Friday, May 31, 2024

Full Review Of Mike Lambo's Battles Of Napoleonic Europe

I HAVE played all 20 scenarios in Battles Of Napoleonic Europe - A Solitaire Wargame.
That is 10 battles, each fought from the Allied side and then the French, with the book's AI controlling the opposing forces.
Despite the title, all the battles are from the Peninsular War, in a period covering August 1808 to May 1811.
My score in those 20 scenarios was 10-10 - actually, it was 11-10 in my favour, but that is because I was so disgusted with my generalship in one scenario that I immediately refought the battle, and won!
As you can see from my detailed accounts of the battles in this blog, most of the scenarios came down to the last turn with the outcome very much in the balance - sometimes literally decided with the last throw of the dice.
The book has just under 80 pages, complete with a page of counters that need to be cut out and, ideally, glued to some sort of base (I used 10mm-square steel bases from Jim Moore at Products For Wargamers).
Battles Of Napoleonic Europe - the cover shows a scene from a refight of the 19th scenario, the Battle of Fuentes de Oñoro, fought with the human commanding the Allies
Counters depict infantry, cavalry and artillery, as well as generals, with no distinction between, for example, light and heavy cavalry, which shows we are dealing with battles at the corps or divisional level.
In the scenario depicted on the cover of the book, the human has Viscount Wellington, four units of infantry and one each of cavalry and artillery.
The AI commands Marshal André Masséna along with eight units of infantry, two of cavalry and one of artillery.
A selection of counters glued, somewhat carelessly, it has to be confessed, to steel bases
Any wargame like this stands or falls on the strength of the AI, particularly whether the AI can put up a reasonable fight and whether the resulting battles have a realistic feel about them.
My score against the AI of 11-10, or 10-10 if you want to be picky, shows the AI can indeed put up a good fight, at least against someone who, while by no means a Napoleonic specialist, is fairly well-read in history and is an experienced wargamer.
As for whether the battles feel realistic, all I can say is that to me they certainly did.
True, the AI at times had problems using its artillery effectively, but then I was not immune from mistakes either, as the summing-up of my performance in the 19th scenario testifies.
Anyone who has played similar but earlier wargames by Mike Lambo may be surprised at how far the AI has come.
The emphasis is very much on Intelligence, rather than on Artificial, as the AI reacts to the human's moves, just as the human in turn reacts to what the AI is doing.
Each scenario starts with the human deploying either the Allied or French forces at the bottom of a map that is easily folded to lie plenty flat enough for play.
My deployment of the French at the Battle of Talavera
The AI's units are usually deployed according to a series of dice throws, albeit constrained by parameters that very according to the scenario.
In this case the AI went for a strengthened right wing
Each battle starts with the human moving first, then the AI, then the human, etc.
The AI's moves are mostly decided by dice throws, although what each throw means varies by scenario and, often, by the particular situation in a battle, such as the specific disposition of the forces or the number of turns that have passed.
Sometimes dice are not involved, but whatever the exact mechanic, the key feature is that the human never has to make a decision for the AI - everything is governed by the rules.
And if the process sounds complicated, I can assure you it is not, and it was rare that I came across a circumstance where I was unsure how I should proceed on behalf of the AI.
This did happen a few times - maybe three? - but each time, after I posted my account of the battle at BoardGameGeek, Lambo confirmed that I had got it right.
In conclusion, if you are looking for a solo military experience that will challenge you as well as being a lot of fun, I cannot recommend Battles Of Napoleonic Europe highly enough.

Thursday, May 30, 2024

Summing Up Our Revival Of Philip Sabin's Empire

AT the halfway stage, it may be remembered, the Carthaginians were having their best game in our series, and the Romans their worst.
Since only the Romans can realistically attack the Carthaginians, it was looking good for the latter.
But Carthage's homeland was conquered by the Romans, just as my Persian homeland was conquered by the Macedonians.
We both successfully sparked a rebellion to regain our independence, but there the similarity ended.
AFRICA was swiftly recaptured by the Romans, while I was able to regain my homeland of Parthia and gradually expand westwards.
I did just enough to pip Carthage for first place, with the Romans and Macedonians hot on our heels.
Here are the updated standings (four points for a win, three for coming second, etc).

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Total: 15.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Total: 15pts

REGULAR OPPONENT
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Total: 11pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Total: 8.5pts

SCORES BY PEOPLES
Persians/Parthians: 15pts
Romans: 14.5pts
Carthaginians: 12.5pts
Macedonians: 8pts

The main points:
*I have overtaken Andy by the narrowest of margins.
*Both my outright wins have come in command of the Persians/Parthians, including game three where Parthia never fell and so my people were Persians throughout.
*Richard will be pleased not to get the Macedonians again for some time - both his fourth-placed finishes have come with them.
*Looking at the peoples' stats, the Persians/Parthians are close to having scored twice as many points as the Macedonians.
*But the Macedonians have won a game outright - only the Carthaginians have failed to do so.

Wednesday, May 29, 2024

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

Situation in 160 BC
This is the last turn, so it is a good time to look at the exact standings.
Carthage led at the halfway stage with 18 points, but currently has none to add.
My Persians/Parthians were second with 15 points, and currently have four provinces, which brings my total to 19 points.
Richard's Macedonians had eight points at the halfway stage, and currently have seven provinces, including Bactria in the east and the double-scoring AEGYPTUS, taking them to 16 points.
Andy's Romans had four points at the halfway stage, and currently have nine provinces, including double-scoring IBERIA and AFRICA, and triple-scoring consolidated ITALIA, taking them to 17 points.
It could hardly be much closer, but first the revolt dice land 5-2, meaning Cisalpina throws off Roman rule, taking Andy's score down to 16 points.
Richard's Macedonians are drawn first, and, seeing he cannot catch my Persians, he attacks Roman Graecia, but rolls 2.
Carthage fails to inspire a rebellion in its homeland.
Andy's Romans are next, and he reconquers Cisaplina with a 6, taking his score back to 17 points.
Finally, I attack Bactria, but roll a 3.
The end of the game, with all victory points added

Tuesday, May 28, 2024

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

Situation in 170 BC
The revolt dice land 6-2, meaning Gallia throws off Roman rule.
Carthage is drawn first, but fails to foment a rebellion in its homeland.
I am next, and I attack Syria, but roll a 1.
Andy's Romans reconquer Gallia with an emphatic 6.
Richard's Macedonians again attack Thracia, and this time reconquer it, with a 6.
All set for an exciting last turn

Monday, May 27, 2024

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

Situation in 180 BC
The revolt dice land 6-5, which again is Thracia, but that province became independent last turn.
Andy's Romans are drawn first, and they attack Macedonian-held Graecia, rolling 4 for the naval crossing and for the attack, the latter being enough thanks to Rome's +2 modifier for the rest of the game.
Carthage fails to foment a rebellion in its occupied homeland.
I am drawn next and I again attack Macedonian-controlled Syria, but again come up one short by rolling 4 (there is a -1 modifier for attacking a controlled province).
Richard decides to attack Thracia, but rolls a 1.
Rome has successfully intervened in Greek affairs for the first time

Sunday, May 26, 2024

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

Situation in 190 BC

For the rest of the game the Romans get a +1 modifier for having had a great captain no more than five turns ago, as well as their usual +1 modifier on turns 11-20 (apart from those turns when they did have a great captain). In other words, the Romans get +2, just as a people do when they have a great captain, but only have one campaign rather than a great captain's five.
The Carthaginians, who had Hannibal as a great captain on turn 14, continue to get their +1 modifier for having had a great captain no more than five turns ago.
But first the revolt dice land 6-6, which means Thracia throws off Macedonian rule.
I am drawn first, and I attack Syria, but narrowly fail as I roll a 4, and there is a -1 modifier for the province being controlled.
Andy's Romans are drawn next, and he attacks AFRICA, rolling a 3, which, despite a -1 modifier for attacking a controlled province, is enough as the Romans get +2, as explained above.
Richard's Macedonians, rather than trying to retake Thracia, invade AEGYPTUS, returning it to the fold with a 6.
Finally, the Carthaginians try to foment another rebellion in their homeland, but roll a 3.
With the Romans again in complete control of the west Mediterranean, they can be expected to turn east

Saturday, May 25, 2024

Reviving The Empire: Turn 16 (200-190 BC)

Situation in 200 BC
This is the second turn in which Rome has Scipio as a great captain, but first the revolt dice land 1-2, resulting in AEGYPTUS throwing off Macedonian rule.
Andy starts by conquering Sicilia with a 6, meaning the Romans for the first time control all of Italy. He then takes IBERIA with a 4 and Numidia with a 2 (thanks to Scipio's +2 great-captain modifier, and the fact he cancels the normal -1 modifier for attacking a controlled province). Next he settles down to besiege the Carthaginian homeland, taking it first time with a 5.
The Romans still have one campaign left, and so Andy attacks Graecia, but he rolls a 2 for the naval crossing, which is not enough as there are no modifiers for naval crossings.
Richard's Macedonians are up next, but he fails to reconquer AEGYPTUS, rolling a 3.
I am drawn next, and I conquer independent Armenia with a 5.
That leaves the Carthaginians, who need to roll a 6 to free their homeland, and they do!
A dramatic decade that saw the Macedonians lose their double-point scoring AEGYPTUS, and Carthage eliminated, only to reappear at the end of the turn

Friday, May 24, 2024

Reviving The Empire: Turn 15 (210-200 BC)

Situation in 210 BC
The revolt dice land 3-6, which has no effect as Pontus is already independent.
Rome with Scipio has five campaigns. Andy starts by rolling a 6 to consolidate ITALIA (thanks to Scipio, a 3 would have been enough). He then fails in an attack on Magna Graecia, rolling a 1. He then switches to Carthaginian-controlled Cisalpina, conquering it with a 3 (Scipio provides a +2 modifier). Gallia also falls, just (Andy rolls a 2), and then he switches back to Magna Graecia, also succeeding with a 2.
Carthage is up next. It gets a +1 modifier until 160 BC for having had a great captain no more than five turns ago. The Carthaginians attack Sicilia, the naval crossing succeeding with a 3, but the attack failing with a 2.
I am drawn next, and I finally conquer Mesopotamia with a 6.
Richard's Macedonians attack independent Pontus, also succeeding with a 6 (this would have been enough to take Mesopotamia, if he had gone for the longer-odds option).
Rome is on the march

Thursday, May 23, 2024

Reviving The Empire: Turn 14 (220-210 BC)

Situation in 220 BC
Carthage gets Hannibal this turn as a great captain, meaning five campaigns instead of the usual one, but first the revolt dice land 1-5, meaning Numidia throws off Carthaginian rule.
Carthage uses its first campaign to reconquer Numidia with a 5. Then it attacks Cisalpina, again rolling a 5, which is plenty as the -1 modifier for attacking outside of the original Carthaginian empire only lowers the score to 4 (there is no -1 modifier for attacking a controlled province as Carthage has a great captain in Hannibal, who anyway provides a +2 modifier).
The Carthaginians then attack ITALIA, rolling a 1. They use their fourth campaign to attack the same target, this time rolling a 4. There are -1 modifiers for attacking a homeland and for attacking outside of the original Carthaginian empire, but these are cancelled by Hannibal's +2 modifier. So the campaign succeeds, which means Rome's provinces outside of ITALIA, ie Magna Graecia and Sicilia, throw off Roman rule (but Rome keeps two counters in ITALIA, which therefore remains consolidated).
For its fifth campaign Carthage again attacks ITALIA, rolling a 4, which means ITALIA is reduced to one counter, and therefore the Romans need to reconsolidate control there.
Richard is up next, but he fails to conquer Mesopotamia, rolling a 1.
I am drawn next and I also attack Mesopotamia, but the locals' love of independence must be strong as I also fail with a 1.
Finally, Andy needs to roll a 5 or 6 to consolidate ITALIA, but he comes up one short (Rome's +1 modifier for campaigns without a great captain in turns 11-20 does not apply for consolidation purposes).
The Carthaginian empire looks impressive, but Rome will have Scipio as a great captain for the next two turns

Wednesday, May 22, 2024

Reviving The Empire: Turn 13 (230-220 BC)

Situation in 230 BC
The revolt dice land 5-6, meaning Syria, not for the first time, throws off Macedonian rule.
Andy is again drawn first, and he attacks Gallia, but rolls a 1.
Richard's Macedonians reconquer Syria with a 5.
I am up next, but I narrowly fail to capture Mesopotamia after rolling a 3.
Finally, Carthage counterattacks Roman Cisalpina, but rolls a 1.
The Carthaginians are well-placed for Hannibal's appearance next turn as a great captain

Tuesday, May 21, 2024

Reviving The Empire: Turn 12 (240-230 BC)

Situation in 240 BC
The revolt dice land 3-6, meaning Pontus follows Armenia's example in throwing off Parthian rule.
Andy is drawn first, and he narrowly conquers Cisalpina with a 3, thanks to Rome's +1 modifier on turns 11-20 when not having a great captain. 
Richard's Macedonians are next, and he again attacks Mesopotamia, but fails with a 1.
I conquer the province of Persia with a 5.
Finally, Carthage conquers Gallia with a 5, creating a second front against Rome.
The Second Punic War looks set to begin

Monday, May 20, 2024

Reviving The Empire: Turn 11 (250-240 BC)

Situation in 250 BC
For the rest of the game, Andy's Romans receive a +1 modifier every turn they do not have a great captain.
But first the revolt dice land 2-2, which means Armenia throws off Parthian rule.
Andy is drawn first, attacking Sicilia. His throw of 4 is enough as the -1 modifier for attacking a controlled province is cancelled by the Romans' +1 modifier in turns 11-20 when without a great captain.
The Carthaginians are next up. The odds of conquering Sicilia are four-in-six (naval crossing) multiplied by one-in-six (there are -1 modifiers for attacking a controlled province and for attacking outside of the original Carthaginian empire). That works out at four chances in 36, or 8-1 against. Attacking Gallia, on the other hand, no longer attracts a -1 modifier because of tribal unrest, so the odds are two-in-six (Gallia is outside Carthage's original empire), or 2-1 against. Accordingly, Gallia is attacked, but a roll of 2 is nowhere near enough.
I am up next, and I attack Persia, but roll a 1.
Finally, Richard's Macedonians attack Mesopotamia, but roll a 3, one short of the required 4.
Rome's conquest of Sicilia is ominous for the rest of us
In real life the Romans took most of Sicily at the end of the First Punic War in 241 BC, although Rome then effectively controlled the whole island as it was allied with Syracuse, which had the remaining third of Sicily until it backed the wrong side in the Second Punic War and was conquered in 212 BC.

Sunday, May 19, 2024

Reviving The Empire: Turn 10 (260-250 BC)

Situation in 260 BC
At the end of this turn we will be at the halfway point of the game, and that means the award of the first set of victory points since the tallies at the start.
But first the revolt dice land 2-6, meaning Persia throws off Parthian rule.
Andy's Romans are drawn first, but he again narrowly fails to conquer Sicilia, his throw of 4 being not enough thanks to the -1 modifier for attacking a controlled province.
Carthage retaliates by attacking Magna Graecia, but fails with a 2.
I try to regain Persia, but fail with a 1.
Finally, Richard's Macedonians roll a 3, failing to conquer Mesopotamia.
VICTORY POINTS
Carthage has four provinces, including two double-scoring capitalised provinces (AFRICA and IBERIA), scoring six points, taking its total to 18.
Rome has two provinces, including triple-scoring ITALIA, giving it four points.
The Macedonians have seven provinces (do not forget lonely Bactria), including double-scoring AEGYPTUS, giving them eight points.
The Persians/Parthians have three provinces, taking my score to 15.
How it looks with the halfway victory points added
There is a long way to go, but it is interesting to compare the halfway standings with our previous four games.

                                     Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                       18                        15                         8                   4             45
Game Four                            17                        13                        11                  5             46
Game Three                          14                        16                          6                  5             41
Game Two                             17                        17                          9                  7             50
Game One                             17                        12                        11                  5             45

The Carthaginians are having their best start in our series, and the Romans are having their worst. The Macedonians do not look too healthy either, while my Persians/Parthians are doing OK.

Saturday, May 18, 2024

Reviving The Empire: Turn Nine (270-260 BC)

The situation is still the same as it was in 280 BC
The revolt dice land 4-3, but that pinpoints independent INDIA.
Richard's Macedonians are drawn first, and he attacks Mesopotamia, narrowly failing with a 3.
Andy's Romans are next, and he attacks Sicilia, but his throw of 4 fails thanks to the -1 modifier for attacking a controlled province.
I conquer the province of Persia by rolling a 6.
Carthage attacks Magna Graecia, but a roll of 2 is insufficient.
The Parthian revival is slowly gaining pace

Friday, May 17, 2024

Reviving The Empire: Turn Eight (280-270 BC)

Situation in 280 BC
The revolt dice land 5-1, but have no effect as Cisalpina is already independent.
The Parthians are drawn first, and I attack the province of Persia, but only roll a 2.
Richard is next, and this is the last turn his Macedonians get a +1 modifier for having had a great captain no more than five turns ago. He attacks Mesopotamia, but just fails with a 2.
Andy attacks Sicilia, but rolls a 1.
Finally, the Carthaginians counterattack against Magna Graecia, but roll a 3, so the map has not changed this decade.

Thursday, May 16, 2024

Reviving The Empire: Turn Seven (290-280 BC)

Situation in 290 BC
The revolt dice land 6-3, meaning the revolt against Macedonian rule in Syria has successfully spread to Mesopotamia.
Carthage is drawn first, but rolls 3 in trying to conquer Magna Graecia.
The Romans are next, and Andy, with a 5, finally reoccupies Magna Graecia.
I succeed in rolling a 6, regaining control of my homeland province of Parthia, with my empire from now on being known as Parthian rather than Persian.
Richard cannot attack Parthia as he only has isolated provinces neighbouring it. Instead he invades Syria, succeeding with a 4.
So far there is no clear winner in either the east or the west

Wednesday, May 15, 2024

Reviving The Empire: Turn Six (300-290 BC)

The map has not changed since 310 BC
The revolt dice land 5-3, meaning Magna Graecia kicks out the Romans.
My Persians are drawn first, but my throw of a 5 narrowly fails to foment a rebellion in Parthia.
Richard's Macedonians are next, but his invasion of Syria fails on a 1.
Then it is the Carthaginians' turn, but a 2 is nowhere near enough to conquer Magna Graecia.
Finally, Andy tries to reoccupy Magna Graecia, but also fails with a 2.
Magna Graecia's revolt has set back Roman hopes and given Carthage hope it can resist the expected Latin juggernaut

Tuesday, May 14, 2024

Reviving The Empire: Turn Five (310-300 BC)

Situation in 310 BC
The revolt dice land 5-6, meaning Syria revolts from Macedonian rule.
Carthage is drawn first, attacking Magna Graecia with a roll of 5, but this is not enough as there are -1 modifiers for attacking a controlled province and for attacking outside of the original Carthaginian empire.
Andy is drawn next, and he counterattacks Sicilia, but his roll of 4 fails thanks to the -1 modifier for attacking a controlled province.
Richard's Macedonians fail to reconquer Syria, as a roll of 2 is not enough despite a +1 modifier for having had a great captain within the past five turns.
I fail to foment a rebellion in Parthia, so for the first time in this game a decade has passed without the map changing.

Monday, May 13, 2024

Reviving The Empire: Turn Four (320-310 BC)

Situation in 320 BC
The revolt dice land 4-5, but that indicates Sicilia, which is already independent.
Richard's Macedonians are drawn first. They no longer have Alexander the Great, but receive a +1 modifier until 270 BC for having had a great captain no more than five turns ago. Richard attacks Bactria, easily conquering it with a 6.
The Carthaginians are drawn next, and they again attack Sicilia, conquering it, thanks to rolling a 3 for the naval crossing and a 6 for the invasion.
I fail to foment revolt in Parthia.
Andy conquers Magna Graecia with a 5, bringing the Romans into contact with the Carthaginians.
Everyone is expanding - apart from my Persians 

Sunday, May 12, 2024

Reviving The Empire: Turn Three (330-320 BC)

Situation in 330 BC
The revolt dice land 2-3, meaning IBERIA has thrown off Carthaginian control.
This is the second turn in which, thanks to Alexander, the Macedonians get five campaigns. Rather than attacking Pontus, Richard goes straight for the heart of my Persian empire by invading Mesopotamia. However it takes him two campaigns to conquer it, rolling 1 in the first campaign and an almost-equally unconvincing 2 in the second one (that is enough, thanks to the +2 modifier for having a great captain). He then conquers the province of Persia with a 6, but his first attempt at the Persian homeland, Parthia, fails when he rolls a 2 (a great captain does not cancel a -1 modifier if attacking a controlled province that is also a homeland). For his fifth campaign Richard ums and ahs about whether to again attack Parthia or instead go for the easier target of Pontus, finally deciding on Parthia, which he conquers with a 5.
My Persians are up next. Since I no longer control my homeland, and do not have four connected provinces, I can only try to foment a rebellion in Parthia. That requires rolling a 6, but I throw a 4.
The Carthaginians are drawn next, reconquering IBERIA with an emphatic 6.
Finally, Andy rolls a 1, consolidating control of ITALIA, which accordingly is given a second red counter.
Macedon has started well, but Rome is awakening

Saturday, May 11, 2024

Reviving The Empire: Turn Two (340-330 BC)

Situation in 340 BC
This is the first of two turns in which Richard Johnson's Macedonians get Alexander as a great captain.
But first the revolt dice land 5-4, which has no effect as Magna Graecia is already independent.
Since they have a great captain, the Macedonians go first and are allowed five campaigns instead of the usual one. They receive +2 thanks to Alexander, and, thanks to the great captain and their control of Graecia, ignore the normal -1 for attacking a controlled province (apart from a homeland province).
In other words, Richard needs 2 or better to succeed with each campaign. He duly conquers Thracia and Asia, but requires two campaigns to subdue Syria, before finishing by taking AEGYPTUS.
Andy's Romans are up next, but in his attempt to consolidate control of ITALIA he rolls 3, when he needs a score lower than the turn number.
The Carthaginians are then drawn, and this time they attack Sicilia. The naval crossing succeeds (6 is thrown) but the attack on the province fails with a 3.
Finally I attack Syria, but my roll of a 4 is insufficient as there is -1 for attacking a controlled province.
The Macedonians have expanded, much as they did historically, taking the east Mediterranean seaboard

Friday, May 10, 2024

Reviving The Empire

LATE last year myself and three friends completed our fourth game of Philip Sabin's Empire.
Each of us took turns to lead one of the four ancient peoples: Carthaginians, Romans, Macedonians and Persians/Parthians.
The three friends included my regular wargaming opponent of old, who does not wish his name to be used, security consultant Richard Johnson, and Andy, a serving officer in Britain's armed forces.
Standings at the end of the four games were as follows (four points for coming first, three for 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

As can be seen, the series was decided in game four when Andy's Carthaginians tied for second place with Richard's Persians/Parthians, while I brought up the rear with Macedonians.
As for the peoples, it was a convincing win for the Romans, although it should be noted that the series began with a Macedonian victory, only for the Macedonians to come last in the next three games.
The four of us have got together again for another game of Empire, and we have agreed the result will be added to the previous four games to keep a continuous tally.
As usual I will write up the game as we go along, and the first thing to do is to draw for people.
Andy can barely hide a smile as he gets the Romans, I draw the Persians/Parthians, my regular opponent has the Carthaginians, and Richard Johnson gets the hot-or-cold - mostly cold - Macedonians.
The situation in 350 BC
Note that, as usual, Rome and Macedon start with just one province and no victory points (the Victory Point Tracker is across the bottom of the map), while Carthage has three provinces and 12 victory points, and Persia has eight provinces and 12 victory points.
TURN ONE (350-340 BC)
The revolt dice land 4-5, which pinpoints Sicilia, but the island is independent, so there is no effect.
Andy is drawn first, but there is nothing he can do as before expanding the Romans must first consolidate their rule in ITALIA, and to do that they must roll a die with a lower score than the turn, which is impossible on turn one.
I am next up with my Persians, and naturally attack AEGYPTUS, but roll 2 (4 or more is needed).
Richard's Macedonians are next, and he attacks Graecia, conquering it with a 6. This is important because Alexander will appear as a great captain on the next two turns, and the Macedonians only get the full benefit of having him if they control Graecia.
Finally, my regular opponent has the only tricky choice to make this turn - attack Sicilia or Gallia.
The former involves a naval crossing, which requires rolling a 3 or better, followed by an attack in which a 5 is required as Carthage gets a -1 modifier for attacking outside of its original empire. The odds of succeeding are therefore four in six (naval crossing) and two in six (attack), which totals eight in 36, or 22.2%.
Gallia does not involve a naval crossing, but there is -1 for attacking outside of the original Carthaginian empire, and another -1 for attacking an independent Gallia in the first 10 turns (Gallia and Cisalpina start with heightened tribal ferment). That means a 6 has to be rolled, and the chances of succeeding are therefore under 17%.
However, also deserving consideration is what happens after either province is conquered. Both Cisalpina and Magna Graecia are next to ITALIA, meaning conquering either will probably mean a speedy clash with Rome. Magna Graecia has the slight disadvantage that it can be attacked by Macedonia as well as by Rome, although the former is much more likely to be concerned with taking on my Persians. There is also the point that, thanks to tribal ferment, Cisalpina will be harder than Magna Graecia to conquer in the first 10 turns.
All in all, Sicilia is the obvious choice, but the Carthaginians defy the odds and go for Gallia, failing with a roll of 4.
Macedon's conquest of Graecia is the only change from the first decade

Monday, May 06, 2024

Past Glories

BROWSING WH Smith at Heathrow before catching a plane to Zurich, my eye was caught by a magazine-cum-pamphlet-cum book.
The fact it was published by New Scientist magazine almost put me off
I was right to be wary in that at times tedious wokeness breaks in.

Art, whether it is painting, a sculpture or music, is something we tend to associate with "advanced civilisations" (whatever that means).

But thankfully such examples are few, and for the most part the 100 pages are packed with fascinating history, or often pre-history.
Many of the articles read a bit like The Economist - visual soundbites that leave you wanting much more information.
But it was good to catch up with the current thinking on subjects such as the earliest cities, the development of writing and, believe it or not, the benefits of warfare.
Highly recommended, especially at the price of £10.99.

Wednesday, May 01, 2024

History On My Doorstep

ONE of the many advantages of living in central London, at least for those of a historical bent, is that it is almost impossible to walk anywhere without coming across something of historical significance.
Yesterday I was enjoying the morning sunshine when I decided to cut through Bunhill Fields, a former cemetery used mainly for Nonconformist burials.
Among the famous people interred at Bunhill - thought to be a corruption of Bone Hill, the name given to the area after cartloads of bones were dumped there following the closure of a charnel house at Old St Paul's in 1549 - is Daniel Defoe.
The author of Robinson Crusoe, and literally hundreds of other books and pamphlets, was christened Daniel Foe, but added the De to give suggestions of an aristocratic background.
When he died in April 1730 aged about 70 - his exact date of birth is unknown - Defoe was apparently on the run from creditors and was living in obscurity.
Indeed such was his obscurity that his gravestone apparently bore the name Dabow, thanks to a mistake by the monumental mason.
Despite the increasing popularity of Robinson Crusoe in Victorian times, the grave fell into disrepair, until a campaign by the newspaper Christian World raised more than £150 (about £100,000 in today's money, using average earnings*).
The money was used to raise this memorial
The inscription refers to "DANIEL DE-FOE"
*Source: MeasuringWorth.com