Monday, April 29, 2024

First Hebrews

WHEN I started my Biblical project I planned to buy the vast majority of 10mm figures from Magister Militum.
But after I completed my Egyptian army, designed to fit in with Neil Thomas's rules, the owners of Magister Militum announced their retirement.
That meant no more casting of figures, at least until a buyer of the business was found.
I held on for some weeks, but while parts of Magister Militum were sold, the company's extensive range of 10mm ancients was not among them.
In the end I bought figures for an Early Hebrew army from Newline Designs, although I will probably be mixing in some spare figures from my Magister Militum purchases.
Hebrew slingers - all from Newline Designs
As can be seen, I have painted in what might be called an understated style - vivid colours were not a feature of most upland-based tribes.

Sunday, April 28, 2024

Fabulous Read

ONE of the most remarkable, entertaining and informative books I have read in a long time is Fire And Sword In The Sudan by Rudolf Slatin.
He was an Austrian-born junior officer who, becoming known to General Charles Gordon (of Gordon of Khartoum fame), was appointed Governor of Dara, a region of the Sudan, at the age of 21 in 1879.
That put him in the firing line when a local religious leader was proclaimed the promised Mahdi, leading a revolt against foreign - mainly Egyptian - rule in Sudan.
The book tells of Slatin's battles and skirmishes against the Mahdi's forces, particularly the feared dervishes, how he pretended to convert to Islam to inspire his troops, and was eventually captured.
Slatin was held prisoner for 11 years, alternately experiencing torture and relatively favourable treatment.
Hefty - more than 400 pages - and brilliant
The story of his years of fighting, imprisonment and eventual escape is about as exciting as such a book can get.
It will be of particular value to anyone with an interest in Victorian history, colonial wargaming and/or the interaction of educated Westerners with a mass of less-educated, but more deeply religious, Muslims.

Wednesday, April 24, 2024

Slingshot Issue 352

THE March/April 2024 edition of the journal of the Society Of Ancients arrived yesterday.
The cover shows a first-century terracotta head of Jupiter adorned with the curling ram horns of the Egyptian god Ammon
Perhaps the most interesting article to me was Dave Watson's on the early generalship of Alexander the Great.
But, unfortunately, what stands out the most from the magazine as a whole is the disappointing tabletop battle scenes.
Some photos are marred by very poor miniatures (see page 11), others by obtrusive markers (page 24) or irrelevant paraphernalia (is that a Filofax on page 40?), and one by no fewer than five sets of rulesheets (page 19).
If such things have to be strewn across a battlefield, they could at least be moved for the few seconds it takes to snap a picture.

Saturday, April 20, 2024

Summing Up My French Playthrough Of Fuentes De Oñoro

THERE is no doubt this is a tough scenario.
But I severely limited my chances by failing to properly allow for the fact that to win I had to get the French commander into Almeida at the top of the map.
That meant he had to be in the vicinity of the village by turn eight at the latest, I would suggest.
Perhaps the best plan would have been to have advanced the commander behind the cavalry on the right flank, while also advancing the French infantry as quickly as possible to distract the AI.
I suspect good activation dice are a necessity.
Anyway, my final score against the AI is 11-10, which includes one scenario fought twice.
If the 'replay' is excluded, the final score is 10-10.

Friday, April 19, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Eight

Situation after turn seven
My activation dice are 6 and two 3s. I reroll a 3, but it becomes another 3, and I turn the wildcard 6 into a 5.
In area 5 the front cavalry advance two hexes and charge the Allied cavalry, the four dice increased for being on higher ground. I roll 6, 5, 4 and two 2s, reducing the enemy unit to one-strength, but it does not retreat as it is supported by Viscount Wellington. My other cavalry advance and frontally charge the enemy infantry in the trees. The five dice are decreased for the target being in cover, but I roll two 5s, 3 and 1, eliminating the unit.
Marshal Masséna, as he must if he is to have any chance of reaching Almeida before the end of the battle, advances directly one and hex and then obliquely right.
The French commander makes a juicy target for the Allied infantry
The AI's activation dice are 4, 3 and two 1s. A 1 is rerolled, becoming a 2.
In area 1 the artillery roll 1, which has no effect (they could not fire at my men in the trees as San Pedro blocks their line-of-sight).
In area 3 the infantry cannot fire, thanks to the plateau effect of high ground, and so automatically move towards Almeida.
In area 4 the one-strength infantry fire at Marshal Masséna (my commander is their preferred target). The two dice are increased for being on higher ground and next to Wellington. The result is 6, 5, 4 and 3, killing the marshal and so winning the game.

Thursday, April 18, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Seven

Situation after turn six
My activation dice land 5, 3 and 1. I reroll the 1, but get another 3.
In area 1 my infantry fire at the enemy directly ahead, the two dice increased thanks to the presence of Marshal Masséna. I roll 6, 5 and 1, easily eliminating the one-strength enemy. Masséna remains where he is.
In area 5 my rear cavalry charge the infantry directly ahead, rolling 6, 5, two 4s and two 2s, eliminating the enemy unit. The other cavalry advance one hex.
A lot will depend on how active the AI is able to be in the coming half-turn
The AI's activation dice land 6, two 4s and 2. The 6 and a 4 are rerolled, but become 4 and 2.
From this turn on Allied infantry that cannot attack an enemy unit head towards Almeida. But that does not affect the infantry in the trees as they can fire at the nearest French cavalry. They roll 5 and 4, reducing my unit to two-strength and forcing it back a hex. The one-strength infantry fire at my one-strength infantry, the two dice increased for being on higher ground and next to Viscount Wellington. The result is two 6s, 4 and 1, eliminating my unit. Wellington remains where he is. The three-strength infantry in area 4 leave the hill to be nearer Almeida.
In some respects I am doing OK, but the victory condition (getting the French commander into Almeida before the end of turn 10) is now all but impossible

Wednesday, April 17, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Six

Situation after turn five
My activation dice land 4, 3 and 1, I reroll the 1, getting a 5.
In area 4 the infantry enter the trees ahead of them and fire at the enemy in the river, the four dice reduced for moving. I roll 6, 5 and 3, reducing the Allied unit to one-strength. Marshal Masséna advances to behind the three-strength infantry in area 3, who fire at the enemy directly ahead. The four dice are increased thanks to the presence of the French commander, and I roll two 5s, two 2s and 1, reducing the Allied unit to one-strength.
Also in area 3 the artillery advance obliquely right, and the infantry in San Pedro fire at the two-strength enemy directly ahead, rolling 6, 5 and 1, and so eliminating the Allied unit.
In area 5 the forward cavalry advance one hex, keeping out of charge-range of the Allied infantry, and the rear cavalry advance two hexes.
A much-needed good half-turn for the French cause
The AI's activation dice land 5, 4, 3 and 1.
In area 1 the artillery fire at San Pedro, the three dice reduced for the target being in cover, but two 6s and a 4 easily eliminate my one-strength unit.
In area 3 the one-strength infantry fire at my unit directly ahead, the two dice increased for being on higher ground, but the result is 3 and two 2s. The rear infantry roll 4, advancing obliquely left.
In area 4 the two-strength infantry fire at the same advanced French unit, rolling 6, 5 and 4, reducing my unit to one-strength, but it does not retreat as it is supported by Marshal Masséna. The one-strength Allied infantry fire at my men in the trees, the two dice increased for being on higher ground, but decreased for the target being in cover. The result is 6 and 4, reducing my unit to two-strength, but it does not retreat thanks to Masséna's presence. The three-strength Allied infantry roll 3, withdrawing a hex to be on higher ground.
In area 5 the infantry's preferred target is infantry, and the further up the map the better, so they fire at my one-strength unit. The two dice are reduced for being in a river hex, and they roll 4, but Masséna negates the requirement to withdraw. The cavalry roll 6, and so want to move towards the French commander. However, I believe the correct way of working this out is to take each hex movement individually, and since on the first move the cavalry cannot get closer to my commander, they remain still. Viscount Wellington advances obliquely right to be adjacent to four friendly units.
The Allies also enjoyed a decent half-turn

Tuesday, April 16, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Five

Situation after turn four
My activation dice land 4, 3 and 1. I reroll the 1, but get another 3.
In area 4 my infantry advance.
In area 3 Marshal Masséna moves to occupy the high ground vacated by the infantry in area 4. The artillery fire at the Allied infantry opposite them, the three dice increased thanks to the marshal. I roll 6, 4 and 1, reducing the unit to one-strength and forcing it obliquely back a hex. The infantry in San Pedro fire at the enemy directly ahead, rolling a disappoint two 3s and 2. The other infantry advance obliquely right and fire at the enemy wading the river, the four dice decreased for moving. I roll 6, 4 and 1, reducing the enemy unit to two-strength and forcing it obliquely back into trees.
If the AI gets the right activation dice, the effect could be devastating for my chances
The AI rolls 6, 3 and two 2s. The 6 and a 2 are rerolled, both landing as a 5,
In area 2 the infantry roll 1, edging towards Almeida.
In area 3 the two-strength infantry fire at San Pedro, their three dice increased for being on higher ground, but decreased for the target being in cover. They roll 6, 2 and 1, reducing my unit to one-strength. The three-strength infantry roll 4, advancing and firing at the enemy furthest up, ie my men in San Pedro. The four dice are increased for being on higher ground, but decreased for the target being in cover, and they roll a miserable 2 and three 1s.
In area 5 the infantry roll 4, advancing obliquely into the river. The cavalry roll 5, but cannot move closer to the nearest enemy.
It is the halfway point, and the Allied army still looks formidable, but the French have hope if the rest of the army can quickly advance to support the leading units around San Pedro

Monday, April 15, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Four

Situation at the end of turn three
My activation dice are two 6s and 3. I keep the 3, but turn the wildcard 6s into 4 and 2.
In area 3 the artillery fire at the Allied infantry opposite them, the three dice increased thanks to support from Marshal Masséna. I roll 4, two 3s and 1, forcing the infantry back a hex. Masséna stays where he is. The front infantry enter San Pedro and fire at the nearest Allied infantry wading the river. The four dice are decreased for moving, and I roll 6, 4 and 2, reducing the enemy to two-strength and forcing them back onto the hill. The rear infantry advance, as do the infantry in areas 2 and 4.
My infantry in San Pedro have cover, but are out on a limb
The AI's activation dice are two 2s and two 1s. One of each pair is rerolled, landing 4 and 1.
In area 1 the artillery roll 6, advancing.
In area 2 the infantry roll 1, withdrawing obliquely left in the direction of Almeida.
In area 4 the two-strength infantry cannot fire at my men in San Pedro because of the plateau effect of high ground. Instead they roll 4, meaning they move obliquely right towards the French commander. This puts them in position to fire at San Pedro, their three dice increased for being on higher ground, but decreased for moving and for the target being in cover. The AI rolls 6 and 3, reducing my unit to two-strength. The rear infantry roll 5, advancing.
The fighting around San Pedro could be pivotal for my chances of assaulting Almeida

Sunday, April 14, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Three

Situation after turn two
My activation dice land 5, 4 and 3, which I keep.
In area 4 my infantry fire at the Allied cavalry in the copse, the three dice increased for being on higher ground and next to Marshal Masséna, but decreased for the target being in cover. I roll 5, two 2s and 1, eliminating the Allied one-strength unit. Masséna moves behind the French artillery.
In area 3 the artillery fire at the Allied infantry opposite them, the three dice increased thanks to support from the marshal. I roll 5, 4 and two 2s, reducing the infantry to two-strength and forcing them back a hex. Both French infantry units advance.
In area 5 both cavalry units advance to behind the ridge.
The AI's activation dice are two 6s, 4 and 3. The 6s are rerolled as 2 and 1.
In area 1 the infantry roll 2, moving obliquely back left to be nearer Almeida, preferring to take high ground. The artillery roll 4, but cannot advance obliquely right.
In area 3 the three-strength infantry cannot fire through San Pedro, and instead roll 1, moving obliquely left towards Almeida. The two-strength infantry roll 3, occupying the hex their comrades just vacated.
In area 4 the front infantry roll 4, advancing. The rear infantry roll 1, moving obliquely back to the left to be on the edge of Almeida.
A lot of Allied blood will have to be spilt if Almeida is to be captured

Saturday, April 13, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Two

Situation after turn one
My activation dice are two 4s and 3. I reroll a 4, but it becomes another 3.
In area 4 my infantry fire at the advancing Allied cavalry. Their three dice are decreased for firing through trees, but increased for being on higher ground and next to the French commander. I roll two 6s and two 2s, reducing the Allied unit to one-strength. Marshal Masséna stays where he is, behind high ground.
In area 3 the forward infantry advance and fire at the Allied cavalry, their two dice reduced for moving. I roll 4, forcing the cavalry to fallback a hex. The rear infantry advance onto high ground, and the artillery remain where they are (they cannot fire at the infantry ahead of them due to the plateau effect of high ground).
The AI's activation dice land 4, 3 and two 2s. A 2 is rerolled, but does not change.
In area 2 the infantry roll 4, moving obliquely forward to the left to be nearer the French commander.
In area 3 the forward infantry throw 5, advancing. The rear infantry roll 4, advancing obliquely forward to the left to be nearer the French commander,
In area 4 the bloodied Allied cavalry roll 5, pluckily - foolhardily? - advancing into the single copse of trees near the French-occupied ridge. The forward infantry roll 4, advancing obliquely left. The rear infantry roll 3, climbing onto high ground.
[I forgot to physically move Wellington to Almeida last turn, but that has not affected the game. I have also turned over the artillery counters so both units are shown at full strength.]
With the exception of one unit of cavalry, the Allies are cautiously holding back, which may well be their best plan for defending Almeida

Friday, April 12, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Setup & Turn One

THE 20th and final scenario in Mike Lambo's Battles Of Napoleonic Europe is the Battle of Fuentes de Oñoro fought from the French side.
Since I lead my series against the AI by 11 wins to nine, it might be thought the result of the series is already decided.
However, that score includes a scenario fought twice, and if the 'replay' is excluded from the total, my lead is reduced to 10-9.
If that argument is accepted, it means the AI could still tie the series.
The French start below the blue dashed line
The human receives, in addition to the French commander, Marshal André Masséna, four units of infantry, two of cavalry and one of artillery.
To win I have to get the commander into Almeida at the top of the map before the 10 turns of the battle are completed.
I have, rather naturally, favoured the right flank of the battlefield
The AI receives, in addition to Viscount Wellington, seven units of infantry, two of cavalry and one of artillery,
The AI's setup is almost completely pre-determined, rather than decided by dice-rolls as is the case in most scenarios
The Allied artillery is somewhat misplaced, it would seem, but otherwise the AI is well-positioned to resist an advance on Almeida.
As usual, I will write up the battle as I go along.
TURN ONE
My activation dice land 4, 3 and 2, which I decide to keep, advancing all the units in those areas one hex directly ahead.
The AI's activation dice are two 5s, 4 and 3. A 5 is rerolled, but comes up 4.
In area 3 the infantry units roll 2 and 1, which have the same effect, namely to order them to move nearer Almeida, but only the rear unit can do so.
In area 4 the cavalry roll 4, advancing two hexes directly down the map. The forward infantry also roll 4, advancing. The other infantry roll 1, moving to the edge of Almeida. Wellington enters Almeida so as to support three friendly units, preferring a buildings hex over a high-ground hex that would have also enabled him to support three units.
In area 5 the cavalry roll 3, which has no effect as no enemy is within three hexes. The infantry roll 6, advancing.
One of the Allied mounted units has advanced precipitately

Thursday, April 11, 2024

El Pillbox

ON a recent visit to Spain I was walking along the Costa Blanca near the city of Altea when I came across an abandoned pillbox.
It is a survivor of eight that were apparently built on local beaches by Republicans in response to a sea blockade established by Nationalists' fascist allies in the Spanish Civil War.
Altea pillbox - still enjoying a commanding view of possible landing sites 
Most of the pillboxes have been allowed by civic authorities to go to ruin, or been destroyed by the action of the sea undermining the pillboxes' gravel base, or, in at least one case, completely submerged by the sea.
But the one I saw was in fairly good condition - superior in preservation to most British examples, according to a specialist report I saw.
None of the Altea pillboxes ever fired a machinegun in action, it seems, and perhaps events in Spain in the 1930s are now long enough ago that the above surviving pillbox can be preserved and restored by the local council without causing anyone undue offence.

Wednesday, April 10, 2024

Battle Of Fuentes De Oñoro - Summing Up My Allied Playthrough

IT did not take me long to realise I had seriously messed up the Allied deployment - the under-strength left wing had little chance.
I was also, I believe, unlucky with my dice throws.
But, perhaps more fundamentally, my whole strategy was wrong in that it is probably unwise to split your forces when you have the smaller army.
Instead I should have concentrated on capturing one of the villages, and then turned my attention to to the other.
Anyway, I now lead the AI in our series 11-9 (includes one scenario fought twice).

Tuesday, April 09, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Turn Six

Situation at the end of turn five
My activation dice land 5 and two 3s. I reroll a 3, but it turns up 3 again.
In area 3 my artillery fire at the French artillery, but roll 3 and 1. The forward infantry fire at the nearest French infantry, rolling two 4s and 2, but the retreat-effect of the 4s is cancelled by the presence of Marshal Masséna. My three-strength infantry advance obliquely left and fire at the same French infantry, their four dice being decreased for moving. I roll 3 and two 1s.
In area 5 the infantry advance obliquely left.
The French army outnumbers the Allies by nine units to five
The AI's activation dice are 6, 4 and two 2s. The 6 and a 2 are rerolled, landing 4 and 1.
In area 1 the forward cavalry attack my infantry, rolling two 6s, two 5s and 1, eliminating my unit.  The infantry roll 3, but cannot, as required, move straight down. The one-strength cavalry roll 2, but that has no effect as no enemy is within three hexes.
In area 2 the forward infantry fire at my two-strength infantry, preferring them as a target for being nearer a village. Their four dice are increased for being next to Marshal Masséna, and they roll two 5s, 4, 3 and 2, eliminating my unit. The other infantry roll 5, advancing a hex. Masséna advances obliquely right so he can support three French infantry units.
In area 4 the infantry roll 6, advancing a hex.
With the Allied position clearly hopeless, I resign

Monday, April 08, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 6, 2 and 1. I reroll the 2, getting 4, and turn wildcard 6 into 3.
I start in area 3 by firing my artillery at the French artillery. rolling 4 and 1, but the enemy are not forced back a hex as they are supported by the French commander. My infantry fire at the French two-strength infantry ahead of them, rolling a miserable two 2s and two 1s.
In area 4 Wellington advances obliquely left one hex. The cavalry also advance obliquely left, and charge the three-strength French infantry, their four dice being increased for being next to Wellington. I roll 5, 4, 3 and two 2s, reducing the infantry to two-strength and forcing it back a hex. My infantry advance obliquely left and fire at the nearest French infantry, their three dice being decreased for moving, but increased for being next to Wellington. I roll 6, 5 and 2. eliminating the enemy unit.
In area 1 I advance both units onto the hill.
It's a game of two flanks!
The AI's activation dice land 5, 4, 2 and 1.
In area 1 the two-strength cavalry attack my one-strength infantry, a die throw deciding they first advance directly down the map. They roll 6, 5, 4, 2 and 1, eliminating my unit. The infantry roll 1, meaning they occupy Fuentes de Oñoro. The one-strength cavalry roll 1, which has no effect as no enemy is within three hexes.
In area 2 the forward infantry fire at Wellington, their three dice being increased for being next to Marshal Masséna, and they roll 6, 4 and two 3s, killing my commander. The other infantry roll 2, but cannot move any nearer one of the villages and so stand still. Masséna also remains where he is.
In area 4 the infantry fire at my cavalry, their two dice being reduced for the target being in trees, but they roll 5, eliminating my unit.
In area 5 the infantry roll 5, meaning they want to move nearer my forward infantry in area 3, and they do so vertically.
The French are doing well

Sunday, April 07, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Turn Four

Situation at the end of turn three
My activation dice land 6, 3 and 1. I turn wildcard 6 into 4.
In area 1 my backward infantry advance a hex and attack the three-strength French cavalry. The three dice are increased for attacking from an adjacent hex after moving. I roll 6, 4, 3 and 1, reducing the enemy to two-strength and forcing them back a hex. The other infantry advance a hex and attack the withdrawing French, getting five dice - one more than their colleagues thanks to being on higher ground. I roll 5, 4, two 3s and 2, reducing the French to one-strength and forcing them back another hex.
My artillery fire at the French artillery, but I roll two 1s.
In area 4 my cavalry attack the one-strength French, the five dice being increased for being next to Wellington, but decreased for the enemy being in cover. I roll three 6s and two 4s, eliminating the French unit. The two-strength infantry fire at the nearest French, the three dice being increased for being next to Wellington. I roll two 6s, 3 and 1, eliminating the enemy unit. The other infantry advance obliquely left in the hope of joining my left wing. Wellington stands pat.
One village is occupied by the Allies, at least for now, but the situation on the Allied left looks tricky to say the least
The AI's activation dice are 6, two 3s and 2. The 6 and a 3 are rerolled, but become two more 6s.
In area 2 the forward infantry fire at the nearest British infantry, their four dice being increased for being next to Marshal Masséna. They roll two 4s and three 1s, forcing my unit off the hill. The cavalry canter through Fuentes de Oñoro and charge my remaining infantry on the hill, rolling two 6s, two 4s and 2, reducing my unit to one-strength and also forcing it off the hill. Masséna remains where he is, supporting three French units. The backward infantry roll 2, advancing to be next to Fuentes de Oñoro.
In area 3 the artillery fire at my cavalry, which is their nearest target. Their two dice are increased for being next to the commander, but reduced for firing through trees and for the target being in cover. They roll 6, reducing my unit to one-strength. The infantry roll 5, advancing  a hex. They want to fire at my cavalry, but their two dice would be cancelled by the intervening trees and the buildings. Instead they fire at Wellington, the two dice being decreased for the target being in trees. They roll 4, but commanders do not retreat, so there is no effect.
I clearly got the balance of my two columns wrong

Saturday, April 06, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Turn Three

Situation at the end of turn two
My activation dice land 4, 3 and 1, which is as good as I could get.
In area 1 my forward infantry advance a hex and attack the nearest French cavalry. The three dice are increased for attack from an adjacent hex after moving and for being on higher ground. I roll 6, 4, 3, 1 and 1, reducing the enemy to two-strength and forcing it back a hex. My other infantry in area 1 advance.
My artillery fire are the French directly to their front, rolling 5 and 1, reducing the enemy to two-strength.
In area 4 my cavalry boldly rush through the trees to their front and through Poço Velho to charge the infantry in the trees behind the village. The six dice are decreased for the target being in cover, and I roll two 5s, 3 and two 1s, reducing the enemy to one-strength. Wellington advances into the trees ahead of him. The forward infantry advance a hex and fire at the French to the right of Poço Velho wood. Their four dice are decreased for moving, but increased for being next to the commander, and I roll 5, 3 and two 1s, reducing the enemy to two-strength. The other infantry in area 4 advance a hex.
I have drawn first-blood, but not managed to eliminate an enemy unit
The AI's activation dice are two 4s, 3 and 1. A 4 is rerolled, but becomes 1.
In area 1 the cavalry want to attack the enemy nearest Fuentes de Oñoro, a random roll of a die meaning they climb the hill first. They roll three 6s, 5, 4 and 3, eliminating my advanced infantry. The infantry roll 3, advancing a hex.
In area 3 the forward two-strength infantry want to fire at my cavalry, but their two dice would be reduced to none because of the cover enjoyed by the latter. The same applies to firing at my commander, so instead they fire at the forward Allied infantry in area 4. Since the target is infantry, they get three dice, landing 6, 2 and 1, reducing my infantry to two-strength. The artillery roll 5, advancing obliquely right to put my artillery in range and line-of-sight. The other two-strength infantry roll 5, advancing obliquely left to be nearer my cavalry. Marshal Masséna advances two squares obliquely right so he supports four French units.
In area 4 the one-strength infantry attack my cavalry. Their two dice are decreased thanks to my unit being in cover, but they roll 5, reducing my unit to two-strength. The three-strength infantry fire at the same target, their three dice being decreased for firing through trees and for the target being in cover, and they roll 1.
The Allied left looks desperately undermanned

Friday, April 05, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Turn Two

Situation at the end of turn one
My activation dice land 5, 3 and 2. I reroll the 5 and 2, getting 6 and 3. I turn wildcard 6 into 1.
In area 1 I advance my units.
My artillery fire at the French directly to their front, rolling 4 and 3, forcing the enemy unit back a hex.
The AI's activation dice land 4, two 3s and 2. A 3 is rerolled, but comes up 3 again, meaning the same French units will be activated as in the previous turn.
In area 2 the forward infantry roll 6, advancing a hex to be nearer my men in area 1. The cavalry roll 3, meaning they advance two hexes towards the same target. The other infantry roll 6, and so also advance on the same target.
In area 3 the forward infantry roll 6, meaning they want to advance towards the nearest enemy, the furthest-up tiebreak deciding this is the advanced Allied infantry in area 1. They prefer vertical moves and so advance a hex directly down. The artillery roll 3, meaning they move straight down. The other infantry roll 6, meaning they want to advance towards the nearest enemy, which is my men in area 1, and they prefer vertical moves, so move straight down.
In area 4 the infantry roll 3 and 4, which has the same effect, namely to move straight down. Marshal Masséna advances obliquely right to support the French artillery and a unit of infantry (he prefers holding back, rather than advancing straight down the map, if there is a choice of hexes that support the same number of units).
Significant bloodshed seems inevitable next turn

Thursday, April 04, 2024

Battle Of Fuentes De Oñoro - Allied Playthrough: Setup & Turn One

THE penultimate scenario in Mike Lambo's Battles Of Napoleonic Europe is refighting the 1811 Battle of Fuentes de Oñoro while commanding the Anglo-Portuguese.
The Allied army starts below the red dashed line
The human player takes on the persona of Viscount Wellington, and has four units of infantry and one each of cavalry and artillery.
To win, the villages of Fuentes de Oñoro and Poço Velho have to be in the possession oy Allied troops at the end of turn 10.
I have placed my army in the fewest areas possible in the hope of advancing quickly
My left wing looks a little weak, but its units should enjoy the advantage of attacking from high ground.
The AI has Marshal André Masséna, along with eight units of infantry, two of cavalry and one of artillery.
The siting of the French infantry is fixed, but the other units' placements are decided by dice throws
The AI has massed its cavalry near Fuentes de Oñoro.
As usual I will write up the battle as it proceeds.
TURN ONE
My activation dice land 5 and two 2s, none of which is of use to me, so I reroll them all, getting 6, 4 and 1. By turning wildcard 6 into 3, I am able to activate every unit.
It is a straightforward decision to advance my left wing, but the main body I advance obliquely right so as to get all troops off the same file as the French artillery. The only exception is the Allied artillery, which I leave where they are (no French unit is within range) rather than advancing the guns into the river.
The AI's activation dice are two 6s, 4 and 3. The 6s are rerolled, becoming 3 and 2, meaning all but the extreme right and left units of the French will be activated.
In area 2 the cavalry roll 5, which means they stand still as 5 and 6 only have an effect after turn five. The forward infantry roll 1, meaning they move towards Fuentes de Oñoro. The other infantry roll 4, but are unable to move straight down as their path is blocked by the cavalry.
In area 3 both infantry roll 3, advancing a hex. The artillery also roll 3, meaning they also advance a hex.
In area 4 the forward infantry roll 4, advancing a hex. The other infantry roll 5, meaning they want to move towards the nearest enemy, which is the Allied cavalry, and since they prefer vertical  moves, they also advance directly down a hex. Marshal Masséna advances obliquely right to support the French artillery and a unit of infantry.
Both armies are steadily advancing

Wednesday, April 03, 2024

A Small Piece Of History

VISITING Bavaria last month, I was walking among mixed woodland and farmland near the famous, at least in German terms, spa town of Bad Wörishofen, when I came across traces of a ruined castle.
The information board gives a good idea of what the castle looked like in what was probably its 11th century heyday
It is situated on a small hill on what is otherwise largely flat terrain, and was probably made entirely of wood, rather than stone, although the site has apparently not been archaeologically excavated, so little is known for sure.
It takes quite a stretch of imagination to place the castle in its modern setting
Frankly, if it were not for the information board, I doubt casual passersby would guess the site had any historical significance.
The castle may have been built by a local nobleman, Otthalm of Werenshova (the village name Wörishofen developed from this), who is mentioned in a document from 1067.
The area became famous in the 1800s thanks to a Roman Catholic priest, Sebastian Kneipp, who invented a health regimen based around water therapy.
Tens of thousands of people every year go to Bad Wörishofen to take 'the cure', which includes walking through what look like sunken cattle troughs while being sprayed with water.
A modern kneippenlage, closed for the wintry off-season - built on part of the hill where the castle stood
I wish I could tell more about the site, but perhaps it was just as well for the inhabitants that, from their perspective, they did not "live in interesting times."

Tuesday, April 02, 2024

Summing Up My French Playthrough Of Sabugal

AT the risk of continually repeating myself, games do not get much closer than this.
If artillery had an all-round arc of fire, rather than having to shoot along a straight line of hexes, the Allied unit would have advanced across the red dashed line, and so would have given the AI victory.
But it was not to be, and I now lead our series 11-8, the score including one scenario fought twice.

Monday, April 01, 2024

Battle Of Sabugal - French Playthrough: Turn 10

Situation after turn 10
My activation dice are two 5s and 4. I reroll all three, and they become 6 and two 1s. I change the wildcard 6 into 2, meaning I can activate all three of my remaining units.
My three-strength infantry enter trees and fire at the Allied infantry in trees. The four dice are reduced for moving and for the target being in cover, but I roll two 6s, reducing the enemy unit to one-strength. My one-strength infantry withdraw into the big wood, ensuring their survival to the end of the turn (if they had advanced and fired, they would only have had one die anyway, and not even that if they tried to fire at a target in cover). The artillery stand pat.
The AI wins if it eliminates one of my units or gets another of its units below the red dashed line
The AI's activation dice are two 3s, 2 and 1. A 3 is rerolled, landing 5.
In area 3 both units roll 3, advancing a hex, but remaining above the red dashed line.
In area 5 the forward infantry roll 2, falling back into the river hex beside Sabugal. The artillery roll 3, which means they should advance obliquely forward, putting them across the red dashed line, but only if this would put them in range and line-of-sight of a French unit. That does not apply here, so the artillery remain where they are.
The result is a French win, as I have three units remaining - one more than the Allies have below the red dashed line.