Showing posts with label Battle of Cacabelos. Show all posts
Showing posts with label Battle of Cacabelos. Show all posts

Tuesday, October 07, 2025

Summing Up My French Playthrough Of Cacabelos In 3D

CLEARLY I am no nearer cracking this scenario, having suffered two comprehensive defeats.
My 3D score against the AI is now 6-3, or 6-4 if you include the scenario I started a unit short.
At this stage first-time through I was losing 5-6, having played one scenario twice, but if the replay is excluded, I was losing 4-6.

Monday, October 06, 2025

Cacabelos In 3D - French Playthrouh: Turn Eight

Situation after seven turns
My activation dice land 5, 5, 1. I reroll a 5 and the 1, getting 6 and another 5. I turn wildcard 6 into 3.
In area 3 the infantry advance diagonally right.
In area 5 General Colbert-Chabanais advances two hexes.
The AI's activation dice land 6, 4, 4, 3. Wildcard 6 and a 4 are rerolled, becoming 5, 1.
In area 1 the cavalry move along the river, somewhat vainly hoping to intercept my commander. The infantry fall back a hex.
In area 3 the infantry also fall back a hex.
In area 4 the two-strength cavalry charge General Colbert-Chabanais, the dice landing 6, 5, 1, killing my commander and therefore winning the game as none of my remaining units can exit the top of the battlefield in the time remaining.

Sunday, October 05, 2025

Cacabelos In 3D - French Playthrough: Turn Seven

Situation after six turns
My activation dice land 4, 3, 1.
I start in area 3, where the infantry in Cacabelos shoot at the two-strength Allied cavalry, the dice landing 4, 4, 3, forcing the enemy unit to fall back two hexes.
In area 4 General Colbert-Chabanais advances diagonally right two hexes.
In area 1 my cavalry advance two hexes.
French hopes are still alive
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 1.
In area 1 the one-strength infantry shoot at my cavalry, rolling 6, 5, eliminating two bases.
In area 2 the two-strength infantry also shoot at my cavalry, but roll an ineffective 3, 2. The forward Allied cavalry charge my cavalry, albeit not head-on, so their four dice are decreased for attacking from a river hex. The dice land 4, 4, 3, forcing my men to fall back two hexes, which means they can no longer exit the top of the battlefield before the end of turn 10. The one-strength Allied infantry in area 2 want to withdraw straight up, but their way is blocked by another Allied cavalry unit, which also remains stationary, as does General Edward Paget.
In area 4 the Allied cavalry also stay where they are, as do the artillery.
In area 5 the infantry advance diagonally left.
Only my general can theoretically exit the top of the battlefield before the end of turn 10, and the practical chances of that happening are almost zero

Saturday, October 04, 2025

Cacabelos In 3D - French Playthrough - Turn Six

Situation after five turns
My activation dice land 5, 4, 4. I reroll all three, getting 6, 6, 4. I change the wildcard 6s into 3, 1.
In area 4 my two-strength infantry bravely advance and shoot at the nearby French cavalry, the two dice decreased for firing after moving. I roll a 4, forcing the enemy back a hex.
In area 3 General Colbert-Chabanais uses the above-mentioned infantry as a screen while he advances diagonally right two hexes. The infantry in Cacabelos shoot at the enemy in the river hex, rolling 5, 4, 3, 2, eliminating a base and forcing the survivors back a hex.
In area 1 my cavalry advance two hexes along the edge of the battlefield.
Death-or-glory advances are my only hope
The AI's activation dice land 6, 6, 6, 5. The wildcard 6s are rerolled, becoming 6, 6, 3.
In area 3 the two-strength cavalry charge my infantry that just bravely left the cover of trees. The five dice are decreased for attacking from a river hex, but land 6, 5, 5, 3, easily eliminating my unit. The Allied infantry withdraw a hex.
In area 5 the infantry leave the high ground by advancing diagonally right. 
The odds are stacked against the French, but victory is theoretically still possible

Friday, October 03, 2025

Cacabelos In 3D - French Playthrough: Halfway Verdict

Map

Situation after five turns
To win I have to get a French unit off the top of the map in the next five turns.
Clearly infantry cannot do that, and it looks next-to-impossible for both the remaining cavalry unit and General Colbert-Chabanais.
Here is how things stood at the halfway stage last time
I think I was doing slightly better last time, but victory for the French had become impossible in that scenario just two turns later.

Thursday, October 02, 2025

Cacabelos In 3D - French Playthrough: Turn Five


Situation after four turns
My activation dice land 5, 5, 2. I reroll both 5s, but get two more 5s.
In area 2 my two-strength infantry shoot at the right-flank Allied infantry, rolling 6, 6, 4, eliminating two bases and forcing the remaining one to fall back a hex. My three-strength infantry advance to the edge of the trees and shoot at the nearby enemy cavalry. The three dice are decreased for firing after moving, and land 5, 1, eliminating a base.
The French cause still looks bleak
The AI's activation dice land 6, 5, 5, 1. Wildcard 6 and a 5 are rerolled, becoming 4, 1.
In area 1 the infantry withdraw a hex, while the cavalry advance diagonally left and then straight down a hex.
In area 3 the infantry want to withdraw a hex, taking them off the battlefield. At first thought that seems silly, but it should be remembered the Allied army is fighting a rearguard delaying action, so there is no reason why a unit should not be commanded to withdraw from the battlefield, and that is what it does. The artillery stays where it is.
In area 5 the infantry withdraw on to high ground.
A strange half-turn

Wednesday, October 01, 2025

Cacabelos In 3D - French Playthrough: Turn Four


Situation after three turns
My activation dice land 4, 3, 2, meaning I can activate the whole French army.
I start in area 4, where my two-strength infantry, supported by General Colbert-Chabanais, shoot at the left-flank French cavalry, rolling 4, 3, 2, forcing the enemy back a hex.
In area 2 I order my forward infantry to advance a hex, remaining in cover of trees, from where they shoot at the Allied infantry who are in range, but just beyond the river. The four dice are decreased for firing after moving, landing 6, 3, 1, eliminating a base. The rearward infantry advance into the trees that have just been vacated by their colleagues, and the cavalry move to behind the left-flank copse.
I do not move any troops in area 3.
A quiet half-turn
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 3.
In area 2 the two-strength Allied infantry shoot at my men in the trees ahead of them, the three dice decreased for the target being in cover. The dice land 6, 4, 2, eliminating a base and forcing the survivors to fall back out of the copse. The one-strength Allied infantry want to withdraw a hex, but their way is blocked by friendly cavalry, who also do not move. General Edward Paget also remains where he is.
In area 3 the infantry advance diagonally right and shoot at my men in Cacabelos. The four dice are decreased for firing after moving, for firing from a river hex and for firing at a target in cover, and the one remaining die lands as an ineffective 2.
In area 4 the cavalry move diagonally right two hexes, the infantry fall back to the edge of the battlefield, and the artillery remain where they are.
Both armies have, inadvertently or otherwise, drifted to the same side of the battlefield

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, August 29, 2025

Summing Up My Allied Playthrough Of Cacabelos In 3D

I ADMIT I was lucky - astoundingly lucky at times - with my dice-throwing, but even before that happened I felt a French victory was unlikely: the scenario seems just too tough for the AI.
My score against the AI is now 6-2, or 6-3 if you include the scenario that I started a unit short.
At this stage first-time through I was drawing 5-5, having played one scenario twice, but if the replay is excluded I was losing 4-5.

Thursday, August 28, 2025

Cacabelos In 3D - Turn Eight

Map

Situation after seven turns
My activation dice land 3, 3, 1. I reroll them all, getting 6, 4, 2, which means that by changing wildcard 6 into 3 I can activate all my troops.
I start in area 4, where my infantry attack the French commander. The two dice are increased thanks to support from General Edward Paget, but I roll three 1s. General Paget moves around the right of the infantry and attacks his opposite number, rolling an ineffective 3, 2.
In area 2 my infantry also shoot at General Colbert-Chabanais, rolling 5, 1, killing the French general.
That ensures victory as the one remaining French unit cannot possibly exit the bottom of the table by the end of turn 10.

Wednesday, August 27, 2025

Cacabelos In 3D - Turn Seven


Map

Situation after six turns
My activation dice land 6, 3, 1. I reroll 3 and 1, getting 5, 4. I change wildcard 6 into 2.
In area 2 my two-strength infantry shoot at the French one-strength infantry, rolling 6, 4, 4, eliminating the enemy unit.
In area 4 my infantry advance diagonally left and shoot at the one-strength French cavalry, the three dice decreased for firing after moving, but increased thanks to support from General Edward Paget. I roll 6, 4, 2, eliminating the enemy unit.
The French are on the brink of defeat
The AI's activation dice land 6, 6, 4, 3. Wildcard 6s are rerolled, but become an unhelpful 5, 3.
Only General Colbert-Chabanais can be activated, and he desperately leaves the shelter of trees beside Cacabelos to charge my three-strength infantry. A commander, presumably with his escort, counts as a one-strength cavalry, so the general gets four dice, but decreased for attacking from a river hex. The dice land 6, 2, 2, eliminating a base.
If I can kill the French commander, I win as the remaining French cavalry unit is too far back to possibly exit the battlefield at the bottom of the map before the end of turn 10

Tuesday, August 26, 2025

Cacabelos In 3D - Turn Six

Map

Situation after five turns
My activation dice land 4, 3, 3. I reroll a 3, but it does not change.
General Edward Paget advances diagonally right so he can support my infantry in area 4 as they shoot at the French left-flank infantry, the four dice increased thanks to the commander's presence. I roll 6, 6, 4, 1, 1, easily eliminating the enemy one-strength unit.
The French are now outnumbered in terms of bases and units
The AI's activation dice land 5, 5, 5, 4. Two 5s are rerolled, but become 6, 5.
Only General Colbert-Chabanais can be activated, and he moves into the trees beside Cacabelos and the one-strength French cavalry.
The next turn could see an early Allied victory, unless the French right-flank cavalry get a move on

Monday, August 25, 2025

Cacabelos In 3D - Halfway Verdict

Map

Situation after five turns
I will be extremely disappointed if I allow any French unit to come even close to exiting the battlefield at the bottom of the map (I lose if an enemy unit does achieve this).
Here is how things stood after five turns in my first playthrough
I was doing well then, too, but there was danger in the form of the French left-flank cavalry fording the River CĂșa.

Sunday, August 24, 2025

Cacabelos In 3D - Turn Five

Map

Situation after four turns
My activation dice land 4, 2, 1. I reroll 1 and get 3, meaning I can again activate my whole army.
I start in area 3, where my artillery shoot along the right diagonal at the French extreme-left infantry. The three dice are increased thanks to support from General Edward Paget, landing 5, 5, 4, 3, destroying the enemy unit's one surviving base. The general falls back so he is slightly behind the artillery and the Allied one-strength infantry.
In area 4 my three-strength infantry shoot at the dangerous French cavalry, the three dice landing 6, 6, 4, reducing the enemy unit to one base, which has to fall back a hex. My one-strength infantry advance and shoot at the French left-flank infantry, the two dice reduced for firing after moving, but I roll 6, eliminating a base.
I leave my units in area 2 where they are.
Unless the French right-flank cavalry can work wonders, the AI is lost
The AI's activation dice land 6, 6, 5, 5. The wildcard 6s and a 5 are rerolled, becoming 6, 6, 2.
In area 2 the one-strength infantry advance and shoot at my left-flank infantry, the two dice decreased for firing after moving. The die lands 6, causing my unit to lose a base.
In area 5 the French infantry shoot at my one-strength infantry, the two dice increased thanks to support from General Colbert-Chabonais. The result is 6, 6, 4, easily eliminating my depleted unit. The general remains in the trees.
The battle has become very bloodthirsty