Friday, January 31, 2025

Remarque-able

I HAVE lost count of the number of 'classic' books I have bought only to find they do not live up to their billing.
So it was with strong doubts in my mind that I splashed out £6 on a remaindered copy of Erich Maria Remarque's Im Westen Nicht Neues, better known in English-speaking lands as All Quiet On The Western Front.
I mention the German title because an accurate translation would be Nothing New In The West, or, as translator Brian Murdoch freely renders it, Nothing New On The Western Front.
Be that as it may, Ramarque was a WW1 veteran who used his experiences in basic training, on the front line and as a hospital orderly to write a gripping and entertaining work of fiction.
In some ways, and this will probably be regarded as heresy by literary cognoscenti, the book reminded of Danish writer Sven Hassel's Legion Of The Damned Series (and, in a lesser way, Stephen Crane's The Red Badge Of Courage).
In my defence, I was in my mid-teens when I started reading Hassel, and my memory of his qualities may be faulty.
But I doubt if many readers of Remarque would query my praise of his work.
A remarkable read

Thursday, January 30, 2025

Background Reading

ECKART FRAHM's Assyria - The Rise And Fall Of The World's First Empire proved excellent background reading for my biblical project.
A substantial read
There is little military detail in the book, but nevertheless I found the book gripping and informative.
The author is professor of "Assyriology" at Yale University.

Wednesday, January 29, 2025

Tuesday, January 28, 2025

Summing Up My French Playthrough Of Columbeira In 3D

AFTER first playing this scenario, losing in six turns, I commented that it seemed "an all-but-impossible task for the human player."
I still think it is tough, but having survived an extra turn I am less sure of the scenario being "all-but-impossible."
Nevertheless I am still very uncertain as to the best strategy to be adopted by the French commander, ie the human.
The good news is that at this stage last time in my series against the AI was tied 2-2, but in this 3D series I am leading 3-1.

Monday, January 27, 2025

Columbeira In 3D - French Playthrough: Turn Seven

Situation after turn six
My three activation dice land two 5s and 4. I reroll a 5, but get another 5.
In area 5 my cavalry advance diagonally right, and then forward, attacking the Allied horsemen in the copse. The three dice are decreased for the target being in cover, and I roll 4 and 1, forcing the enemy back a hex.
In area 4 General Delaborde falls back diagonally right two hexes.
The French forces could hardly be more widespread
The AI's activation dice land 4, 3, 2 and 1.
In area 1 the infantry roll 3, advancing a hex, but cannot fire at my nearby unit thanks to the plateau effect of high ground.
In area 2 the infantry in Columbeira fire at my infantry, their four dice increased for being next to Sir Arthur Wellesley. They roll two 4s, two 3s and 2, meaning my men should retreat two hexes. However, my unit is on the edge of the battlefield, so instead of retreating two hexes it loses two bases.
The unit is therefore eliminated, and I have lost the scenario as the French army is down to fewer than three units.

Sunday, January 26, 2025

Columbeira In 3D - French Playthrough: Turn Six

Map

Situation after turn five
My three activation dice are all 1s. I reroll them, getting 5, 3 and 1.
Accordingly I can only activate my cavalry, who charge the Allied cavalry directly ahead of them. The dice land 6, 5 and 2, easily eliminating the enemy unit.
It's not looking good
The AI's four activation dice land 6, 4, 3 and 1. Wildcard 6 is rerolled, becoming 2.
In area 1 the infantry roll 6, advancing onto the big hill.
In area 2 the infantry in Columbeira fire at my infantry, but can only roll 4, two 2s and 1, forcing my men back a hex to the edge of the battlefield. The other Allied infantry in area 2 roll 4, meaning they want to move towards the nearest enemy, General Delaborde being chosen on tiebreak for being further up the map. However no move will bring them closer, so they remain where they are. Finally in area 2, Sir Arthur Wellesley advances a hex to be adjacent to four friendly units.
In area 3 the forward infantry roll 4, advancing into the river. The middle infantry also roll 4, advancing diagonally left into the copse. The rearward infantry roll 2, advancing diagonally left into the river, from where they fire at General Delaborde, their three dice being decreased for firing after moving and for firing from a river hex, and they roll an ineffective 2.
There are no Allied units in area 4, or at least there were not any at the start of the half-turn, and so that activation die is lost.
I have survived turn six, the point at which I lost this scenario last time

Saturday, January 25, 2025

Columbeira In 3D - French Playthrough: Halfway Verdict

Map

Situation after turn five
To win, I have to survive five more turns without losing any more units.
When I first played this scenario, I was also down to three units after five turns.
Victory went to the AI on the next turn
If this time I can survive past turn six, I will be pleasantly surprised, but you never know!

Friday, January 24, 2025

Columbeira In 3D - French Playthrough: Turn Five

Map

Situation after turn four
My three activation dice land 5 and two 1s. I reroll the 1s, getting 6 and another 5.
I turn wildcard 6 into 3, but start in area 5 by using my cavalry to attack the Allied cavalry, with which they are already engaged. However the three dice land a miserable two 2s and 1.
In area 3 my two-base infantry fire at the three-base Allied cavalry, the two dice increased for being on higher ground and for receiving support from the French commander. I roll a much better two 6s, 5 and 1, eliminating the enemy unit. General Delaborde advances one hex diagonally right, ensuring he is some distance from the Allied infantry.
It is conceivable my French could lose two units this coming half-turn, thus falling below the three necessary to keep the battle going
The AI's four activation dice land 5, 4, 2 and 1.
In area 1 the forward infantry roll 5, advancing diagonally left. The rearward infantry roll 3, also advancing diagonally left.
In area 2 the infantry in Columbeira fire at my infantry on the high ground (the target being chosen on tiebreak over my other, further back, infantry). The four dice land three 5s and 4, easily destroying my unit. The rearward Allied infantry roll 1, advancing diagonally left.
There are no Allied units in area 4, but in area 5 the forward cavalry continue their melee with my horsemen, rolling 4 and 1, forcing my unit to fall back a hex.
I am hanging on by my fingertips

Thursday, January 23, 2025

Columbeira In 3D - French Playthrough: Turn Four

Map

Situation after turn three
My three activation dice land 5, 3 and 2. I reroll 3 and 2, in the hope of getting a 4, and in a way I do as they land wildcard 6 and 1.
I turn wildcard 6 into 4, and start in area 4 by advancing the infantry into the copse, from where they attack the Allied cavalry directly ahead of them. The three dice are increased for attacking from an adjacent hex after moving, and I roll 6, 5, 4 and 2. The enemy unit loses two bases, the surviving base falling back diagonally right, preferring to avoid the river.
In area 5 my cavalry charge the enemy cavalry straight ahead, rolling 6 and two 2s, causing the enemy unit to lose one of its two remaining bases.
If the AI can activate its left flank in its half-turn, I will probably be in big trouble
The AI's four activation dice land two 6s, 4 and 2. The wildcard 6s are rerolled but become another 4 and another 2.
In area 2 the forward infantry roll 4, entering the village of Columbeira, from where they fire at my artillery (a preferred target over infantry). The three dice are decreased for firing after moving, but they roll 5 and 1, eliminating my one-base unit. The rearward Allied infantry roll 2, advancing diagonally left. Sir Arthur Wellesley remains where he is, supporting three friendly units.
In area 4 the cavalry roll 2, charging my infantry in the copse. Their six dice are decreased for the defenders being in cover, but they roll 6, two 5s, 4 and 3, eliminating my unit.
The French cause is looking forlorn

Wednesday, January 22, 2025

Columbeira In 3D - French Playthrough: Turn Three

Map

Situation after turn two
My three activation dice land two 5s and 4. I reroll the 5s, getting 4 and 2.
In area 4 the infantry advance diagonally right and attack the Allied cavalry in the copse. Their three dice are increased for attacking from an adjoining hex after moving, but decreased for the enemy enjoying cover. I roll 6, 4 and 1, scoring a hit and forcing the survivors to flee from the trees. My cavalry charge the other advanced Allied cavalry, rolling a stupendous three 6s and 1, eliminating the enemy unit.
In area 2 General Delaborde moves to behind the infantry in area 3. My infantry in area 2 fallback diagonally right.
The Allies are first to lose a unit, but have plenty more
The AI's four activation dice land 6, 5 and two 4s. Wildcard 6 and a 4 are rerolled, becoming 1 and another 5.
In area 1 the forward infantry roll 2, advancing a hex. The rearward infantry roll 3, also advancing a hex.
In area 4 the two-base cavalry roll 3, advancing to attack the nearest enemy furthest up the map, ie my cavalry. Their three dice land 5, 4 and 1, causing my men to lose a base and fall back a hex. The more-forward of the three-base Allied cavalry units rolls 6, advancing two hexes. The other cavalry unit rolls 2, which means it also advances two hexes.
There are no Allied units in area 5, so that activation die is wasted.
The fighting on the French right is critical - I must prevail there to have any chance of overall victory

Tuesday, January 21, 2025

Columbeira In 3D - French Playthrough: Turn Two

Map

Situation after turn one
My activation dice land 3 and two 2s. I reroll a 2, but get a useless-for-me 1.
In area 3 my artillery fire at the Allied infantry directly ahead of them, the three dice increased for being on higher ground and for being next to General Delaborde. I roll 5, two 4s, 3 and 2, causing the infantry to lose a base, but the 4s have no effect - luckily for the infantry as they had nowhere to retreat to - thanks to the supporting presence of Sir Arthur Wellesley. My rearward infantry advance diagonally right to await the approach of the Allied horsemen.
In area 2 my infantry fallback diagonally left to get onto high ground from which to fire at the most-forward Allied infantry. The four dice are decreased for moving, but increased for being on higher ground and for being next to the general. I roll a disappointing 4, two 2s and two 1s, causing the enemy to retreat a hex.
Some of the Allied infantry will probably be able to advance and fire at my forces in their half-turn
The AI's activation dice land two 5s, 2 and 1. A 5 is rerolled, becoming a useful 3.
In area 1 the forward infantry roll 6, advancing into the nearby copse. The rearward infantry roll 3, also advancing.
In area 2 the forward infantry roll 2, leaving their copse and advancing towards Columbeira, firing at my most-forward infantry on the middle hill. The four dice are decreased for firing after moving, and they roll 5, 3 and 1, causing my unit to lose a base. The rearward infantry roll 2, advancing and firing at my left-flank infantry. Again the four dice are decreased for firing after moving, and again the result is 5, 3 and 1, meaning a hit. Wellesley enters the nearby copse, from where he is adjacent to three friendly units.
In area 3 the two-strength infantry roll 3, advancing and firing at my artillery (their preferred target, in these circumstances, over infantry). The three dice are decreased for moving, but they land 5 and 3, causing my unit to lose a base. The rearward infantry roll 4, advancing. The artillery roll 5, advancing.
In area 5 the forward cavalry roll 6, moving two hexes diagonally right into the copse in front of my massed right-flank. The rearward cavalry roll 3, meaning they want to move directly down to the nearest enemy. There are three of my units equidistant, but they prefer the furthest forward, which is the infantry on the hill next to my artillery. The cavalry advance one hex diagonally right (the only way to get nearer the enemy, although they would prefer to go straight down), and then a second hex straight down.
A good turn for the Allied army, especially when its starting-advantage in numbers is taken into account

Monday, January 20, 2025

Columbeira In 3D - French Playthrough: Turn One


Map

Starting positions of the armies
My three activation dice land 6, 4 and 3, so by changing wildcard 6 into a 2 I can activate my whole army.
I start in area 2 by advancing the infantry and General Delaborde a hex.
Then in area 3 the artillery fire at the Allied infantry directly ahead. The three dice are increased for being on higher ground and for being next to the commander, but I roll three 3s and two 2s, so no hits (5+ is needed for a hit, while 4 causes a retreat). The forward infantry in area 3 advance a hex, the other infantry occupy the ground they have vacated, and the cavalry advance diagonally right two hexes to stand on the front part of the little hill.
Not a great start for the French cause
The AI's four activation dice land two 5s and two 2s. One of each pair is rerolled, resulting in another 2 and a useless - in this context - 6.
In area 2 the forward infantry roll a 3, meaning they advance and want to fire at my left-flank infantry, but cannot do so as line-of-sight is blocked by the village of Columbeira. The rearward infantry roll 2, entering the nearby copse. Sir Arthur Wellesley advances a hex so as to be adjacent to three Allied units.
In area 5 the forward cavalry roll 5, advancing two hexes. The rearward cavalry roll 2, meaning they keep pace with their comrades.
A quiet-before-the-storm first turn

Sunday, January 19, 2025

Columbeira In 3D - French Playthrough

THE fourth scenario in Mike Lambo's Battles Of Napoleonic Europe is probably the hardest of the lot.
When I played it in September 2023, using the map and counters in the book, I lost in just six turns.
Lambo calls the scenario the Battle of Roliça Part Two, but I have renamed it Columbeira, partly to make the name less of a mouthful.
After my chastening experience last year, I wrote: "I hope I do not seem like a bad loser, but I believe this scenario is an all-but-impossible task for the human player."
Well, here is my chance to prove myself wrong.
Map of the battlefield
A 3D version of the battlefield with a grid made from Kallistra of Nottinghamshire's Hexon II terrain system, with trees, river and 'village' added
The human commands the French, who consist of General Henri-François Delaborde, three units of infantry and one each of cavalry and artillery.
The French army - 10mm figures by WoFun

The AI receives Sir Arthur Wellesley, six units of infantry, four of cavalry and one of artillery
To win the French have to preserve at least three units to the end of the battle, ie for 10 turns.
On the map you should be able to see a blue dashed line on the bottom left. I have to set up my forces below it.
Last time my plan was to defend from the two largest hills, hoping the advantage of being on higher ground would be significant.
Unfortunately the Allies' overwhelming numbers proved too much, so this time I will need a different plan.
One feature of this scenario, unlike most others, is that the AI's setup is largely fixed, with only the placement of the artillery and the commander somewhat randomised.
Here is how I set up the French forces in September 2023
Basically the Allied infantry start on the Allied right, and the Allied cavalry on the Allied left.
My plan this time is put the river between my army and the Allied infantry, while at the same time hoping to out-manoeuvre, and out-fight, the Allied cavalry on the other flank.
A very different setup, with the largest hill completely unoccupied
As I stated, the Allied setup is largely fixed, and the two semi-randomised placings, of Sir Arthur Wellesley and the Allied artillery, resulted in them landing in the centre of the Allied forces - indeed in exactly the same spots as in my first playthrough.
The impressive Allied army looms in the distance
As usual I will write up the battle as it proceeds.

Saturday, January 18, 2025

Dishy Dozen

I POP into branches of Poundland, when I get the chance, mainly to look at the toy section, but also to keep an eye out for anything else that could come in handy wargaming-wise.
This week at Camden in North London my scouting paid off handsomely when I found an artists' pack of acrylic paints.
12 tubes of acrylic paint for £4, a price you could easily pay for one tin in a modelling shop
I also bought a four-pack of superglue for £1. Not only is the price great, but I find these cheap but cheerful little tubes do not clog up, which often happens with much more expensive products.

Saturday, January 11, 2025

I've Started ... But I Won't Finish

GOING through boxes in my old bedroom at my parents' house, I came across the remains of many an uncompleted wargaming project, some of them going back more than 50 years.
Airfix WW1 Germans, 'converted' (spikes cut off pickelhaubes) and painted as Victorian British soldiers, and as Royal Navy reserve

Friday, January 10, 2025

Second Batch of Assyrian Infantry


Another mixed unit of spearmen and archers - 10mm figures from Newline Designs

Thursday, January 09, 2025

North Men

ONE of my best recent charity-shop finds is The Men Of The North, which I bought from Oxfam at Greenwich in November for £4.99.
The subtitle, The Britons Of Southern Scotland, gives a better clue as to the subject.
As most people know, before the arrival of Angles, Jutes, Saxons, etc in what was to become England, most of Britain was occupied by people whose descendants were to be restricted by the Germanic immigrants to Wales and Cornwall.
But what is less well-known is that as well as in Wales and Cornwall, there were petty kingdoms of the 'Welsh' in what is now northwest England and southwest Scotland.
These are The Men Of The North, to be differentiated from the other men of the north in those days, namely the Picts and, in increasing numbers from Ireland, the Scots.
As Tim Clarkson shows in his book, the picture was complicated, the sources are limited and not always reliable, and the archaeological evidence is by no means conclusive.
I knew about the Ancient Britons, as the Celtic tribes are often called, and their kingdom of Strathclyde.
But I really knew very little, and I did not know how intricate the various alliances were, and indeed that there were many petty realms I had never heard of, let alone studied.
I was also not aware, or at least not as aware as I should have been, that much of the fighting was not ethnic - Britons also fought Britons, Scots fought Scots, and proto-English fought proto-English.
Great read
The book has inspired me to hunt down and buy a copy of the famous boardgame Britannia.
I can hardly wait to watch history unfold on my tabletop.

Wednesday, January 08, 2025

Summing Up Four Go To War

TOWARDS the end it looked like being a nail-biting finish between Richard's Romans and Andy's Persians, but the former were plagued by late revolts, while Andy was able to take advantage of Macedonian weakness to first reach the Mediterranean, and then capture double-scoring AEGYPTUS.

Here are the updated standings (four points for a win, three for coming second, etc).

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Total: 19pts

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Total: 17.5pts

REGULAR OPPONENT
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Total: 12pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Total: 11.5pts

SCORES BY PEOPLES
Persians/Parthians: 19pts
Romans: 17.5pts
Carthaginians: 14.5pts
Macedonians: 9pts

The main points:
*Andy has regained the lead..
*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's second place in game six is his best score..
*Looking at the peoples' stats, the Persians/Parthians have scored more than twice as many points as the Macedonians.
*Only the Carthaginians have failed to win a game.

Tuesday, January 07, 2025

Four Go To War - Turn 20 (160-150 BC)

Situation at the end of turn 19
This is the last turn, at the end of which the final victory points will be added.
My Carthaginians have 18 points from the halfway stage, with two to be added if AFRICA is held, meaning Carthage would have 20 points.
Richard's Romans have five points from halftime, with 13 to be potentially added (10 provinces are held, including double-scoring IBERIA and triple-scoring consolidated ITALIA), making a total of 18 points.
Reg's Macedonians have 10 points from halftime, with just two likely to be added, totalling 12.
Andy's Persians have 15 from the halfway stage, with seven likely to be added (six provinces, including double-scoring AEGYPTUS), meaning a total of 22 points.
First the revolt dice land 4-3, but that indicates INDIA, which is already independent.
Richard's Romans attack AFRICA, easily conquering it, bringing their total to 20 points, and reducing Carthage's to 18.
Andy's Persians conquer Armenia, bringing their total to 23 points, and reducing Macedon's to 11.
I fail to free Carthage's AFRICA homeland, but Reg reconquers Armenia, bringing Macedon's total back to 12, and reducing the Persians to 22.
The final picture, with victory points added