Thursday, July 31, 2025

Battle of Sahagún - Halfway Verdict

Map

Situation after five turns
I am wary of counting chickens too soon, but my British forces still have their starting strength, while the French have lost their commander, a unit and two-thirds of a second unit.

Wednesday, July 30, 2025

Sahagún In 3D - Turn Five

Map

Situation after four turns
My activation dice land 6, 5, 5. I reroll the 5s, getting 4, 3, which means I can activate all the British forces without using wildcard 6.
I start in area 3 by sending the rearward cavalry to attack the French left-flank unit. The four dice are decreased for attacking from a river hex, but I roll 6, 6, 2, reducing the French unit to a single base.
The other cavalry in area 3 charge the French commander, the four dice decreased for attacking from a river hex. I roll 5, 4, 1, killing Baron César Debelle.
The artillery stay where they are, but Lord Henry Paget advances so he is in position to support my area-4 cavalry when they charge the left-flank French cavalry. The four dice are increased thanks to the commander's support, but decreased for attacking from a river hex. I roll 4, 3, 3, 2, forcing the enemy unit back on to the hill.
The AI's hopes rest on the unmoved French right-flank cavalry
The AI's activation dice land 6, 5, 4, 3. Wildcard 6 cannot be rerolled as the French commander is dead.
Only the French one-strength cavalry can be activated. They come down from the hill to attack my further forward right-flank cavalry, rolling 4, 1, but this does not force my unit to retreat as it is supported by the British commander.
Halfway through the 10 turns

Tuesday, July 29, 2025

Sahagún In 3D - Turn Four

Map

Situation after three turns
My activation dice land 5, 5, 2. I reroll the 5s, getting 5, 3.
In area 3 my cavalry continue their melee with the French unit, the four dice increased thanks to support from Lord Henry Paget. The dice land 6, 5, 1, 1, 1, causing the enemy cavalry to lose two bases.
The artillery do not have a target (guns can only fire in a direct line of hexes), so I leave the unit where it is.
In area 2 my cavalry swing round to attack the depleted French unit. The four dice are reduced for attacking from a river hex. Nevertheless I roll 6, 4, 1, eliminating the enemy unit's remaining base.
First blood to the British
The AI's activation dice land 5, 5, 1, 1. A 5 and a 1 are rerolled, but again land 5, 1.
The AI has units in area 1, but none of the units moves.

Monday, July 28, 2025

Sahagún In 3D - Turn Three

Map

Situation after two turns
My activation dice land 5, 3, 1. I reroll 5 and 1, getting 4 and 2, meaning I can activate all the British forces.
I advance every unit one hex, except for Lord Henry Paget, who moves diagonally forward two hexes to his right to be adjacent to three British units.
My right-flank cavalry units are within charge distance of the forward French cavalry on the hill
The AI's activation dice land 6, 6, 5, 4. Wildcard 6s are rerolled, becoming 3, 2.
There are no French troops in areas 2, 3 and 5, so those activation dice are wasted.
In area 4 the forward French cavalry come down from the hill to charge my furthest-forward cavalry, their four dice reduced for attacking from a river hex. The attack dice land 4, 3, 1, but my unit is not forced to retreat, which is what a 4 normally means, as the unit is supported by the British commander.
The other French cavalry in area 4 advance one hex only.
The forces have at last crossed swords, but so far ineffectually 

Sunday, July 27, 2025

Sahagún In 3D - Turn Two

Map

Situation after one turn
My activation dice land 6, 3, 1. I reroll 1, but it becomes another 3, and I turn wildcard 6 into 4.
In area 3, all units advance a hex, while in area 4 the cavalry move forward two hexes.
The British advance continues
The AI's activation dice land 6, 3, 1, 1. Wildcard 6 and a 1 are rerolled, becoming 5 and 3.
In area 1 there are three units, but none moves.
In area 3 the cavalry move diagonally left a hex to be nearer to a friendly unit.
There are no troops in area 5, so that activation die is wasted.
The scenario has begun quietly, but a clash of arms can be expected soon

Saturday, July 26, 2025

Sahagún In 3D - Turn One

Map

Starting positions
My activation dice land 3, 2, 1. I reroll 1, but get another 2.
In area 3 the artillery and Lord Henry Paget advance a hex, and the cavalry advance two hexes, as do the cavalry in area 2.
The AI's activation dice land 6, 5, 3, 2. Wildcard 6 is rerolled, but becomes another 3.
In area 2 Baron César Debelle advances diagonally right two hexes to be adjacent to two cavalry units.
In area 3 the cavalry roll 1, which has no effect as there are no enemy troops within three hexes.
My British are advancing boldly

Friday, July 25, 2025

Battle Of Sahagún In 3D

THE seventh scenario in Mike Lambo's Battles Of Napoleonic Europe is Sahagún fought from the British side.
The British start below the dashed red line
The map translated into 3D
The human receives Lord Henry Paget, three units of cavalry and one of artillery.
The British forces
The AI has Baron César Debelle and four units of cavalry.
The French
To win the British have to eliminate the complete French forces before the end of turn 10.
When I first played the scenario, using the board and counters in Lambo's book, I won in eight turns.
Here is how I set up
I am going for a similar setup this time.
Hopefully my troops will be able to react to wherever the French position themselves
The French deployment is decided by dice throws.
The AI has created a strong right hook

The complete battlefield

Thursday, July 24, 2025

Midianite Slingers

Two units of Midianite slingers
They are Tenth Legion (formerly Magister Militum) 10mm figures, and I have based them as part of my biblical project, which will probably mainly use Neil Thomas's rules from Ancient & Medieval Wargaming.
While I have painted them specifically for a Midianite Arab army, they could just as easily appear in the ranks of just about any other ancient army in that part of Asia known today as the Middle East.
Here are the slingers, with Midianite camelry, the latter figures being from Newline Designs

Wednesday, July 23, 2025

Summing Up My French Playthrough Of Vimeiro In 3D

DEFEATS do not become much more comprehensive than this.
I think it fair to say I was unlucky with my dice - not so much when throwing for activation, but definitely when attacking.
The AI's dice did not seem particularly lucky, until the dramatic sixth turn, when suddenly everything went right for it.
But, apart from the dice, were there other reasons for my defeat?
Perhaps I was at fault for advancing my army in a somewhat piecemeal fashion, rather than as a compact body?
But of course a large contributory factor to my defeat was that I started with three infantry units instead of the stipulated four, only discovering the fact after I had begun posting the battle.
Therefore, after six scenarios of this 3D series, I feel my score against the AI should remain at 3-2, although if you include this debacle of the misplayed scenario the score is tied 3-3.
At this stage first-time through I was losing 3-4, having played one scenario twice, but if the replayed scenario is excluded, I was losing 2-4.

Tuesday, July 22, 2025

Vimeiro In 3D - French Playthrough - Turn Seven

Map

Situation after six turns
My activation dice land 5, 4, 3. I reroll the 5 and 4, but get 4 and 3.
I can only activate General Junot, and he, perhaps in shame at the way the battle has gone, charges the Allied cavalry. A commander counts as one-strength cavalry, so he receives two dice, with one added for being on higher ground. I roll 5, 3, 2, causing the enemy cavalry to lose a base.
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 1.
The AI has no troops in area 1, but in area 2 the one-strength infantry fire at my infantry, gaining a die for being on higher ground. The dice land 5, 5, 3, eliminating two French bases, at which point I, somewhat belatedly, concede.

Monday, July 21, 2025

Vimeiro In 3D - French Playthrough: Turn Six

Map

Situation after five turns
My activation dice land 6, 2, 2. I reroll a 2, which becomes a 3, and turn wildcard 6 into a 1.
In area 1 my two-strength cavalry turn and charge the Allied infantry on Vimeiro Hill. There is no bonus in this game for attacking in the flank or rear, and my dice land 6, 3, 3, 2, 2, causing the enemy unit to lose a base.
In area 3 I my one-strength infantry fire at the three-strength Allied infantry directly ahead. The two dice are increased for being on higher ground and for having support from General Junot, but I only roll 4, 3, 3, 2, which has no effect as the enemy does not need to retreat since it is supported by Sir Arthur Wellesley.
I then move Junot diagonally back to the left so he can support my infantry in area 2, which advances and fires at the Allied infantry on Vimeiro Hill. The four dice are decreased for firing after moving, but increased thanks to the presence of the commander, and I roll 6, 2, 2, 1, causing the enemy unit to lose a base - its second loss this turn.
The AI's activation dice land 3, 3, 1, 1. A 3 and a 1 are rerolled, becoming 2 and 1.
The AI has no troops in area 1, so that activation die is wasted.
In area 2 the one-strength Allied infantry attack my cavalry, turning to do so (there is no provision in the rules for AI units changing face - presumably it is not expected to happen - but this seems the fairest solution). The two dice land 6, 5, eliminating my unit, which surely puts the kibosh on my chances.
The Allied cavalry in area 2 attack my one-strength infantry on the high ground, rolling 6, 6, 5, 1, 1, 1, eliminating my unit.
In area 3 the infantry advance a hex and fire at my two-strength infantry on the high ground. The four dice are reduced for firing after moving, but the dice land 6, 5, 4, eliminating yet another of my units.
Wellesley, now that the battle is past turn five, has different operating instructions, in this case taking him diagonally forward two hexes to the left to be nearer the village of Vimeiro.
Finally the artillery remains where it is (perhaps the gunners think there services will hardly be needed to wrap up victory).
Talk about a dramatic half-turn - in a flash I have gone from reasonably optimistic to wanting to throw in the towel

Sunday, July 20, 2025

Vimeiro In 3D - French Playthrough: Halfway Verdict

Map

Situation after five turns
The French begin the scenario heavily outnumbered, and my army remains heavily outnumbered.
Losing my artillery without it even firing a round was a big blow.
But there is hope in the shape of the French cavalry, which can be expected to swing round and inflict significant casualties on the Allied troops gathering around the French objective of Vimeiro.
Here is how the battle looked halfway through my first playthrough of this scenario
If it were not for the placing of my cavalry in the 3D scenario, I would say I was doing far better at the halfway point of my first playthrough.
I went on to lose that game, albeit by the tightest of margins, and it may well be I will lose this time too ... but perhaps the cavalry will come to my rescue.

Saturday, July 19, 2025

Vimeiro In 3D - French Playthrough - Turn five

Map

Situation after four turns
My activation dice land 6, 3, 2. I turn wildcard 6 into a 1, and take a risk by rerolling 2 as I want to activate my infantry in area 4. However the die lands as another wildcard 6, which I turn into a 4.
In area 1 my two-strength cavalry roll continue their battle with the Allied extreme-right infantry, rolling 6, 6, 3, 1, 1, destroying the enemy unit's remaining two strength points.
Next, in area 4, my two-strength infantry fire at the furthest-forward Allied infantry, the three dice increased for being on higher ground and for receiving support from General Junot. The dice land 6, 4, 3, 3, 3, causing the enemy to lose a base and fall back a hex.
The infantry in area 3 fire at the two-strength Allied infantry in the river hex, also getting five dice, which land 5, 3, 3, 2, 2, inflicting the loss of a base.
A reasonably productive half-turn for the French
The AI's activation dice land 6, 6, 4, 4. The wildcard 6s and a 4 are rerolled, becoming 5, 2, 1.
The Allies no longer have troops in area 1, so that activation die is wasted.
In area 2 the infantry advance to the edge of Vimeiro Hill and fire at my artillery, gaining an extra attack die for being on higher ground, but losing one for firing at range two-three after moving. The dice land 6, 5, 4, eliminating my unit (artillery start with two strength points, unlike the three points of infantry and cavalry units). The Allied cavalry advance two hexes to directly behind the village of Vimeiro.
In area 4 the one-strength infantry fire at my furthest-forward infantry, rolling 5, 1, causing my men to lose a base. The two-strength Allied unit wants to move nearer Vimeiro, but cannot do so. The three-strength unit also wants to advance, but its way is blocked.
Finally, there are no Allied troops in area 5, so that activation die is also wasted.
Allied troops are starting to gather in some numbers in the vicinity of Vimeiro, which I have to be occupying at the end of turn 10 to claim victory

Friday, July 18, 2025

Vimeiro In 3D - French Playthrough - Turn Four

Map

Situation after three turns
My activation dice land 6, 3, 1, and I change wildcard 6 into 4.
I start in area 1 by ordering my so-far victorious cavalry to charge the infantry directly to their front, but my five dice land 5, 3, 2, 2, 2, meaning the infantry only lose one base.
I next switch to area 4, where General Junot advances one hex diagonally right and supports the two-strength infantry as they fire at the Allied infantry directly ahead. The three dice are increased for the commander's support and for being on higher ground, but I roll a derisory 3, 3, 2, 2, 1, meaning the shooting has been totally ineffective.
In area 3 the infantry advance diagonally right to fire at the same Allied target. Their four dice - my unit is at full strength - are increased thanks to Junot and being on higher ground, but reduced for firing at range two-three after moving. I roll a disappointing 5, 2, 2, 2, 1, causing the Allied unit to lose just one base.
I couldn't complain about my activation dice this half-turn, but my attack dice left a lot to be desired
The AI's activation dice land 6, 4, 3, 2. Wildcard 6 is rerolled, but becomes a 2.
In area 2 the infantry ascend Vimeiro Hill, but the cavalry roll 1, which only has an effect if there are enemy troops within three hexes.
In area 3 the infantry advance diagonally left to approach my forward infantry on the high ground. Sir Arthur Wellesley cannot move to be beside more friendly units than he is already adjacent to, and so stays where he is. The artillery want to move straight down, but cannot because Wellesley is in the way.
There are three infantry units in area 4. The two-strength unit fires at the French infantry nearest Vimeiro, the three dice reduced for shooting from a river hex. However the dice land 5, 1, causing my unit to lose a base. The further-forward infantry on the hill advance, but the remaining unit is unable to move straight down and so stands still.
Fighting has become something of a battle of attrition, which will not be good news for the outnumbered French if it continues that way

Thursday, July 17, 2025

Vimeiro In 3D - French Playthrough - Turn Three

Map

Situation after two turns
My activation dice land 5, 2, 1. I reroll 5, but get another 2.
In area 1 my two-strength cavalry again surge up Vimeiro Hill to attack the nearest Allied infantry, rolling a stupendous 6, 6, 5, 5, 4 - talk about overkill!
In area 2 my infantry and my artillery advance a hex.
My cavalry have eliminated the first line of Allied foot on the Allied extreme-right, but if the AI can activate the second line in the coming half-turn, tables could be turned
The AI's activation dice land 6, 5, 5, 4. Wildcard 6 and a 5 are rerolled, but land 6, 4.
In area 4 the forward Allied infantry fire at my men directly ahead of them. The four dice are reduced for being in a river hex, but land a reasonable 6, 4, 2. That causes my unit to lose a base, but it does not retreat on the 4 because it is supported by General Junot.
The other infantry in area 4 roll a 6, meaning they want to move nearer my unit that has just been shot at, but while they can advance diagonally right or left, neither results in them being nearer my men, and so the Allied unit remains where it is.
In area 5 the infantry advance diagonally right to bring them nearer my right-flank infantry.
Both armies lost a single base this turn