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

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 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.

Monday, November 25, 2024

Summing Up The Battle Of Columbeira In 3D

NOW I know what it feels like to be on the winning side of a virtual walkover.
To claim victory with two rounds to spare is very unusual for Battles Of Napoleonic Europe - certainly in my experience, although in my first playthrough of this battle I won with a turn to spare, which also is not exactly common.
Part of the success was down to my plan of seizing the largest hill as part of a strong right-hook, and was also due to concentrating my troops in as few activation areas as possible, making command-and-control relatively easy.
But I have to concede I had far more than my share of luck when it came to dice throwing, particularly in nearly always being able to activate a large proportion of my troops.
My score after three 3D scenarios is 3-0 in my favour. At the same stage of my first run-through, using the book's maps and counters, I was winning 2-1.

Sunday, November 24, 2024

Battle Of Columbeira In 3D - Turn Eight

Map

Situation at the start of turn eight
My three activation dice land 5, 3 and 1. I reroll the 5 and 1, getting wildcard 6 and 4 - more than enough to activate my whole army.
In area 3 my forward infantry fire at the artillery, the three dice increased for being next to Sir Arthur Wellesley, and I roll 5, 4 and two 2s, eliminating the one-strength enemy. My rearward infantry advance diagonally left and fire at the French in square. The four dice are decreased for shooting after moving, and for attacking from a stream hex, but increased for the target being in square. I roll 6, 3 and 1, inflicting one hit. My cavalry in area 3, taking care not to become engaged with the French in square, charge the one-strength enemy infantry, rolling 6, 5, two 4s, 3 and 2, eliminating the French unit.
In area 4 Wellesley advances in order to support the area-4 cavalry when they charge the solitary remaining French unit. Their six dice are increased for being on higher ground and for being next to the commander, but decreased by three for the enemy being in square. I roll four 6s and 3, emphatically bringing the battle to a close.

Saturday, November 23, 2024

Battle Of Columbeira In 3D - Turn Seven

Map

Situation at the start of turn seven
My three activation dice land 5, 2 and 1. I reroll all three dice, as I am very keen to get a 4, which I do - along with two wildcard 6s! I turn the 6s into 5 and 3, meaning my whole army can be activated.
In area 3 my infantry fire at the French artillery, but roll 3 and two 1s.
In area 4 my lefthand cavalry climb the ridge and charge the guns, the four dice increased for being on higher ground. I roll 6, 4, 3, 2 and 1, destroying a base, but the survivors do not retreat as they are supported by General Delaborde (perhaps I should have attacked him first with my other cavalry, but on the other hand I do not want the French artillery falling back so as to be further from my infantry units). My forward infantry in area 4 advance diagonally left and fire at the right-flank French foot, the four dice decreased for shooting after moving and for attacking while in a stream hex. However I roll 6 and 5, reducing the enemy unit to one-strength. Sir Arthur Wellesley advances one hex diagonally left, so that when my other cavalry in area 4 climb the ridge and charge General Delaborde, Wellesley can give support. That means the cavalry's four dice are increased to 5, and I roll two 6s, two 4s and 1, killing the French commander. My two-strength infantry in area 4 enter Columbeira.
In area 5 both infantry units advance diagonally left.
Normal service has been resumed, with Allied troops advancing and inflicting mayhem
The AI's four activation dice land 6, two 5s and 1. A 5 is rerolled, but not wildcard 6 as the French no longer have their commander. The rerolled 5 becomes another 3.
The French have no troops in areas 1 and 5, but in area 3 the artillery fire at the cavalry riding them down, as it were, the two dice being doubled for shooting at short range. The dice land a miserable 4, 2 and two 1s, and even the retreat result of the 4 is cancelled as the horsemen are adjacent to Sir Arthur Wellesley. The infantry in square want to fire, but cannot do so as their line-of-sight to my cavalry units is blocked, either by the plateau effect of high ground or by friendly troops (the French artillery).

Friday, November 22, 2024

Battle Of Columbeira In 3D - Turn Six

Map

Situation after five turns
My three activation dice land 3 and two 2s. I reroll the 2s, getting 5 and another 3.
Both infantry units in area 5 advance a hex.
In area 3 the infantry fire at the French artillery, rolling 4 and two 2s, but the retreat die is nullified by the guns being next to General Delaborde. I then take a risk with my artillery, advancing them diagonally left into the stream.
The Allied momentum has slowed considerably
The AI's four activation dice land 5, 3 and two 1s. A 1 is rerolled, but becomes another 5.
The French have no troops in areas 1 and 5, but in area 3 their artillery fires at my artillery, the two dice being doubled to four for shooting at short range. The dice land 6, two 5s and 1, easily eliminating my unit, whose men pay the price for my rashness in sending them on a 'suicide' mission. General Delaborde rolls a 4, but cannot move to a hex that is next to more friendly units than the hex on which he currently stands. The infantry in area 3 remain in square.
Losing my artillery in the manner that I did is somewhat embarrassing, but the guns were not well-placed to contribute to the battle, and with any luck the French artillery will soon suffer a similar fate

Thursday, November 21, 2024

Battle Of Columbeira In 3D - Halfway Verdict

Map

Situation after five turns
The two sides have had starkly contrasting fortunes.
All my units are still on the battlefield, with only one infantry unit suffering the loss of a base.
The French are down to General Delaborde, two units of infantry and one of artillery.
Clearly the odds look massively against the French, although to win I have to eliminate all four surviving enemy units within the next five turns.
How the battle looked after five turns in my first playthrough (green beads mark those French units in square)
At the halfway point in my first playthrough I had lost a unit of infantry, and one of my cavalry units was reduced to two-strength.
The French had five units left, including the commander, although no cavalry or artillery.
I won that battle with a turn to spare, so in my second playthrough, as vlogger Quill18 is wont to say: "What could possibly go wrong?"

Wednesday, November 20, 2024

Battle Of Columbeira In 3D - Turn Five

Map

Situation at the start of turn five
My activation dice are 3 and two 1s. I reroll the 1s, having the good fortune to get 5 and 4, meaning my whole army can be activated.
In area 3 I advance the artillery.
In area 4 the infantry in Columbeira fire at the French in square, the four dice increased thanks to the enemy's formation. I roll 6, 5, 4, 3 and 2, destroying the target. My rearward infantry advance diagonally left, but I leave the other infantry where they are so as not to get in the way of my cavalry.
In area 5 both cavalry units swing two hexes diagonally left, into the stream, and are followed by Sir Arthur Wellesley. Both infantry units advance.
The French commander suddenly looks vulnerable
The AI's four activation dice land 6, two 4s and 1. Wildcard 6 and a 4 are rerolled, becoming 3 and 2, meaning all French troops can be activated.
In area 2 the infantry roll 6, at last leaving their position and advancing off the hill.
In area 3 the French artillery do not have a target in line-of-sight (guns can only fire along a direct line of hexes, rather than having a continuous arc), and so roll 3, which has no effect. Because Allied cavalry are within three hexes, the infantry form square.
In area 4 General Delaborde rolls 2, which only has an effect after turn six.
Halfway through the battle, and the Allies are rampant