Tuesday, September 30, 2025

Cacabelos In 3D - French Playthrough: Turn Three


Situation after two turns
My activation dice land 6, 5, 3. I reroll the 5, which becomes a second wildcard 6, so by changing the 6s into 4 and 2 I can activate my whole army.
I start in area 4, where my one-strength cavalry attack the Allied one-strength infantry, rolling an excessive 6, 5, 5, 5, eliminating the enemy unit.
In area 3 the infantry in Cacabelos shoot at the Allied infantry diagonally ahead of them, the four dice increased thanks to support from General Colbert-Chabanais. However I roll a miserably ineffective 3, 3, 2, 1, 1. The other infantry in area 3 advance diagonally left and shoot at the same target, the four dice decreased for firing after moving and for shooting through trees. The dice land 4, 3, forcing the enemy unit to withdraw a hex.
The Allied army remains formidable
The AI's activation dice land 4, 2, 2, 1. A 2 is rerolled but becomes a useless - in this context - 6.
In area 1 the forward infantry advance diagonally left into a river hex. The rearward infantry also advance diagonally left. The cavalry remain where they are.
In area 2 the one-strength infantry fall back a hex. The cavalry remain where they are, as does General Edward Paget.
In area 4 the cavalry charge my one-strength cavalry, the four dice decreased for attacking from a river hex. The dice land 6, 5, 1, eliminating my unit. The one-strength infantry advance diagonally right. The artillery remain where they are.
It is already looking near-hopeless for the French

Monday, September 29, 2025

Cacabelos In 3D - French Playthrough - Turn Two


Situation after turn one
My activation dice land 6, 6, 4. I turn wildcard 6s into 5 and 3.
I start in area 5 by sending the cavalry to charge the nearest Allied infantry, the dice landing 5, 5, 2, 1, 1, 1, eliminating two enemy bases.
In area 4 the two-strength infantry fire at the one-strength Allied infantry beyond the river, the dice increased thanks to support from General Colbert-Chabanais. I roll 4, 4, 4, 3, forcing the enemy unit to retreat to the edge of the battlefield. I take a risk with the general by advancing him diagonally left into trees, where he might prove vulnerable but can support my forward infantry in area 3, who enter Cacabelos and shoot at the three-strength Allied infantry in the river hex. The four dice are decreased for firing after moving, but increased thanks to support from the commander. I roll 6, 5, 3, 1, eliminating two bases.
The rearward infantry in area 3 advance diagonally left to behind the town.
The AI's activation dice could be critical in the next half-turn
The AI's activation dice land 5, 4. 3, 3. A 3 is rerolled, but becomes another 4.
In area 3 the infantry shoot at my right-flank cavalry, rolling 6, 1, 1, therefore eliminating a base.
In area 4 the one-strength infantry attack my cavalry, the two dice decreased for attacking from a river hex. However the one die lands as a 6, eliminating a base. The Allied cavalry advance two hexes. The one-strength infantry advance diagonally left.
In area 5 the infantry fall back a hex. The artillery move right onto high ground.
My right-flank cavalry have become a forlorn hope

Sunday, September 28, 2025

Cacabelos In 3D - French Playthrough: Turn One


Situation at the start
My activation land 5, 5, 4. I reroll both 5s, getting 5, 2.
In area 2 my infantry advance into the copse by Cacabelos.
In area 4 my infantry advance into the cover of trees and shoot at the Allied infantry directly ahead, the four dice decreased for firing after moving. I roll 6, 6, 2, eliminating two bases. General Colbert-Chabanais moves diagonally left a hex. He could have advanced a hex earlier in order to support the infantry, but that would have put him in danger of being shot at by Allied infantry in the next half-turn.
In area 5 my cavalry move into the trees.
A reasonable start for my French
The AI's activation dice land 6, 6, 5, 2. The 6s are rerolled, becoming 5, 4.
In area 2 the infantry advance into the river hex and shoot at my men in the copse beside Caacabelos. The four dice are decreased for firing after moving, for firing through trees and for the target being in cover. However the surviving die lands as a 4, forcing my unit to fall back a hex. The cavalry stay where they are, as does General Edward Paget.
In area 4 the one-strength infantry shoot at my unit directly ahead, the two dice decreased for the target being among trees. However the die lands as a 6, eliminating a base. The three-strength infantry advance into the river hex and want to shoot at my cavalry in the trees. However the three dice would be reduced for firing after moving, for firing from a river hex and for the target being in cover. So instead they shoot my two-strength infantry, which means they get one die (a full-strength infantry unit shooting at infantry start with four dice, rather than the three they get when shooting at cavalry). The die lands as a 3, having no effect. The Allied cavalry in area 4 stay where they are.
In area 5 the infantry fall back a hex, while the artillery move right to put my right-flank cavalry in range and line-of-sight - they cannot shoot as artillery cannot move and fire in the same turn.
The Allied infantry are going to be hard to beat, but even if that can be accomplished, my men will then somehow have to get past the Allied cavalry and artillery

Saturday, September 27, 2025

Cacabelos In 3D - French Playthrough

THE 10th scenario in Mike Lambo's Battles Of Napoleonic Europe is the battle of Cacabelos fought from the French side.
Map
Map converted to 3D using a grid composed of Hexon II hexes from Nottinghamshire-based Kallistra 

The human receives General Colbert-Chabanais, four units of infantry and two of cavalry, all of which have to be deployed below the blue dashed line
The AI receives General Edward Paget, seven units of infantry, three of cavalry and one of artillery
Much of the Allied deployment is decided by dice throws, but the siting of five units of infantry is fixed on the seventh hex down of all five areas.
Here is how I set up when I first played through the scenario
To win I have to get one of my units off the top of the map before the end of turn 10.
I lost my first playthrough in seven moves, as by then it had become impossible for any of my units to complete the mission in the time left.
Last time I overloaded the left flank, but now I have gone for a more conventional setup
The AI's array is nothing if not formidable
Last time the setup was somewhat different, particularly as regards the artillery, which have swopped flanks
As usual I will write up the battle as it progresses.

Friday, September 26, 2025

£1.50 Well Spent

A nice find in a branch of The Works

The houses should go nicely with my mid-18th century European armies, although a little painting may be required

Thursday, September 25, 2025

Wednesday, September 24, 2025

More Churchill

BACK in July I read Winston Churchill's My Early Life, which I spotted in an East London branch of Oxfam.
The book proved to be a rollicking read, and made me want to buy more by the famous war-time leader.
First up: The Story Of The Malakand Field Force - An Episode Of Frontier War, published in 1898.
In it Churchill describes a campaign that he took part in on India's Northwest Frontier that pitted a British-led army against recalcitrant tribesmen.
The book deliberately goes into fairly minute detail of the preparations and actions, intended originally to give the British public an insight into how its troops engaged in one of the empire's so-called 'little wars'.
I rarely if ever use the term "must-read," but that is what this book is for anyone interested in colonial wargaming, at least as such warfare occurred in the late-1800s.
A reprint by Alpha Editions

Tuesday, September 23, 2025

Summing Up New Empire

THERE was a stage, round about turn 16, when I thought my Romans were cruising to victory, as they had every right to be after not being greatly troubled by the Carthaginians early in the game.
But the Persians were equally never really troubled by the Macedonians, meaning they never had to recover their homeland and return to the game as Parthians.
This was doubly bad news for the Macedonians as they were squeezed by two great powers, with the Persians triumphing fairly comfortably in the end, thanks to the last-turn capture of rich AEGYPTUS.

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)
Game Six: 2pts (Carthaginians)
Game Seven: 3pts (Romans)
Total: 20.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Game Seven: 1pt (Macedonians)
Total: 20pts

REG
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)
Game Seven: 4pts (Persians)
Total: 16pts

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)
Game Seven: 2pts (Carthaginians)
Total: 13.5pts

SCORES BY PEOPLES
Persians/Parthians: 23pts
Romans:20.5pts
Carthaginians: 16.5pts
Macedonians: 10pts

The main takeaways:
*I have narrowly 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 easily scored more than twice as many points as the Macedonians.
*Only the Carthaginians have failed to win a game, but they and the Romans are the only peoples never to have come last.

Monday, September 22, 2025

New Empire - Turn 20 (160-150 BC)

Situation after 19 turns
As we start the last round, Andy's Macedonians have five provinces, including double-scoring AEGYPTUS, to potentially add to their eight victory points, meaning a total of 14pts.
Richard's Carthaginians are stuck on 17 victory points.
My Romans have nine provinces, including double-scoring IBERIA and 'AFRICA', and triple-scoring ITALIA, to add to our seven victory points, meaning 20pts.
Finally, Reg and his Persians have five provinces, none double-scoring, to add to their 16 victory points, meaning 21pts.
The revolt dice land 1-1, meaning AEGYPTUS expels the Macedonians, making it a juicy target for the Persians.
Reg is drawn first, and naturally he invades AEGYPTUS, conquering it with a 5, and so raising the Persians' total to an unassailable 23pts.
I retake Macedonia, raising my total to 21pts and reducing the Macedonians, who have already lost double-scoring AEGYPTUS, to 11pts.
Richard fails to free his Carthaginian homeland, so the Carthaginians finish on their halfway score of  17pts.
Finally, Andy, for the second turn running, rolls a 6 to free Macedonia, taking his score to 12pts and reducing mine to 20pts.
The final picture, with peoples' scores much more spread out than usual

Sunday, September 21, 2025

New Empire - Turn 19 (170-160 BC)

Situation after 18 turns
The revolt dice land 4-5, meaning Sicilia - not for the first time - expels my Roman legions.
Richard is drawn first, but rolls a 2 while trying for the 6 necessary to free Carthage's homeland.
I reconquer Sicilia, just - I needed both of Rome's +1 modifiers as I only rolled a 2.
Reg attacks AEGYPTUS, but narrowly fails with a 3.
Andy's Macedonians cannot launch a campaign, so have to try to promote rebellion in their captured homeland, succeeding with a 6.
I fear my Romans will be pipped by the Persians

Saturday, September 20, 2025

New Empire - Turn 18 (180-170 BC)

Situation after 17 turns
The revolt dice land 6-2, meaning Gallia throws off Roman rule.
Richard is drawn first, but fails to free 'AFRICA'
I easily reconquer Gallia with a 4.
Andy's Macedonians fail to free their homeland.
Reg takes advantage of the Macedonians fighting on two fronts by capturing Syria, splitting the four remaining Macedonian provinces into three isolated sections.
The Macedonians are effectively eliminated from any chance of winning, but the other three peoples are still in with a shout, even if a Carthaginian victory seems unlikely

Friday, September 19, 2025

New Empire - Turn 17 (190-180 BC)

Situation after 16 turns
I no longer have Scipio as a great captain, but for the remaining four turns of the game my Romans receive a +1 modifier for Scipio's legacy, and another +1 modifier as part of the Roman bonus when without a great captain on turns 11-20.
But first the revolt dice land 3-3, having no effect as that pinpoints independent Illyria.
Reg is drawn first, and his Persians attack Syria, but fail with a 1.
Andy chooses to try to expel my legions from Graecia, but rolls a 2.
Richard's attempt to free his Carthaginian homeland fails with a 1.
Finally, I attack Macedonia, rolling a 3, which is enough as the -1 modifier for attacking a controlled province is more than overturned by Rome's two +1 modifiers.
Rome has captured two enemy homelands - Macedonia and 'AFRICA'

Thursday, September 18, 2025

New Empire - Turn 16 (200-190 BC)

Situation after 15 turns
The revolt dice land 2-4, meaning IBERIA throws off Roman rule.
I start my five campaigns my recapturing IBERIA, and then successfully take Numidia. That leaves me three goes at taking the Carthaginian homeland 'AFRICA'. Scipio does not cancel out an attacked homeland's -1 modifier, but he still receives his +2 modifier as a great captain, so my roll of 6 is easily enough. I then retake recently independent Sicilia, before attempting an invasion of Graecia. That requires a naval crossing, which just succeeds on a roll of 3 (2 or 1 would have meant the fleet was either defeated in battle or lost in a storm). There is further success when for the actual attack on Graecia I roll a 4.
Reg is drawn next, and his Persians take Syria from the Macedonians.
Richard's Carthaginians have disappeared from the map, but they will return in their homeland, ie 'AFRICA', if he rolls a 6, but his attempt this turn lands as a 4.
Andy's Macedonians ignore my capture of Graecia, and instead retake Syria, no doubt worried for the safety of double-point scoring AEGYPTUS.
The West is Red

Wednesday, September 17, 2025

New Empire - Turn 15 (210-200 BC)

This is the first of two turns in which I receive Scipio as a great captain, meaning five campaigns, each with a +2 modifier, and no -1 modifier for attacking controlled provinces (unless they are homelands)
The revolt dice land 4-5, meaning Sicilia becomes independent.
That is not a good omen for my Romans, but I decide to concentrate on attacking the Carthaginians, only for Gallia to repulse my first campaign (I rolled a 1). Gallia falls at the second attempt, followed by IBERIA, but Numidia repels my legions. I attack again - my fifth and final campaign of the turn - and succeed emphatically by rolling a 6.
Reg is drawn next, and he succeeds in taking Mesopotamia from the Macedonians, meaning the Persians are back up to four provinces.
Andy's Macedonians fail to respond, but Richard's Carthaginians retake Numidia.
Not a great turn for my Romans, but I am reasonably well-placed to finish off the Carthaginians next turn with Scipio's second set of five campaigns

Tuesday, September 16, 2025

New Empire - Turn 14 (220-210 BC)

I can expect to lose some of my gains this turn as it is the one in which the Carthaginians are led by the great captain Hannibal
The revolt dice land 5-1 - an early blow for me as that means Cisalpina expels Rome's legions.
Richard goes first, with five campaigns, each having a +2 modifier, thanks to Hannibal, and each ignoring -1 modifiers for attacking controlled provinces (except for homelands). However, the Carthaginians still suffer a -1 modifier when operating outside of their starting empire, which consisted of 'AFRICA', Numidia and IBERIA.
Hannibal first takes IBERIA, then Gallia, both easily, but fails in his first campaign against newly independent Cisalpina after rolling a 2. A second campaign against Cisaplina fails in an identical fashion, but the third succeeds with a roll of 5.
Andy is drawn next, and his Macedonians retake 'Asia'.
I attack Cisalpina, easily taking it with a 6.
Finally, Reg narrowly fails to grab Mesopotamia, his Persians rolling a 4, which fails thanks to the -1 modifier for attacking a controlled province.
Hannibal's impact has not been as great as Richard must have hoped

Monday, September 15, 2025

New Empire - Turn 13 (230-220 BC)

Situation after 12 turns
This is the last turn before first Hannibal and then Scipio appear as great captains.
The revolt dice land 3-1, meaning 'Asia' throws off Macedonian rule.
I am drawn first, and I attack Numidia, but, despite the Romans' +1 modifier in the second half of the game when without a great captain, I narrowly fail with a roll of 3 as there is a -1 modifier for attacking a controlled province.
Richard is next up, and he counterattacks against IBERIA, but rolls a 2.
Andy's Macedonians try, but fail, to retake 'Asia', rolling a 3.
Finally Reg successfully recaptures Persia from the Macedonians.
A bad turn for the Macedonian cause

Sunday, September 14, 2025

New Empire - Turn 12 (240-230 BC)

Situation after 11 turns
The revolt dice land 4-1, which again pinpoints independent Bactria, and so has no effect.
Reg is drawn first, but his Persians fail to regain Mesopotamia.
I conquer Carthaginian IBERIA with a 6.
Andy's Macedonians continue their eastward expansion by taking the province of Persia (note that this is not the Persian homeland - that honour belongs to Parthia, which is now very much endangered).
Finally, Richard fails to retake IBERIA.
Roman red and Macedonian yellow have become the dominant colours

Saturday, September 13, 2025

New Empire - Turn 11 (250-240 BC)

Situation after 10 turns
For the rest of the game my Romans receive a +1 modifier every turn when I do not have a great captain, which means every turn except turns 15 and 16, when Scipio Africanus will lead my forces.
However, first the revolt dice land 4-2, but Bactria is already independent, so there is no effect.
Andy's Macedonians are drawn first, and they successfully invade Mesopotamia.
Richard's Carthaginians miserably fail in an attack on Gallia (Richard rolled a 1).
I counterattack against IBERIA, but also roll a 1 - not enough, despite Rome's +1 modifier.
Finally, the Persians try to retake Mesopotamia, but Reg comes up short with a 3.
The Macedonians are slowly gaining the upper hand in their epic struggle with the Persians

Friday, September 12, 2025

New Empire - Halfway Standings

The map after 10 turns
Richard's Carthaginians have three provinces, two of which are worth double-points, meaning five victory points to add to their starting total of 12, taking them to 17.
My Romans have five provinces, including triple-scoring ITALIA, giving me seven victory points.
Andy's Macedonians have seven provinces, including double-scoring AEGYPTUS, giving them eight victory points.
Finally, Reg has four provinces, taking the Persians' victory points to 16.
Map with halfway victory points added
Here is how the current standings compare with the halfway point of out previous six games.

                                    Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                      17                        16                           8                  7             48
Game Six                             18                        15*                        10                  5             48
Game Five                            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
*Eventual winner(s)

My Romans are matching their highest ever halfway score, and the previous time they had seven points at this stage they went on to share victory with the Persians/Parthians.
Andy's Macedonians are three points below the 11 they had halfway in the only game they won.
The Carthaginians have never won a game in our series, despite five times previously having 17 or more at the halfway point.
However the Persians may be favourites as they have never failed to at least share first place when having 15+ victory points at this stage.

Thursday, September 11, 2025

New Empire - Turn 10 (260-250 BC)

Situation after nine turns
Victory points, based on each people's holdings, are awarded at the end of this turn, which marks the halfway stage of the game, but first the revolt dice land 4-1, which has no effect as that pinpoints independent Bactria.
My Romans are drawn first, and I successfully reconquer Gallia by rolling a 5.
Richard launches a Carthaginian counterattack, but it fails with a 3.
Reg attacks Syria, conquering it from the Macedonians with a 5, but Andy counterattacks and takes it back.
Situation at the halfway stage

Wednesday, September 10, 2025

New Empire - Turn Nine (270-260 BC)

Situation after eight turns
The revolt dice land 6-4, meaning Mesopotamia successfully expels the Persians - the first real Persian setback for many years.
Reg is drawn first, and he immediately reoccupies Mesopotamia with a 4.
I am next, and my Romans take Gallia with a 6, meaning I now have a land border with the Carthaginian empire.
Andy's Macedonians try to take advantage of the apparently weak Persian position in Mesopotamia to attack that province, but roll a 3.
Finally, Richard's Carthaginians attack Gallia. There are -1 modifiers for operating outside of Carthage's original empire and for attacking a controlled province, but Richard rolls the necessary 6.
The battle for the West is hotting up

Tuesday, September 09, 2025

New Empire - Turn Eight (280-270 BC)

Situation after seven turns
The revolt dice land 4-4, but 'INDIA' is already independent.
Reg is drawn first, and he attacks AEGYPTUS, but fails with a 2.
Andy's Macedonians are next, and they take Syria from the Persians on what is the last turn in which they receive a +1 modifier for having had a great captain no more than five turns ago.
Richard attacks Gallia, but his 4 is not enough as the Carthaginians are attacking outside of their original empire, and anyway Gallia is in tribal ferment.
Finally my Romans attack Cisalpina, conquering it with a 6.
All Italy is now Roman red

Monday, September 08, 2025

New Empire - Turn Seven (290-280 BC)

Situation after six turns
The revolt dice land 5-1, but that pinpoints Cisalpina, which is already independent.
Richard is drawn first, and he chooses to attack Gallia, but rolls a 3.
Andy's Macedonians attack independent AEGYPTUS, a roll of 3 being just enough as they still enjoy a +1 modifier thanks to Alexander the Great's legacy.
Reg attacks Syria, conquering it with a 6, meaning the Persians have again reached the Mediterranean.
My Romans invade Cisalpina, but are easily repulsed with a roll of 1.
Capturing AEGYPTUS could be a big deal for the Macedonians, but the Persian revival continues