Wednesday, November 06, 2024

Roliça In 3D - French Playthrough: Turn Four

Map

Situation at the start of turn four
My three activation dice land 6, 5 and 3. I reroll the 5, which becomes a 4, meaning that by changing wildcard 6 into a 2 I can activate my whole army as all French troops are in the three central areas.
In area 2 I move General Delaborde diagonally forward to the right so he can support three units. The infantry fire at the rearward French cavalry ahead of them, the three dice increased for being on higher ground and for being next to the commander, the dice landing three 6s, 4 and 3, eliminating the Allied unit.
In area 3 my one-strength artillery fire at the infantry directly ahead, the two dice increased for being on higher ground, for being next to the commander and for firing at short range (+2), landing two 6s, 4, 3, 2 and 1, reducing the Allied unit to one-strength and forcing the survivors to pull back a hex. The French infantry fire at the one-strength Allied infantry directly ahead, the four dice becoming six thanks to higher ground and being next to the commander. The dice land 5, 4, two 3s and two 2s, which would normally be disappointing, but here the one hit is enough to eliminate the target.
In area 4 the infantry fire at the Allied cavalry in the open, height advantage increasing the three dice to four, and I roll six, two 5s and 2, eliminating another enemy unit. My one-strength cavalry charge the Allied cavalry in the copse, the two dice being decreased as the target has cover. I roll 4, forcing the enemy back into the stream. My cavalry may very well be eliminated in the Allied half-turn, but my thinking is they will have spared the infantry on the ridge from being charged by the French.
The Allied army has taken fearful casualties in a very short period
The AI's activation dice land 5, 4, 3 and 2.
In area 2 the infantry roll 6, advancing a hex and firing at my artillery. Their three dice are decreased for firing after moving and for having to fire through trees. The one die lands 4, but the gunners do not retreat as General Delaborde is supporting them. The artillery roll 1, but cannot move diagonally forward as they can only do that if that would put them in line-of-sight of French troops.
In area 3 the one-strength infantry roll 3, advancing a hex to be nearer the objective, and fire at my artillery, their two dice being decreased for firing after moving. However they roll a 6, eliminating my one-strength unit.
In area 4 the infantry fire at the French infantry directly ahead, the four dice decreased because of intervening trees. The dice land 6, 3 and 1, reducing my unit by a base. Sir Arthur Wellesley advances a hex so as to be beside three friendly units.
In area 5 the two-strength cavalry advance a hex into the copse to be nearer the objective. This puts them in contact with my one-strength cavalry, whom they attack, the three dice landing 6, 3 and 1, eliminating my unit. The forward infantry roll 2, advancing into the stream. The rearward infantry roll 3, also advancing into the stream.
End of turn four

Tuesday, November 05, 2024

Roliça In 3D - French Playthrough: Turn Three

Map

Situation at the start of turn three
My three activation dice land 6, 5 and 2. I reroll 2, which becomes 3, and change wildcard 6 into 4.
I start in area 5 by pulling my depleted cavalry out of the copse and back onto the ridge.
In area 3 I move the artillery on to the ridge, and order the infantry to fire at the Allied infantry directly ahead. The four dice are increased for being on higher ground, and I roll 6, 5, 4, 3 and 1, scoring two hits and sending the survivors back a hex.
In area 4 there is nothing for the infantry to do as their one possible target has just been forced out of range.
After the French half-turn
The AI's activation dice land 4, two 3s and 1. A 3 is rerolled, becoming 5.
In area 1 the forward cavalry roll 3, moving two hexes diagonally towards the objective hex (marked by a green bead on the ridge). The rearward cavalry roll 2, meaning they move two hexes straight down, at the same time moving near the objective.
In area 3 the forward infantry fire at my gunners, the three dice landing 6, 3 and 1, which means a hit, reducing my artillery to one-strength. The rearward infantry have no-one immediately within range, so they roll a die, a 4 indicating they advance towards the objective and fire at my artillery. Since the unit is only one-strength, it gets just two dice, and one of these is deducted for firing after moving, and its throw of 3 has no effect.
In area 4 the infantry roll 4, meaning they move diagonally into the stream behind the copse, the aim being to move nearer the objective. Sir Arthur Wellesley advances a hex so as to be adjacent to three friendly units.
In area 5 the forward cavalry roll 2, meaning they want to move nearer the objective, preferring to do so by moving straight down. They do that for one hex, but then move diagonally into cover of trees as that is the only way to close on the objective. The rearward cavalry roll 2, with the same effect, except they end on open ground between two copses. The forward infantry roll 6, advancing a hex. The rearward infantry roll 5, also advancing a hex.
The Allied attack has gained momentum

Monday, November 04, 2024

Roliça In 3D - French Playthrough: Turn Two

Map

Situation at the start of turn two
My three activation dice land 6, 5 and 4. I reroll the 5, which becomes a 1, and turn wildcard 6 into a 3.
I start with area 4, sending my infantry onto the ridge, from where they fire at the rearward left-flank Allied cavalry. The three dice are reduced for shooting after moving, but increased for being on higher ground, and I roll 6, 4 and 3, scoring one hit (the 6) and forcing the enemy unit to retreat a hex (the 4). My cavalry in area 4 leave the ridge and advance into the nearest copse, from where they attack the other left-flank Allied cavalry. I roll 5, 4, 3 and 1, which removes a base from the enemy unit (the 5) and forces it back a hex (the 4).
In area 3 I advance both units onto the ridge, but neither can fire - the infantry because they have no enemy within range, and the artillery because guns cannot move and fire in the same turn.
In area 1 I pull my cavalry back behind the ridge.
My right-flank cavalry are in cover, but  I cannot help feeling they will soon suffer from my tendency to be over-impetuous with the mounted arm
The AI's four activation dice land 4, 3 and two 2s. A 2 is rerolled, but becomes another 3. This is something of a relief to me as it means the AI will not be able to activate its four units in area 5, although plenty of other units will be in action.
In area 2 the infantry roll 2, advancing a hex. The artillery also roll 2, but cannot advance diagonally forward as neither relevant hex would put them in range and line-of-sight of French troops (line-of-sight being blocked by friendly troops in the case of moving diagonally to their left).
In area 3 the forward infantry roll 4, moving directly down a hex as this is the only way to move nearer the objective (they would prefer moving diagonally, but neither such hex would put them closer). They have four targets equidistant, including my cavalry sheltering in the copse, but prefer to fire at artillery. Their three dice are decreased for firing after moving, and they roll 4 and 2, forcing my guns off the ridge. The rearward Allied infantry in area 3 roll 2, advancing a hex.
In area 4 the infantry fire at my right-flank cavalry, their three dice decreased because my unit is in trees. However they roll 6 and 5, reducing my men to one-strength. Sir Arthur Wellesley stands pat.
The Allied army looks very intimidating

Sunday, November 03, 2024

Roliça In 3D - French Playthrough: Turn One

Map

Battlefield
My three activation dice land 6, 4 and 3. I turn wildcard 6 into a 2, meaning I can activate my whole army.
I advanced every unit directly forward a hex, except for my left-flank cavalry, which I moved diagonally forward to the left to get out of the line-of-sight of the Allied artillery
The AI's four activation dice land 5, two 4s and 3. A 4 is rerolled, but becomes another 3.
In area 2 the forward infantry roll 2, meaning they move a hex directly towards the objective (the ridge-hex marked with a green bead). The rearward infantry roll 6, moving straight down.
In area 4 the infantry roll 2. There are two hexes which would take them nearer the objective, which is their aim, and as they prefer vertical moves they advance straight down. Wellesley advances a hex to be adjacent to three friendly units.
In area 5 the forward cavalry roll 6, advancing two hexes into the stream. The rearward cavalry roll 4, advancing likewise (in this scenario rolls of 4-6 have the same effect for Allied cavalry). The forward infantry roll 2, advancing straight down to be nearer the objective. The rearward infantry roll 3, which has the same effect.
The AI has launched a classical oblique attack

Saturday, November 02, 2024

Roliça In 3D - French Playthrough

THE second scenario in Mike Lmabo's Battles Of Napoleonic Europe is again the Battle of Roliça, but this time the human commands the French.
Map - the French have to deploy below the blue dashed line
Battlefield -  made from Kallistra's Hexon II grid system
Note that although the layout is more-or-less an inverted version of the layout in the first scenario, the objective hex - shaded dark grey on the map; marked with a green bead on my battlefield - is on the ridge rather than, from the Allied view, behind it.
The AI wins if any Allied unit occupies the objective hex at any point before the end of turn 10.
To defend it I receive, in addition to General Delaborde, three units of infantry, two of cavalry and one of artillery.
Note that I get three fewer infantry units than the AI received when it commanded the French in the first scenario (more on this later).
I have opted for a traditional setup, with cavalry on the flanks - very similar to the formation I adopted when first playing this scenario
My plan is to site my artillery on the high-ground hex to the left of the objective hex, from where trees and high ground will not obstruct its line-of-sight to advancing Allied units.
The AI receives, in addition to Sir Arthur Wellesley, six units of infantry, four of cavalry and one of artillery.
This large disparity in numbers reflects the historical fact of the 1808 battle, namely that Delaborde's heavily outnumbered French effectively fought a delaying action, while withdrawing in good order.
In the first scenario the forces were unhistorically equal, which Lambo explains as a way of setting the human a stiffer challenge.
This second scenario has much more relevance to the historic battle, and, to me, at any rate, makes it all the more interesting.
The initial placing of the Allied cavalry is fixed, but the other units are sited according to dice rolls.
The AI has favoured its left flank, including placing Wellesley there
It will be interesting to see if the Allied artillery ever gets to play much of a role in the battle.
I won this scenario when I first played it, but by the skin of my teeth.
At the end of turn nine I was down to a single unit of artillery, whereas the AI, which had divided its forces into a righthand and lefthand column, had eight units left.
But in the final turn my unit occupied the objective hex, and the AI's activation dice meant it could not possibly expel my men and get an Allied unit into the vital hex.
As usual, I will be writing up my refight turn by turn.

Friday, November 01, 2024

Slingshot Issue 354

THE September/October edition of Slingshot, the journal of the Society of Ancients, arrived this week.
The cover features a 2,500-year-old statue, thought to depict an Italian king
There is plenty to interest me, including a short but well-illustrated review of Estonian-based Rollinmats' wargaming mats. I am tempted to buy one of its hexed desert mats for my biblical project.