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

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 Cúa.

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

Saturday, August 23, 2025

Cacabelos In 3D - Turn Four

Map

Situation after three turns
My activation dice land 5, 4, 2. I reroll 5, and get a 3, meaning all my units can be activated.
I start in area 4 with the two-strength infantry, who fire at the French cavalry directly ahead. The two dice are increased thanks to support from General Edward Paget, and I roll an amazing 6, 6, 5, eliminating the enemy unit. My three-strength infantry shoot at the French cavalry to their front, the three dice increased thanks to the commander, and again I come up lucky, rolling 6, 5, 5, 1, eliminating another enemy unit.
General Paget moves in front of the artillery, who do not have a target in line-of-sight, so he can support the infantry in area 2 as they shoot at the French right-flank infantry. The four dice are increased thanks to the commander's presence, and I roll 6, 6, 4, 4, 1. That destroys two bases, and forces the surviving base to fall back two hexes. My cavalry, no longer able to charge the same infantry unit, fall back a hex to be out of range of the French infantry if they advance in the next half-turn.
This is probably the best half-turn I have had in Battles Of Napoleonic Europe, especially when you consider both the eliminated units were cavalry, which are much more likely than infantry to get past my men and exit at the bottom of the map - the happening I have to prevent to win the scenario
The AI's activation dice land 6, 6, 5, 4. Wildcard 6s are rerolled, becoming 5, 3.
In area 3 the cavalry leave the shelter of Cacabelos and advance two hexes.
There are no French units in area 4, but in area 5 the two-strength infantry shoot at my two-strength infantry. The three dice are increased thanks to support from General Colbert-Chabanais, landing 5, 4, 2, 2, eliminating a base and forcing my surviving base to withdraw a hex. The one-strength French infantry enter the river hex and want to shoot at my three-strength infantry, but their two dice are cancelled by having to fire after moving and by being in a river hex.
The battle is certainly not over, but the Allied cause is surely in the ascendancy

Friday, August 22, 2025

Cacabelos In 3D - Turn Three

Map

Situation after two turns
My activation dice land 5, 5, 4. I reroll the 5s, getting 6, 3. By turning wildcard 6 into a 2, I can activate all my men.
I start in area 3, where my artillery have a straight diagonal line-of-sight to the French left flank infantry. The three dice, increased thanks to support from General Edward Paget, land 6, 5, 4, 2, destroying two bases and forcing the surviving base back a hex. The general moves right a hex so he can support both my infantry units in area 4. The forward infantry shoot at the French cavalry to their front. The three dice are increased thanks to the Allied commander's presence, the result being 4, 4, 1, 1, sending the cavalry fleeing two hexes.
I make no other moves, satisfied that the French are a long way from getting a unit off the bottom of the battlefield
The AI's activation dice landed 5, 5, 4, 1. A 5 is rerolled, becoming a 2.
In area 1 the infantry advance a hex and shoot at my artillery, the three dice decreased for firing after moving. The dice land 4, 1, forcing my unit back a hex. The cavalry advance two hexes, finishing directly behind the infantry unit that has just fired at my artillery.
There are no French in area 2, but in area 4 both cavalry units advance two hexes.
In area 5 the two-strength infantry leave the trees, shooting at my furthest-forward infantry. The three dice are decreased for firing after moving, but land 5, 3, causing my unit to lose a base. The one-strength French infantry also advance a hex. General Colbert-Chabanais moves into the nearby copse, putting him next to three French units.
The French are close to fording the river

Thursday, August 21, 2025

Cacabelos In 3D - Turn Two

Map

Situation after turn one
My activation dice land 5, 5, 1. I have no troops in either area 5 or 1, so I reroll all three dice, getting 5, 4, 3.
In area 4 the rearward infantry shoot at the French infantry in front of Cacabelos, the four dice increased thanks to support from General Edward Paget. I roll 6, 5, 4, 4, 1, eliminating the two-strength enemy unit. My other infantry in area 4 shoot at the two-strength French in the trees, the four dice increased thanks to General Paget, but decreased due to the target being in cover. I roll 4, 4, 3, 2, but only one of the retreat dice is enforced as the unit is then supported by the French commander, General Colbert-Chabanais. General Paget moves two hexes to the left to support the artillery in area 3 when they shoot at the French infantry directly in front of them. The three dice are increased thanks to the general, and increased by two more thanks to firing at short range. The dice land 6, 6, 6, 4, 4, 4, eliminating the enemy unit.
A good half-turn for the Anglo-Portuguese
The AI's activation dice land 5, 4, 4 2. A 4 is rerolled, becoming a 3.
There are no French in area 2, and in area 3 the cavalry choose to remain in Cacabelos.
In area 4 the forward cavalry move through two copses to emerge on beside of the river, opposite my area-4 infantry. The rearward cavalry are held back.
In area 5 the three-strength infantry advance and shoot at my right-flank infantry, the four dice reduced for firing after moving. They land 4, 2, 1, forcing my unit to withdraw a hex. The two-strength French infantry advance into the trees. General Colbert-Chabanais advances diagonally right a hex to be adjacent to two friendly units.
The strong French left has begun its expected attack

Wednesday, August 20, 2025

Cacabelos In 3D - Turn One

Map

Situation at the start, looking from behind the Allied lines
My activation dice land 5, 5, 2. Since I have no troops in area 5, I reroll the 5s, getting a pair of wildcard 6s, which I turn into 4 and 3, meaning I can activate all my troops.
I start in area 3 where unfortunately my artillery have no target as guns can only fire along a straight line of hexes, either directly to their front or diagonally. My infantry in area 3, however, fire at the French in Cacabelos. The four dice are decreased for firing from a river hex and for the target being in cover, but increased thanks to support from General Edward Paget. I roll 5, 2, 2, causing the French unit to lose a base. The general moves two hexes to his right, so he can support my units in area four.
In area 4 the forward infantry fire at the French nearest them in the trees. The four dice are decreased for the target being in cover, but increased thanks to the commander's presence. The dice land 6, 3, 2, 1, making the French unit lose a base.
In area 2 I pull the cavalry back a hex to ensure no French infantry can shoot at them this turn.
The AI's activation dice land 6, 6, 2, 1. The 6s are rerolled, becoming 6 and 3.
In area 1 the infantry leave the trees by advancing a hex, but the cavalry remain where they are.
In area 2 the infantry leave the trees to advance diagonally right and shoot at my men in the river hex. The four dice are decreased for firing after moving, but land 6, 6, 5, eliminating my unit.
In area 3 the two-strength infantry in Cacabelos advance and shoot at my artillery, the two dice decreased for firing after moving. The result is a miserable 1. The cavalry in area 3 replace the infantry in Cacabelos.
A good start for the French

Tuesday, August 19, 2025

Battle Of Cacabelos In 3D

THE ninth scenario in Mike Lambo's Battles Of Napoleonic Europe is Cacabelos, fought from the Allied side.
A rearguard, commanded by General Edward Paget, younger brother of the Lord Henry Paget who commanded at Sahagún, has to prevent the French from pursuing Sir John Moore's main army, which is retreating towards the port of Coruña (Corunna).
Map
Battlefield in 3D, using Hexon II hexes from Nottinghamshire-based Kallistra, with added terrain features
In addition to General Paget, the human receives four units of infantry, one of cavalry and one of artillery
The AI receives General Auguste de Colbert-Chabanais, five units of infantry and four of cavalry 
To win I have to prevent any French unit exiting the bottom of the map during the 10 turns of the battle.
I set up first, with my units starting within the map's dashed red lines.
I have placed all units within areas 2-4, although this means two units start in river hexes

I chose a similar setup on my first playthrough, albeit with the cavalry on the right flank rather than the left
I won that playthrough with turns to spare, but I summed it up thus:
That may make it seem like the battle was rather one-sided, although it most definitely did not feel that way to as I played it.
My refight was not so dissimilar to the real battle in 1809, even down to the French commander, General Colbert-Chabanais, being killed by infantry fire.
I have to admit I was at least a tad fortunate with the way the dice landed, especially towards the end when the French attack faltered as they seemed to lose heart.
This refight of the scenario, which as usual I will write up as it goes along, may show whether I really was lucky.
But first the AI decides on its setup, using dice.
The AI has plumped for a strong centre and left, with General Colbert-Chabanais on the extreme left of the French setup
This contrasts markedly with the first playthrough, when the AI went for a strong right, which is where the general also chose to be

Tuesday, January 02, 2024

Summing Up My French Playthrough Of The Battle Of Cacabelos

I CONCEDED at the start of turn seven, but the writing had been on the wall almost from the very beginning.
Partly this was down to bad luck in that my reinforced left wing, where I put both units of French cavalry, found itself facing by the far the stronger wing of the British force.
But it was also due to my mishandling of the said cavalry, and once one unit had been destroyed early on I was always going to be very much up against it.
Even so I believe this scenario to be a tough one for the human player - certainly tougher than the same battle fought from the British side.
The AI now leads our series 6-5 (includes one scenario fought twice).

Monday, January 01, 2024

Battle Of Cacabelos - French Playthrough: Turn Seven

Situation at the end of turn six
My activation dice are two 4s and 3. I reroll the 4s, getting 2 and 5.
Since my cavalry are not active this turn, it is impossible for any of my units to exit the top of the map by the end of turn 10, and so I concede.

Sunday, December 31, 2023

Battle Of Cacabelos - French Playthrough: Turn Six

Situation at the end of turn five
My activation dice are 5, 4 and 3. I reroll the 5 and 4, getting two wildcard 6s, which I turn into 1 and 2.
The forward infantry fire at the cavalry in the river, the two dice being increased thanks to being adjacent to General Colbert-Chabanais. I roll 5 and two 2s, eliminating the British unit. The other infantry in area 2 advance and fire at the cavalry just across the river, the three dice being reduced for firing after moving. I roll 5 and 2, eliminating the one-strength British unit.
The general moves forward two hexes obliquely to support my right-flank infantry, who fire at the British infantry in the river, their three dice being increased thanks to the presence of the commander. I roll 6, 5, 4 and 2, eliminating the British unit.
With time running out to get a unit off the top of the map, I take a risk and advance my cavalry directly forward a hex and then obliquely right.
A lot will depend on which British units get activated in the coming half-turn
The AI's dice are 5, 4 and two 1s. A 1 is rerolled, becoming 3, so every British unit will be active.
The right-flank British infantry fire at my cavalry, rolling two 4s and 1, sending my unit back two hexes. The other infantry in area 1 roll 6, moving obliquely right to approach my forward infantry. At the same time they unmask the artillery, who fire at my cavalry, their two dice being increased for being on higher ground. The dice land 5, 3 and 1, reducing my unit to two-strength.
The one-strength British infantry fire at my forward infantry, their two dice being increased thanks to General Paget being with them, landing 6, 4 and 1, reducing my unit to two-strength and forcing it back a hex. The general rolls 3, moving obliquely forward two squares, helping plug the gap in the British lines that had appeared in area 2.
The infantry in area 4 roll 4, moving forward obliquely left and fire at General Colbert-Chabanais. Their three dice are decreased for firing after moving but increased for being next to General Paget. They roll 6 and two 5s, killing my commander. The British cavalry roll 1, which has no effect as there are no French within three hexes.
The British seem to have routes to the top of the map well-guarded

Saturday, December 30, 2023

Battle Of Cacabelos - French Playthrough: Turn Five

Situation at the end of turn four
My activation dice land 6, 4 and 2. I reroll the 4, but get 5, and I change the wildcard 6 into 3.
My right-flank infantry fire at the British infantry in the river, the four dice being increased for being next to General Colbert-Chabanais. I roll 6, 4, two 3s and 2, reducing the infantry to two-strength and forcing them back a hex. The general moves so he can support both units in area 2.
The backward infantry in area 2 fire at the cavalry fording the River Cúa, the three dice being increased thanks to the French commander. I roll 6, 5 and two 2s, reducing the British to one-strength. The other infantry in area 2 fire at the British infantry ahead of them, the four dice being increased by the commander. I roll 5, 4, 3 and two 2s, reducing the enemy to two-strength and making them withdraw a hex.
The British are suffering attritional losses, but still hugely outnumber the French
The AI gets two 6s, 5 and 2. The 6s are rerolled as 3 and another 5.
General Paget rolls 6, moving obliquely forward two squares to the right.
The cavalry in the river hex roll 1, moving along the river to attack my forward infantry. Their four dice are reduced for attacking from a river, but they roll two 6s and 3, reducing my unit to one strength.
The forward infantry in area 3 fire at the French straight ahead of them, their two dice being increased thanks to General Paget's encouragement. The dice land 5, 3 and 2, reducing my unit to two-strength. The backward infantry in area 3 roll 3, meaning they move straight up, causing them to leave the battlefield.
The infantry in area 5 roll 6, moving obliquely right into the river.
No British unit has (yet) quite managed to cross the river, but the French have not so much as got a toe wet

Friday, December 29, 2023

Battle Of Cacabelos - French Playthrough: Turn Four

Situation at the end of turn three
My activation dice are 6, 5 and 4. I reroll the 5 and 4 but get another 5 and 4. I turn the wildcard 6 into 2.
General Colbert-Chabanais enters Cacabelos.
The backward infantry in area 2 advance and fire at the Cavalry in the river hex. The three dice are decreased for firing after moving but increased by the presence of the commander. I roll 5, 2 and 1, reducing the British unit to one-strength. The other infantry in area 2 advance and fire at the same target, the three dice being reduced for firing after moving. I roll 4 and 2, forcing the cavalry obliquely backwards out of the river hex.
The next half-turn could be rather painful for the French
The AI gets 6, two 3s and 2. The 6 and a 3 are rerolled, but become two 2s.
General Paget rolls 5, but cannot, as required, move down to his left.
The forward infantry in area 3 fire at the French infantry opposite them, rolling 3 and 2. The cavalry in area 3 roll 5, advancing into a river hex. The backward infantry in area 3 roll 3, meaning they fall back a hex.
My worst fears by no means came to pass ... for now