength cavalry at bayonet-point, while the latter are wading the river. Their two dice are increased for attacking at range-one after moving and for being next to the commander. I roll three 5s and 1, eliminating the French unit.
My one-strength infantry fire at the cavalry to their front, rolling 3 and 1. My other infantry in area 2 fire at the same target, rolling 6 and 5, reducing it to one-strength.
That half-turn went about as well as I could have hoped
The AI gets 6, 5 and two 1s. The 6 and a 1 are rerolled, becoming a pair of 3s.
The infantry in area 1 advance.
The left-flank cavalry advance into the river.
Halfway through the battle and the French have still not got any men across the River Cúa, but clearly their left-flank cavalry have suddenly become a major threat to reach the bottom of the map

Tuesday, December 19, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Four

Situation at the end of turn three
I roll 5 and two 3s as my activation dice. I reroll one 3, getting 2, meaning I can activate all my units.
I start with my cavalry, whose three dice are reduced because their French target is in cover, and I roll a miserable 2 and 1.
My backward infantry fire at the French infantry on the other side of the river, the three dice being increased for being next to General Paget. I roll two 6s and two 4s, reducing the French unit to one-strength and sending it fleeing to take cover in trees. My other infantry in area 2 fire at the three-strength French cavalry across the river. The two dice are increased for being next to General Paget, and I roll 4 and two 2s, causing the French unit to fall back a hex.
General Paget moves to support my infantry in the river hex, who attack the cavalry opposite them. Their two dice are decreased for attacking from a river hex but increased thanks to Paget, and I roll 6 and 1, reducing the French unit to one-strength.
The British are still holding the river, but with weakened units
The AI gets three 5s and 2. Two 5s are rerolled as two 3s.
The infantry in area 2 roll 3, meaning they advance and fire at the furthest-up of the three British units within three hexes of them, which is the infantry in the river. Their three dice are decreased for firing after moving, and they roll two 4s, forcing my men back two hexes (I choose to make the first retreat obliquely left). The cavalry in area 2 roll 1, meaning they advance two hexes. General Colbert-Chabanais advances so he is adjacent to three friendly units.
The advanced cavalry in area 3 roll 4, which means they advance towards the nearest enemy unit, the tiebreak being the unit furthest down. They move vertically one hex, as that fixes them in position against General Paget, whom they then attack. Their two dice are reduced for attacking from a river hex, and they roll 3. The cavalry beside Cacabelos roll 1, meaning they advance into the river.
The left-flank French cavalry attack my cavalry, rolling 6, 5 and 1, thus eliminating my unit.
The French have a foothold, or perhaps that should be a hoofhold, in the River Cúa

Monday, December 18, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Three

Situation at the end of turn two
My activation dice land 6, 3 and 2, and I turn the wildcard 6 into 5.
My cavalry attack the French left-flank cavalry, the four dice being reduced because the French are in cover. I roll 6, 4 and 1, reducing the enemy unit to two-strength and forcing it back a hex.
The two-strength infantry in area 3 fire at the cavalry nearest them. Their two dice are decreased for being in a river hex, but increased for being next to General Paget. I roll 5 and 4, reducing the cavalry to two-strength and forcing them to take shelter in the village of Cacabelos.
General Paget moves to support the units in area two, the more-backward of which fires at at the infantry directly to their front. Their three dice are increased for being next to the commander, and I roll 5, 4, 2 and 1, reducing the enemy unit to two-strength and forcing it back a hex. My other infantry in area 2 fire at the enemy directly to their front, the four dice being increased by the presence of General Paget. I roll 5, 4, 2 and two 1s, eliminating the one-strength enemy unit.
The French have been pushed back
The AI's activation dice are 5, 4, 3 and 1.
The infantry in area 1 roll 3, meaning they advance and fire at my three-strength infantry, their four dice being reduced for firing after moving. They roll 6, 5 and 1, reducing my unit to one-strength. General Colbert-Chabanais moves obliquely back to get alongside two friendly units (he prefers moving back rather than moving forward, which would also put him next to two friendly units).
The cavalry in Cacabelos roll 3, which, since we are past turn two, means they advance and attack my further-up infantry unit, rolling 5, two 4s, 3 and 2, eliminating my unit. The other cavalry in area 3 roll 1, advancing two hexes.
The left-flank cavalry roll 6, advance into the trees and attack my cavalry, rolling 5 and two 1s, reducing my unit to two-strength.
The river line is holding for the moment

Sunday, December 17, 2023

Battle Of Cacabelos - Allied Playthrough: Turn Two

Situation at the end of turn one
My activation dice are two 6s and 1. I reroll the 1 as 3 and turn the wildcard 6s into 4 and 5.
My cavalry advance and charge the infantry in the trees, the six dice being reduced because the French are in cover. I roll 6, two 5s, 3 and 1, eliminating the French unit.
My forward infantry move obliquely left and fire at the infantry ahead of them, the four dice being reduced for firing after moving and for firing from a river hex. I roll 6 and 3, reducing the French unit to two-strength. My other infantry in area 4 follow suit, but get three dice as they receive a bonus for being next to General Paget. I roll 4, 3 and 1, which reduces the French unit to one-strength as they have nowhere to withdraw.
General Paget remains where he is.
The French left has been largely vanquished
The AI gets three 5s and 4. Two 5s are rerolled as two 2s.
The one-strength infantry fire at my forward infantry, rolling two 6s, reducing my unit to one-strength. The other infantry in area 2 roll 2, meaning they advance, firing at my three-strength infantry in the river hex. Their four dice are reduced for firing after moving, landing 5, 4 and1, which reduces my unit to two-strength but does not force it to retreat as General Paget is in support. The cavalry in area 2 also roll 2, which has no effect until after turn two.
The cavalry in area 4 roll 6, advance and enter the trees on their left to attack my cavalry, but roll two 3s, 2 and 1.
The French main body is getting nearer the River Cúa, held by the British

Saturday, December 16, 2023

Battle Of Cacabelos - Allied Playthrough: Setup & Turn One

IN this scenario the human becomes General Edward Paget, a younger brother of the Lord Henry Paget who led the British at Sahagún.
General Paget commands a British rearguard consisting of  four units of infantry and one each of cavalry and artillery, and has to hold off a French advance guard pursuing the main British army under Sir John Moore.
The British start within the red dashed lines
I know the French consist of General Auguste de Colbert-Chabanais, together with five units of infantry and four of cavalry, who will start randomly placed near the top of the map.
I have arranged my men so all are within areas 2, 3 and 4, although this means some starting in river hexes
The French units are placed according to dice rolls, although the exact mechanism is not explained, eg the five infantry units roll for area and are then placed on the "third, fourth or fifth hex down," but nothing is said about about how to decide between the three possible hexes.
I have used dice rolls to decide the exact placement of the French units, which have split into a strong and weak wing 
The British win by preventing any French unit leaving via the bottom of the map in the 10 turns of the engagement.
As usual I will write up the battle as it unfolds.
TURN ONE
My activation dice are 6, 5 and 3. I reroll the 5, but it shows 1. I turn wildcard 6 into 4.
My cavalry charge along the river and attack the French infantry beside it, the normal six dice being reduced for attacking from a river hex. I roll 6, three 5s and 4, eliminating the French unit. The infantry in area 4 move obliquely right and fire at the French infantry sheltering in trees. My four dice are reduced for firing after moving and for the target being in cover, and I roll two 3s.
My artillery fire at the cavalry directly ahead of them, the two dice being increased for being next to General Paget, but decreased because the target is among trees. I roll two 3s and 2. My infantry in area 3 fall obliquely back so they are no longer in a river hex.
The British have claimed first-blood
The AI's activation dice are 6, 4 and two 1s. The 6 and a 1 are rerolled, giving 2 and another 6.
The forward infantry in area 1 roll 6, meaning they move towards the nearest British and fire. Their four dice are decreased for firing after moving, and they roll 6, 4 and 3, reducing my unit to two-strength and forcing it back a hex. The other infantry in area 1 roll 5, meaning they move towards my artillery, who are furthest up of the nearest British units. General Colbert-Chabanais advances into the trees to put him adjacent to three French units.
The infantry in area 2 leave the shelter of the trees and fire at my artillery, their three dice being reduced for firing after moving. Nevertheless they roll two 6s, eliminating my unit. Both cavalry units in area 2 roll 4, but only one can advance two hexes towards the enemy.
The cavalry in area 4 roll 1, which has no effect until after turn 2.
The French right looks very menacing

Friday, December 15, 2023

Summing Up Our Fourth Playthrough Of Richard Sabin's Empire

THE Romans got off to a relatively slow start, despite quickly consolidating ITALIA.
Indeed it took them so long to expand that Carthage was able to move into Magna Graecia, as well as conquering Sicilia.
But Scipio changed everything as a red tide first engulfed the west Mediterranean, and then pushed east, so that in the end AEGYPTUS was the only non-Roman province with a Mediterranean coast.
Here are the updated standings (four points for a win, three for coming second, etc):

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Total: 13pts

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Total: 11.5pts

REGULAR OPPONENT
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Total: 8pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Total: 7.5pts

SCORES BY PEOPLES
Romans: 12.5pts
Persians/Parthians: 11pts
Carthaginians: 9.5pts
Macedonians: 7pts

So the campaign of campaigns, as it were, with each player commanding a different people in every game, ends with a convincing win for our serving armed-forces officer, Andy.
He only won one game outright, as did I and my regular wargaming opponent (Andy and I also shared a win in game two), but he never finished worse than equal second.
It is also noteworthy that his outright win in game one came with the Macedonians, who went on to trail the table of peoples.

Thursday, December 14, 2023

The Last Empire: Turn 20 (160-150 BC)

The situation in 160 BC is the same as it was in 170 BC
This is the final turn, at the end of which victory points will be added.
The state-of-play is as follows.
The Carthaginians have 12pts from their imperial legacy and 5pts from turn 10, making 17pts.
The Romans have 5pts from turn 10 and 17pts from their current holdings (remember that consolidated ITALIA is worth three points, and IBERIA and AFRICA are each worth two points), making 22pts.
The Macedonians have 11pts from turn 10 and 4pts from their current holdings, making 15pts.
The Persians/Parthians have 12pts from their imperial legacy, 1pt from turn 10 and 4pts from their current holdings, making 17pts.
The revolt dice (1-5) see Numidia throw off Roman rule, dropping Rome's score to 21 victory points.
The Romans are drawn first, and reconquer Numidia with a 4, returning them to 22 victory points.
Andy rolls a 2, failing to free his AFRICA homeland.
I roll 5, narrowly failing to free my Macedonia homeland.
Richard's Parthians attack Syria, but roll 1.
Rome is a clear winner

Wednesday, December 13, 2023

The Last Empire: Turn 19 (170-160 BC)

Situation in 170 BC
The revolt dice (2-4) see IBERIA throw off Roman rule.
The Romans are drawn first, and immediately reconquer IBERIA with a 4.
I am drawn next, but since I do not have my homeland or four connected provinces, I have to try to free Macedonia (my homeland), but roll 3.
Richard's Parthians attack Roman-controlled Syria, but roll 4, which is not enough as there is a -1 modifier for attacking a controlled province.
Andy's 3 fails to free AFRCIA.
The situation on the map is the same as it was at the start of the decade.

Tuesday, December 12, 2023

The Last Empire: Turn 18 (180-170 BC)

Situation in 180 BC
As if I did not have enough problems, the revolt dice (6-3) give Mesopotamia its independence.
I am drawn first, and I reconquer Mesopotamia with a 6.
But then Richard's Parthians invade from the east and conquer Mesopotamia, also with a 6.
The Romans conquer Syria with a 5.
Andy rolls 4, failing to free his AFRICA homeland.
My Macedonian successor states are down to three provinces

Monday, December 11, 2023

The Last Empire: Turn 17 (190-180 BC)

Situation in 190 BC
The revolt dice (3-4) again land on Illyria.
The Romans are drawn first. They no longer have Scipio, but have a +1 modifier for the rest of the game for having had a great captain no more than five turns ago, and their usual +1 modifier when they do not have a great captain on turns 11-20. They attack 'Asia' and easily conquer it with a 5.
Andy's 1 fails to recover his AFRICA homeland.
I try to reconquer 'Asia', but roll 2.
Richard's Parthians roll a 3 when trying to conquer Mesopotamia.
The Romans continue their eastward march