Thursday, February 29, 2024

Dead & Buried

MY recent reads include Alice Roberts' Buried, which looks at the first millennium AD in Britain through an investigation of burial rites.
The 2023 paperback version of a book first published by Simon & Schuster
It is an easy read, and includes many new findings curtesy of DNA studies.

Tuesday, February 27, 2024

Summing Up My Allied Playthrough Of The Battle Of Barrosa

WHEN the Allied artillery was destroyed early on, I thought I was in big trouble.
But I believe my plan of occupying the high ground was correct, although it was certainly aided by some good dice-throwing, especially when it came to almost always being able to activate all my units.
In the end the battle proved to be what I am fairly sure is the most one-sided win I have had.
It means I lead the AI in our series 9-7 (the score includes a scenario fought twice).

Monday, February 26, 2024

Battle of Barrosa - Allied Playthrough: Turn Eight

Situation after turn seven
My activation dice are two 5s and 4. I reroll the 5s, getting two 3s.
The one-strength infantry occupy the objective hex. The cavalry advance two squares obliquely left, keeping out of the line-of-sight of the artillery.
The backward three-strength infantry advance obliquely left and fire at the artillery, the three dice being decreased for moving. I roll 4 and 1, forcing the artillery back a hex.
The remaining infantry also advance obliquely left and fire at the artillery, their three dice being decreased for moving and for firing through trees. I roll 1.
General Graham also advances one hex obliquely left, staying in contact with the three-strength units.
There is no realistic prospect of a French victory, so I resign on the AI's behalf

Sunday, February 25, 2024

Battle of Barrosa - Allied Playthrough: Turn Seven

Situation after turn six
My activation dice are 4 and two 2s. I reroll the 2s, getting 1 and 3.
In area 3 the one-strength infantry advance and fire at the French infantry. The two dice are increased for being on higher ground and for being next to General Graham, but decreased for moving and for firing at a target in cover. The two dice land 6 and 4, reducing the enemy unit to two-strength and forcing it back a hex. The three-strength infantry fire at the same target, their four dice being increased for being on higher ground and for being next to the commander. I roll three 6s, 4, 3 and 2, eliminating the enemy unit.
In area 4 the infantry advance obliquely left, the cavalry advance two hexes obliquely left, and General Graham advances one hex.
The only way I can see the Allies failing to win this if I forget to move a unit into the objective hex
The AI's activation dice are three 4s and 2. Two 4s are rerolled, but become 6 and another 4, meaning the French artillery cannot be activated.

Saturday, February 24, 2024

Battle of Barrosa - Allied Playthrough: Turn Six

Situation after turn five
My activation dice land 6, 5 and 3, so, once again, by changing the wildcard 6 into 4, I am able to activate my whole army.
In area 3 my infantry advance and charge the French cavalry. The three dice are increased for being on higher ground and for charging. I roll two 6s, 5 and two 2s, eliminating the enemy unit.
In area 4 my infantry advance obliquely left and fire at the French infantry in the open. The four dice are increased for being next to General Graham and for being on higher ground, but decreased for moving. I roll 5, 4, 3, 2 and 1, reducing the enemy unit to two-strength and forcing it back a hex. General Graham withdraws to the objective hex, leaving room for the remaining Allied infantry unit to ascend the hill and fire at the retreating French. The four dice are decreased for moving, but increased for being on higher ground and for being next to the commander. I roll 6, 5, 4, 3 and 1, eliminating the French unit.
The cavalry move obliquely back two squares to line up with the rest of the army.
The French cause is all but up
The AI's activation dice are 3, two 2s and 1. There is no need to reroll the duplicate 2 as all French units can already be activated.
The artillery roll 4, advancing obliquely.
The infantry fire at my furthest-back infantry, rolling 6, 5, 4 and 2, reducing my unit to one-strength and forcing it back a hex.
The French artillery, very belatedly, is approaching the action

Friday, February 23, 2024

Battle of Barrosa - Allied Playthrough: Turn Five

Situation after turn four
My activation dice land 6, 5 and 3. By changing the wildcard 6 into 4 I can activate the whole Allied army.
In area 3 my three-strength infantry fire at the French cavalry. The three dice are increased for being on higher ground and for being next to General Graham. I roll 6, 4, 3, 2 and 1, reducing the enemy unit to two-strength and forcing it back into the wood (cover being preferred as a tiebreaker over open ground). My one-strength infantry advance along the hill so as to charge Marshal Victor. The two dice are increased for attacking at a range of one hex after moving, and I roll 6, 5 and 1, killing the French commander.
In area 4 General Graham advances two hexes. The forward infantry then charge the French infantry opposite them, their four dice being increased for attacking at a range of one hex after moving and for being next to the commander. I roll three 6s, 5, 4 and 1, well and truly eliminating the French unit. The other infantry occupy the dark-square objective hex (I win if I have a unit occupying it at the end of turn 10).
In area 5 the cavalry charge the remaining French left-flank unit, rolling 6, 5, two 3s and 1, eliminating the one-strength enemy.
The French left flank has ceased to exist
The AI's activation dice land 6, 5, 3 and 2. Since the French commander has been killed, the 6 is not rerolled. That means only units in area 2 will be activated, but that covers all surviving French units, apart from the artillery.
The French cavalry can attack two Allied infantry units, but choose the one-strength unit as it is nearer the objective hex. The dice land 6, 3 and 2, eliminating my unit. The forward infantry roll 1, which only has an effect if the objective hex is vacant. The other infantry roll 3, but they cannot, as required, move straight down.
French fortunes have nosedived

Thursday, February 22, 2024

Battle of Barrosa - Allied Playthrough: Turn Four

Situation at the end of turn three
My activation dice land 6, 5 and 3, so, by changing the wildcard 6 into 4, I can activate my whole army.
In area 3 the three-strength infantry fire at the two-strength French cavalry, the three dice being increased for being on higher ground and for being next to General Graham. I roll 6, 5, 3 and two 2s, eliminating the French unit. My other infantry attack the one-strength French infantry, the three dice being increased for being next to the commander. I roll two 5s, 4 and 3, eliminating the French unit.
In area 4 the further-forward infantry charge the French infantry opposite them, the four dice being increased for being on higher ground and for attacking at range-one after moving. I roll 6, three 5s, 4 and 3, emphatically eliminating the French unit. The other infantry advance a hex, but General Graham holds his ground, although I was sorely tempted to charge Marshal Victor, which would have probably eliminated the French leader, but would have left General Graham very vulnerable.
In area 5 my cavalry charge the two-strength French infantry opposite them, rolling 5, two 4s, 3, 2 and 1. That reduces the enemy unit to one-strength and forces it back directly one hex, at which point it is allowed to make its second retreat move an oblique one so as to stay on the battlefield. The unit does this to its left so as to remain in range and line-of-sight of my cavalry.
The French have suffered a heavy blow
The AI's activation dice give 6, 5 and two 2s. The 6 and a 2 are rerolled, giving 1 and another 2.
In area 1 the cavalry roll 6, advancing two squares obliquely left to be nearer my men. The artillery also roll 6, advancing a hex.
In area 2 the infantry in the wood fire at my two-strength infantry. The four dice are increased for being next to Marshal Victor, landing 5, 4, 3, 2 and 1. That reduces my unit to one-strength, but it does not retreat as it is supported by General Graham. The other infantry roll 3, but cannot move straight down as the relevant hex is occupied.
In area 5 the infantry fire at my cavalry, rolling 6 and 2, reducing my unit to two-strength.
This has been a good turn for the Allied cause

Wednesday, February 21, 2024

Battle of Barrosa - Allied Playthrough: Turn Three

Situation at the end of turn two
My activation dice give me two 3s and 1. I reroll the 1 and a 3, getting 5 and another 3.
General Graham advances one hex directly forward, and then obliquely right. The forward infantry in area 3 ascend the hill and charge the French infantry on the hill. Their four dice are increased for charging and for being next to the commander. I roll two 6s, two 3s, 2 and 1, reducing the French unit to one-strength. The other infantry in area 3 ascend the hill.
In area 5 the infantry advance to the edge of the hill and fire at the French infantry directly opposite them, the four dice being decreased for moving, but increased for being on higher ground. I roll 6, 4, 3 and 2, reducing the French to two-strength and forcing the unit obliquely back a hex to the unit's left, which allows the unit to keep my unit within range and line-of-sight. The cavalry advance a hex.
The French left is not particularly strong, but the French right should be able to decisively help it
The AI's activation dice give 6, two 5s and 2. The 6 and a 5 are rerolled, but become another 5 and another 2.
In area 2 the two-strength cavalry charge my forward left-flank infantry, rolling 6, two 3s, 2 and 1, reducing my unit to two-strength, The forward infantry roll 4, moving straight down. The other infantry roll 1, moving obliquely right to be nearer the dark-square objective hex. Marshal Victor wants to move to a hex that is adjacent to more friendly units than he is presently adjacent to, which I interpret to mean that although his first move of a hex will not fulfil this requirement, he can still move forward obliquely left as his second move, directly downwards, puts him adjacent to four friendly units.
In area 5 the two-strength infantry fire at the Allied unit directly in front of them, rolling 4 and two 2s, my unit choosing to fallback obliquely left. The other infantry roll 1, moving obliquely right to be nearer the objective hex.
The next turn looks like it should be especially bloody

Tuesday, February 20, 2024

Battle Of Barrosa - Allied Playthrough: Turn Two

Situation at the end of turn one
My activation dice give me three 6s, so I change these into 3, 4 and 5, meaning I can again activate my whole army.
I start by getting the artillery to fire at the nearer unit of French cavalry. The two dice are increased by two for firing at short range, by one for being on higher ground and by another one for being next to General Graham, but decreased by one for the target being in trees. I roll 5, 4, two 3s and 1, so one hit (the 5) reduces the cavalry to two-strength, and the 4 means the cavalry have to fallback a hex.
My left-flank infantry advance and fire at the infantry behind the large wood. Their four dice are decreased for firing after moving and for firing through trees. The dice land 4 and 3, but the infantry do not have to retreat as they are adjacent to Marshal Victor. The other infantry in area 3 advance obliquely left.
In area 4 the infantry advance, but General Graham falls back obliquely left so as to be next to two friendly units.
In area 5 the infantry advance, but the cavalry pull back so as to occupy the higher-ground hex just vacated by the infantry.
The French right-hook looks ominous
The AI's activation dice give two 6s, 5 and 3. The 6s are rerolled, becoming 4 and another 5.
The infantry in area 3 roll 1 and so advance onto the hill to be nearer the objective hex, and then fire at the Allied artillery (a target preferred over infantry). Their three dice are decreased for firing after moving, but they roll two 5s, eliminating my two-strength artillery.
In area 4 the infantry roll 4, advancing straight down.
In area 5 both infantry units roll 6. The further-forward unit advances obliquely right to be nearer my furthest-advanced unit on the hill. The other French infantry unit also wants to get closer to my infantry, but the only hex it can reach that would do this is occupied by the unit that has just moved.
Losing the Allied artillery so quickly is a grievous blow

Monday, February 19, 2024

Battle Of Barrosa - Allied Playthrough: Setup & Turn One

THE 15th scenario in Mike Lambo's Battles Of Napoleonic Europe is the Battle of Barrosa.
This clash in 1811 featured an Allied force of British, Portuguese and Spanish troops, under the command of General Thomas Graham, trying to relieve the French siege of the port of Cádiz.
Opposing Graham and his men was a French force under Marshal Claude-Victor Perrin, who is usually referred to simply as Marshal Victor.
The Allies start below the red dashed line
In this scenario the human commands the Allies, receiving, in addition to General Thomas, four units of infantry and one each of cavalry and artillery.
To win the Allies must have a unit occupying the dark higher-ground hex at the end of turn 10.
The AI, in addition to Marshal Victor, receives six units of infantry, two of cavalry and one of artillery.
The human's units are placed first, and then the AI's formation is decided by dice throws. 
I have placed my army in three activation areas, planning to advance across the hill and engage the French, while enjoying, where possible, the advantage of being on higher ground
The AI has spread its infantry across the battlefield, but concentrated the cavalry and artillery on the right flank, which may mean they will be slow getting into the fight.
As usual I will write up the battle as I go along.
TURN ONE
My activation dice land 6, 4 and 3, which means I simply change the wildcard 6 into 5 in order to activate my whole army.
I advance every unit in accordance with my plan of occupying the hill.
The AI's activation dice give it 6, 4 and two 1s. The 6 and a 1 are rerolled, giving 2 and another 4.
The right-flank cavalry roll 4, causing them to move towards my artillery as being the nearest enemy unit furthest up the map The cavalry want to do so vertically, which they can for one hex, but then they move into the large wood. The French artillery roll 3, causing them to move forwards obliquely right.
In area 2 the cavalry roll 2, causing them to advance directly down two hexes. Both infantry units roll 2, causing them to move towards the objective hex, doing so vertically. Marshal Victor advances so as to be adjacent to both infantry units.
In area 4 the infantry roll 4, causing them to move straight down.
The French artillery is a long way from the action, but the French cavalry have advanced much quicker and more directly than my previous experience of French cavalry had led me to expect

Sunday, February 18, 2024

Dutch Treat

MY latest reads include Tom Holland's Rubicon - The Triumph And The Tragedy Of The Roman Republic.
It tells the story of the rise of Rome and how it changed from a republic, albeit not a democratic one, to an empire.
The book is an entertaining read, but it is important to remember it is faction rather than fact.
Rubicon - crossing from fact into fiction
The author is continually relating how protagonists in the story were thinking, even  though most of the time he cannot possibly know what he confidently states as the truth.
There is also little or no discussion of sources, and there are the usual "impregnable" strongholds, so the book is definitely for the general reader.
Nevertheless I found it fun, and there is no arguing with the fact that it received many glowing reviews, although those quoted in the book are very much from populist publications, eg the Daily Mail, BBC History magazine and The Independent On Sunday.

Saturday, February 17, 2024

Summing Up My French Playthrough Of The Battle Of Talavera

I RECKON this game beat all my previous Mike Lambo scenarios for mood swings during the battle.
To begin with I thought the task of preventing any Allied unit reaching my side of the stream was next to impossible - units all across the front either entered the stream or seemed about to.
But I fought them all off, and just after midway I was thinking I had an easy win in hand, or at least that I was comfortably on top.
Danger suddenly arose on my right flank, but I beat it off, only for the Allies to sneak a cavalry unit across near Talavera, despite the near-suicidal, and certainly fatal, heroics of my commander.
My defeat means the AI has closed the gap in our Napoleonic series, which I now lead 8-7 (the total includes one scenario played twice).

Friday, February 16, 2024

Battle Of Talavera - French Playthrough: Turn Nine

Situation at the end of turn eight
My activation dice land 6, 5 and 2. I reroll the 5 and 2, getting 3 and another 2. I change the wildcard 6 into 1.
My infantry in area 3 move obliquely onto the high ground.
My infantry in Talavera fire at the Allied cavalry, their two dice being increased thanks to the presence of the French commander. I roll 5 and two 1s, reducing the enemy unit to one-strength.
The French cavalry could still cross the stream this turn, so I take a risk and send my commander to charge them. The two dice are decreased for attacking from a stream hex, and I roll 1.
My commander has probably sacrificed himself, but will it be in vain?
The AI's activation dice are 5, two 3s and 1. A 3 is rerolled, becoming 4.
In area 1 the infantry attack my commander, their two dice landing 5 and 1, killing him. The cavalry then automatically move forward obliquely left into the stream and emerge on the east bank, winning the battle.

Thursday, February 15, 2024

Battle Of Talavera - French Playthrough: Turn Eight

Situation at the end of turn seven
My activation dice are two 6s and 1. I change the wildcard 6s into 3 and 4, meaning I can activate the whole French army.
My infantry in area 4 fire at the Allied infantry on high ground, the dice landing two 6s, reducing the enemy unit to one-strength.
In area 3 my artillery move forward obliquely right. The infantry also move obliquely right and fire at the infantry on the high ground (if I can eliminate this unit the Allies will only have one unit left on that flank). My three dice are decreased for moving, but I roll 6 and 4, eliminating the enemy unit. The French commander moves two hexes obliquely left to support the infantry in Talavera, who fire at the Allied cavalry. Their three dice are increased thanks to the commander, and I roll 6, two 4s and 1, reducing the enemy unit to two-strength and, crucially, forcing it back two hexes. 
My ability to activate my whole army seems to have turned the tide again
The AI's activation dice are 5, 4 and two 1s. A 1 is rerolled, but lands 6.
In area 1 the infantry in West Talavera fire at my infantry in East Talavera, the three dice being decreased for the target being in cover. The dice land 6 and 1, reducing my unit to two-strength. The cavalry advance two hexes.
In area 4 the infantry fire at my two-strength infantry, rolling 6, 4 and 2, reducing my unit to one-strength and forcing it back a hex.
Only the right-flank Allied units can possibly cross the stream by the end of turn 10

Wednesday, February 14, 2024

Battle Of Talavera - French Playthrough: Turn Seven

Situation at the end of turn six
My activation dice land 6, 4 and 2.
I change the wildcard 6 into 1, and start by sending my remaining cavalry to charge the Allied infantry in West Talavera. Their four dice are reduced for attacking from a stream hex and for the target being in cover, but I roll 6 and 1, reducing the enemy unit to two-strength.
In area 2 my infantry occupy East Talavera and fire at the same target, their three dice being reduced for moving and for the target being in cover. I roll 4, forcing the Allied unit to fall back a hex, abandoning West Talavera.
In area 4 my infantry climb high ground and fire at the Allied cavalry. Their three dice are increased for being on higher ground, but decreased for moving (I could have fired at the three-strength infantry, but want to eliminate the faster-moving unit). I roll 6 and two 2s, succeeding in my aim.
The Allies' best chance would seem to lie on my somewhat undermanned right 
The AI's activation dice give 5, two 3s and 1. A 3 is rerolled, but becomes another 3.
In area 1 the infantry have no one in line of sight, but roll 5, meaning they reoccupy West Talavera and attack my cavalry in the stream. Their two dice are increased for attacking at close range after moving, and they roll 6, 4 and 1, eliminating my unit. From turn seven onwards, activated Allied cavalry who have no one to attack, automatically move straight down (unless they can otherwise get across the stream), and so the cavalry in area 1 advance two hexes - it seems Sir Arthur Wellesley's pep talk worked!
The Allied artillery fire at my men on the central hillock, rolling 6 and two 2s, reducing my unit to two-strength.
In area 5 the infantry fire at my infantry, rolling two 6s and two 2s, reducing my unit to one-strength.
Both French flanks are under tremendous pressure

Tuesday, February 13, 2024

Battle Of Talavera - French Playthrough: Turn Six

Situation at the end of turn five
My activation dice give me 3 and two 2s. I reroll a 2 but get another 2.
My artillery fire at the Allied artillery, the two dice increased by being next to the French commander. I roll two 4s and 1, forcing the enemy unit to retreat to the edge of the battlefield. The commander stays behind the high ground.
In area 2 the infantry in the trees ascend the high ground and fire at the infantry crossing the stream. The four dice are decreased for moving but increased for being on higher ground and for being next to the commander. I roll 6, 4, 3 and two 2s, eliminating the Allied unit. The other infantry fire at the enemy opposite them, the dice landing 6, 2 and two 1s, eliminating the one-strength unit.
The Allied centre suddenly looks very hollow
The AI's activation dice are two 6s and two 5s. The 6s and a 5 are rerolled, giving 2 and two 3s.
Sir Arthur Wellesley has to move to where he is adjacent to more units than he is now. He can do that by moving one hex obliquely back to his right, and from there he can no longer reach more friendly units (perhaps he is trying to get the seemingly reluctant Allied right-flank cavalry into the battle).
The Allied artillery roll 3, meaning they advance obliquely right to line themselves up on my infantry on the high ground.
In area 5 the infantry fire at my right-flank cavalry, rolling 5, 3 and 1, which eliminates my one-strength unit.
The Allies have seven units against France's six, and lead in strength points 15 to 13, considerably narrower gaps than at the start of the engagement

Monday, February 12, 2024

Battle Of Talavera - French Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 5, 4 and 1. I reroll the 5 and 1, getting 2 and another 5.
In area 4 my cavalry charge the Allied cavalry in the stream, rolling two 6s and two 4s, reducing the enemy unit to one-strength and forcing it back two hexes. The infantry fire at the Allied infantry opposite them, rolling two 5s, 2 and 1, eliminating the enemy unit.
In area 2 the infantry in the trees fire at the one-strength Allied cavalry, their three dice being increased for being next to the French commander. I roll 6, 2 and two 1s, eliminating the enemy unit. The other infantry fire at the unit opposite them, rolling two 5s, 2 and 1, reducing the enemy unit to one-strength,
There is no longer an immediate Allied threat of crossing the stream and so winning the battle
The AI's activation dice land 6, 5, 3 and 1. The 6 is rerolled, but as another 3.
In area 1 the infantry fire at my cavalry, their three dice being reduced for the target being in cover. The dice land 3 and 2. The cavalry roll 2, meaning another turn of inaction as there is no enemy within three hexes.
In area 3 the infantry roll 6, entering the river and wanting to fire, but they cannot do so as the two dice applicable for one-strength infantry, whatever the target, are cancelled for having moved and for firing from a stream hex. The Allied artillery fire at my artillery, but roll two 2s.
In area 5 the infantry fire at my cavalry on high ground, rolling two 5s and 2, reducing my unit to one-strength.
The Allies again have a unit capable of reaching the east bank next turn

Sunday, February 11, 2024

Battle Of Talavera - French Playthrough: Turn Four


Situation at the end of turn three
My activation dice give me 2 and two 1s. I reroll a 1 but get another 1.
In area 2 my forward infantry fire at the Allied cavalry crossing the stream. Their three dice are increased for being next to the commander. I roll 4, 3, 2 and 1, forcing the enemy unit back a hex.
I now face a dilemma. If I move the other infantry in area 2 forward, and they fail to eliminate the Allied cavalry, or at least force them back a hex, the enemy unit could cross the Portiña in the Allied half-turn, and thus win the battle. I can prevent that for certain by moving my area-1 cavalry forward obliquely right two hexes, thus preventing the enemy unit from crossing. The latter might seem the obvious move, but it would probably only bring temporary relief, and there is always the chance the AI will not be able to activate units in area 2 this turn.
Eventually I decide to advance the infantry and fire at the Allied cavalry, the three dice being reduced for moving. I roll 5 and 3, reducing the cavalry to one-strength.
My cavalry in area 1 enter East Talavera.
The Allies are poised for a quick victory
The AI's activation dice are 5, 3 and two 1s. A 1 is rerolled, landing 4, so no Allied unit can cross the Portiña this turn, but I am not optimistic about the future.
In area 1 the infantry do not have line-of-sight to my cavalry as the buildings of West Talavera block them. Instead they roll a 6, meaning they enter West Talavera, and then fire at my men. Their three dice are reduced for moving and for the target being in cover, but they roll 5, reducing my unit to one-strength. The Allied cavalry roll 2, which has no effect as there is no enemy within three hexes.
In area 3 the infantry roll 1, advancing obliquely right to be nearer to my furthest-forward unit (the cavalry in Talavera). This means they block the line-of-sight of the Allied artillery, who would not have had a target anyway as there is high ground between them and the French commander. The artillery roll 2, moving obliquely left to put one of my units in line-of-sight and range. Sir Arthur Wellesley advances obliquely right (direction decided by tiebreaks) to place himself adjacent to three friendly units.
In area 4 the one-strength infantry fire at my cavalry on the high ground, rolling 4 and 3, forcing my unit back a hex and so off the high ground. The Allied cavalry roll 4, advancing two hexes into the stream. The two-strength infantry roll 4, but cannot move straight down.
In area 5 the infantry roll 4, moving straight down onto high ground.
Two Allied units, both cavalry, are capable of reach the east bank of the stream next turn

Saturday, February 10, 2024

Battle Of Talavera - French Playthrough: Turn Three

Situation at the end of turn two
My activation dice are two 5s and 2. I reroll the 5s, getting 6 and another 2. I change the wildcard 6 into 3.
In area 2 the forward infantry fire at the cavalry opposite them, the three dice being increased thanks to being next to the French commander. The dice land 5, 4, 3 and 2, reducing the Allied unit to two-strength and forcing it back a hex. The other infantry move forward obliquely into trees.
In area 3 the infantry on the high ground fire at the Allied infantry in range. The two dice are increased for being on higher ground and for being next to the commander, resulting in two 5s and two 3s, reducing the Allied unit to one-strength. The artillery fire at the infantry opposite, the two dice being increased for being next to the commander, but I roll two 3s and 2.
The immediate danger of an Allied unit crossing the Portiña has receded
The AI's activation dice are four 6s. All are rerolled, becoming 6, twos 3s and 2.
In area 2 the infantry fire at my cavalry in Talavera, their three dice being decreased for the target being in cover. The dice land 6 and 4, reducing my unit to two-strength and forcing it back a hex. The cavalry roll 3, advancing two hexes into the Portiña. 
In area 3 the artillery fire at my infantry on the high ground, their three dice being increased for being next to Sir Arthur Wellesley. The dice land 6 and three 2s, eliminating my unit. The infantry roll 1, advancing a hex. Sir Arthur advances obliquely to be adjacent to two friendly units.
A critical half-turn is upcoming

Friday, February 09, 2024

Battle Of Talavera - French Playthrough: Turn Two

Situation at the end of turn one
My activation dice land 6, 5 and 4. I reroll the 5, getting 1, and change the wildcard 6 into 3.
In area 4 I advance the infantry one hex and the cavalry two hexes, the latter ascending high ground.
In area 3 I advance the infantry onto the high ground, from where they fire at the enemy nearest them. The four dice are decreased for moving, but increased for being on higher ground, I roll 4, two 3s and 1, a tiebreaker deciding the Allied unit falls back obliquely left. That puts them in line-of-sight of my artillery, whose three dice are increased for being next to the French commander. I roll 6, 4 and two 3s. reducing the enemy unit to two-strength and forcing it obliquely back another hex. My commander enters the trees behind the high ground.
The cavalry in area 1 enter Talavera.
My plan of siting the French artillery on the high ground has, at least for now, been overtaken by events
The AI's activation dice are two 6s, 5 and 2. The 6s are rerolled as 4 and another 6.
In area 2 the infantry move straight down and fire at my cavalry in Talavera, their three dice being decreased for moving and for the target being in cover, and they get a miserable 2. The cavalry roll 4, meaning they advance to the bank of the Portiña. Sir Arthur Wellesley moves obliquely left to be adjacent to the Allied artillery and the one-strength infantry.
In area 4 the forward infantry advance and, by tiebreak, fire at my men on the central high ground. Their four dice are decreased for moving, but they roll two 6s and 2, reducing my unit to one-strength. The two-strength infantry advance a hex, and the cavalry advance two hexes. The infantry in area 5 advance a hex.
The Allied central cavalry could cross the Portiña next turn and so win the game

Thursday, February 08, 2024

Battle Of Talavera - French Playthrough: Setup & Turn One

THE French scenario for the Battle of Talavera has an interesting, and seemingly very tricky, winning condition.
The battle is lost if at any point in the 10 turns a British unit crosses the Portiña tributary of the River Tagus to the French-held east bank.
The French start below the blue dashed line
The human, in addition to the French commander, receives four units of infantry, two of cavalry and one of artillery.
Clearly it will not be possible to concentrate my troops on one flank, but I am not sure it will be necessary to fight a defensive, react-to-the-enemy, battle.
Instead it might be desirable to cross the Portiña, if that can be done to advantage, for example by occupying the west half of Talavera and/or the high ground across the river on the other flank.
My artillery will head for the central high ground, while the rest of the units will have to spread out to a certain extent
I hope to hold my right flank, where the stream is not so far up the map, with fewer troops than the left flank, but a lot will depend on how the Allied army sets up.
The Al, in addition to Sir Arthur Wellesley, receives six units of infantry, three of cavalry and one of artillery, dice throws deciding where they start.
The AI has opted for a strengthened right wing
TURN ONE
My activation dice are 3 and two 2s. I reroll a 2, but get another 3.
In area two I advance the infantry directly forward a hex each, but send the cavalry into the trees behind Talavera.
In area 3 I advance the infantry into the trees behind the high ground, and I place the French commander behind the infantry. Naturally I could also advance the artillery, but I cannot resist firing at the Allied infantry opposite the guns, my three dice being increased for being next to the commander. I roll two 6s, 4 and 1, reducing the Allied unit to one-strength and forcing it back to the edge of the battlefield.
The AI's activation dice are 6, two 4s and 1. The 6 and a 4 are rerolled, becoming 3 and another 6.
In area 1 the infantry roll 4, meaning they advance a hex. The cavalry roll 2, which has no effect as there is no enemy within three hexes.
In area 3 the forward infantry roll 5, advancing a hex. The artillery roll 6, also advancing a hex. The rearward infantry roll 4 and likewise advance a hex.
In area 4 the infantry roll 6, advancing a hex, but the cavalry's roll of 1 has no effect as the enemy is not close enough.
The advanced Allied infantry are frighteningly close to the stream