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

Sunday, March 01, 2026

Summing Up My 3D French Playthrough Of Corunna

WITHOUT wishing to blow my own trumpet, I have to say my plan worked like a dream, although I felt far from sure of success at the halfway point, which came just a turn-and-a-bit before the sudden end.
Perhaps my activation dice fell kindly most of the time, but I do not think luck particularly favoured me.
Anyway, my 3D score against the AI is now 7-4, or 7-5 if you include the scenario I started a unit short.
At this stage first-time through I led 7-6, having played one scenario twice, but if the replay is excluded, I was tied 6-6.
Victorious - Marshal Soult (left) with his aide-de-camp

Saturday, February 28, 2026

French Playthrough Of Corunna: Turn Seven

Map

Situation after six turns
My three activation dice land 6, 4, 2. I reroll the 4, but get a useless 5, and turn wildcard 6 into a 3.
I start in area 3, where the two-base infantry ascend the ridge and shoot at Sir John Moore. The three dice are decreased for firing at range after moving, but increased for being on higher ground, and I roll 6, 5, 3, eliminating the British commander, and so winning the scenario.

Friday, February 27, 2026

French Playthrough Of Corunna: Turn Six

Map

Situation at the halfway point
My three activation dice land 6, 5, 3. I reroll the 5, but get a useless 4, and turn wildcard 6 into a 2.
I start in area 3, where my artillery shoot straight ahead, rolling 6, 4, 2, eliminating the final base of the British infantry unit opposing them.
In area 2 my right-flank infantry advance diagonally right and attack the British unit still on the ridge. The three dice are increased for attacking from an adjacent hex after moving. They land 6, 3, 2, 1, eliminating a base. My infantry in Elviña similarly attack the same British unit, rolling 5, 5, 2, 2, eliminating the enemy unit's remaining base.
My three-base infantry in area 2 advance into Elviña. Marshal Soult advances two hexes, but my cavalry advance one hex directly, and then diagonally right, so as to stay out of the line-of-sight of the British artillery.
The AI's four activation dice land 6, 5, 2, 1. Wildcard 6 is rerolled, but does not change.
In area 1 the one-base British shoot at my left-flank infantry, the two dice decreased for firing through trees. The die lands as a 4, forcing my unit back a hex.
From this turn on, British infantry, unless they have a target to attack, or there are enemy cavalry in the vicinity, move towards Sir John Moore, which is what the unit in area 2 does.
In area 5 the British artillery do not have an enemy in line-of-sight, so move back diagonally right to give them a target next turn (if my men do not move).
Quite a dramatic half-turn - Sir John's forward infantry-guard on the long ridge has disappeared

Thursday, February 26, 2026

French Playthrough Of Corunna: Turn Five

Map

Situation after four turns
My three activation dice land 5, 4, 1. I reroll the 5 and 4, getting another 5 and a 3.
I start in area 3 where my artillery shoot at the British infantry directly ahead of them. The three dice are increased, thanks to the presence of Marshal Soult, and I roll 5, 4, 2, 1. That destroys a base, but the compulsory withdrawal is cancelled, thanks to the infantry being supported by Sir John Moore. Marshal Soult advances two hexes diagonally left, and the cavalry fall in behind him.
In area 1 my forward infantry advance and shoot at the British behind the trees. The four dice are decreased for firing at range after moving, and for the target having cover, but I roll 5, 3, eliminating a base, thus reducing the enemy unit to a single base. My other infantry in area 1 advance to the edge of the ridge.
The AI's four activation dice land 6, 4, 4, 1. Wildcard 6 and a 4 are rerolled, becoming 6, 3.
In area 1 the infantry remain sheltering behind the trees.
In area 3 the one-base forward infantry also stand pat. The two-base infantry advance on to the ridge and shoot at my men in Elviña. The three dice are decreased for moving, and for the target having cover, but increased for being on higher ground, landing 3, 2, so there is no effect.
From this turn onwards Sir John always wants to move nearer Corunna, unless he has an enemy unit he can attack. However, he is already adjacent to Corunna, and cannot enter it as the town is already occupied by a British infantry unit, which stays where it is.
In area 4 the infantry want to move up the map, but stay where they are as that would take them off the battlefield.
Halfway, and the battle is in the balance, but I fear my cavalry may be too late to make a difference

Wednesday, February 25, 2026

French Playthrough Of Corunna: Turn Four

Map

Situation after turn three
My three activation dice land 6, 4, 1. I turn wildcard 6 into a 2, and start in area 1 by advancing my forward infantry, who shoot at the British infantry directly ahead. The four dice are reduced to three for firing at range after moving, but I roll 5, 4, 1, causing the enemy unit to lose a base and fall back behind the trees. My other infantry in area 1 also advance a hex.
My units in area 2 advance, and my cavalry fall back to behind Marshal Soult, heading, in the not-so-long run, I hope, for the left flank.
The AI's four activation dice land 4, 4, 3, 1. A 4 is rerolled, but becomes a 6, which in this context is useless.
In area 1 the infantry want to move up the map, but this cannot be done as it would take them off the battlefield (this must be the correct interpretation - rather than having the unit leave the battle - as otherwise it would be possible, if the dice fell rightly, for Sir John Moore to leave the battlefield after two turns).
In area 3 the forward British infantry remain where they are (a 1 was rolled). The middle infantry want to fall back directly, but cannot because Sir John Moore is in the way. The rear infantry fall back into Corunna. Sir John advances diagonally left so as to be adjacent to three British units.
In area 4 the infantry stand still.
My infantry are advancing steadily, but without really getting close to the British general, whom they have to eliminate before the end of turn 10

Tuesday, February 24, 2026

French Playthrough Of Corunna: Turn Three

Map

Situation after turn two
My three activation dice land 2, 1, 1. I reroll a 1, but it becomes a useless 5.
In area 1 I advance the forward infantry, who shoot at the British ahead of them on the hill. The four dice are decreased for firing at range after moving, and I roll a miserable three 3s. The other infantry in area 1 also advance and shoot, very much making up for their comrades' poor performance by rolling 6, 5, 4, eliminating the British unit.
I area 2 my right-flank infantry advance and shoot at the British nearest them, rolling 6, 4, 1, causing the enemy to lose a base, and sending the survivors back a hex, which takes them off the high ground. My other units in area 2 also advance a hex.
The AI's four activation dice land 5, 4, 2, 2. A 2 is rerolled, becoming a 1.
In area 1 the infantry advance diagonally right.
The infantry in area 2 do not move, and neither do the infantry in area 4.
The British artillery shoot at my right-flank infantry, the three dice increased for being on higher ground. The dice land 6, 3, 3, 2, reducing my unit by a base.
My left-hook seems to be proceeding nicely, but I will need to get Marshal Soult over to that flank to support the infantry, and move the cavalry into position from which to exploit any chance to ride down the British commander, Sir John Moore

Monday, February 23, 2026

French Playthrough Of Corunna: Turn Two

Map

Situation after turn one
My three activation dice land all land as 3s. I keep one, but reroll the other two, getting wildcard 6s, which I turn into 2 and 1.
I start in area 2 by advancing the two infantry units a hex, and then send Marshal Soult forward diagonally right two hexes, so he is in position to support my artillery, which shoot at the British infantry on the high ground directly ahead. The three dice are increased, thanks to the general's presence, and I roll 6, 2, 2, 1, reducing the British unit to two bases.
In area 1 I advance all three units a hex, which puts the furthest-forward infantry in range of the British on the hill behind Elviña. The four dice are decreased for firing at range after moving, and I roll 5, 3, 1, again inflicting one hit.
The AI's four activation dice land 2, 1, 1, 1. Two of the 1s are rerolled, becoming 4 and another 1.
In area 1 the two-base infantry fire back at the men who just shot at them, the three dice increased for being on higher ground. The dice land 4, 4, 3, 3, meaning my unit should fall back two hexes, but only one hex is possible, so the other fallback becomes a hit.
The rearward British infantry in area 1 withdraw a hex.
In area 2 the infantry also withdraw a hex.
In area 4 the artillery advance diagonally right, so as to put a French unit in range and line-of-sight (artillery cannot move and fire, so the unit will have to wait to next turn to see if its manoeuvre proves useful). The British infantry in area 4 do not move.
The AI seems to have settled on a policy of defence in depth

Sunday, February 22, 2026

French Playthrough Of Corunna: Turn One

Map

Battlefield in 3D, with the combatants added, looking from behind the French lines
My three activation dice land 6, 5, 3. I reroll the 5, and it becomes another wildcard 6. I turn the 6s into 4 and 1, and start by moving the cavalry forward diagonally left, to be out of the line-of-fire of the British artillery.
I advance my own artillery to the edge of the right-bank high ground.
In area 1 I move all three infantry units forward a hex.
The AI's four activation dice land 4, 4, 2, 2. A 4 and a 2 are rerolled, but become two more 2s.
In area 2 the forward infantry advance diagonally left to the edge of the high ground, but the rearward unit remains where it is.
In area 4 the British artillery have no target within line-of-sight, never mind within range, and do not move. The infantry withdraw a hex.
No shooting in this turn, but my left hook has begun to advance, and my artillery are in position to fire next turn

Saturday, February 21, 2026

French Playthrough Of Corunna In 3D

THE 12th scenario in Mike Lambo's Battles Of Napoleonic Europe is Corunna, this time fought from the French side.
To win I have to eliminate the British commander, Sir John Moore, before the end of turn 10.
My force consists of Marshal Jean-de-Dieu Soult, five units of infantry, and one each of cavalry and artillery.
The AI gets, in addition to Sir John, seven units of infantry and one of artillery.
When I first played this scenario, using the map and counters from Lambo's book, I snatched victory at the last possible moment.
Map of the battlefield
Battlefield in 3D
My French army
Here is how I set up last time (all French troops have to start below the blue dashed line)
I believe my decision to concentrate my army in just three sectors was correct, and I did win the battle.
But my men had trouble crossing the river - mainly because of the way the river reduced my units' attacking capabilities.
A radically different set up
This time I have placed Marshal Soult and all the infantry to the left of the river, filling all the spaces available to the French when setting up.
My artillery will advance to the edge of the high ground on the right bank, and my cavalry will react to circumstances.
Sir John Moore and the British troops

The AI's setup is determined by dice throws.
Here is how the British, at the top of the map, began last time
This time the AI has slightly varied its setup, with artillery placed directly opposite my cavalry
The full battlefield, waiting for the off
As usual I will write up the battle as it proceeds.

Tuesday, December 16, 2025

Summing Up Corunna In 3D

I SUMMARISED my first playthrough of Corunna by calling it "by far the easiest and most convincing victory I have had in all my battles" from Mike Lambo's Battles Of Napoleonic Europe.
My latest playthrough could not have been in starker contrast - almost from the first roll of the dice the British were in trouble.
The two very different experiences are surely a testament to the flexibility and replayability of Lambo's gaming system.
My 3D score against the AI is now 6-4, or 6-5 if you include the scenario I started a unit short.
At this stage first-time through I was tied 6-6, having played one scenario twice, but if the replay is excluded, I was losing 5-6.

Monday, December 15, 2025

Corunna in 3D - Turn Seven

Map

Situation after six turns
My activation dice land 6, 4, 2. I reroll the 2, but get another 4, and I change wildcard 6 into a 3.
I start in area 4 by moving Sir John Moore to the outskirts of Corunna, and I pull the two-strength infantry into the cover of the trees.
In area 3 I leave the infantry in Corunna.
The AI's activation dice land 6,5, 5, 3. Wildcard 6 and a 5 are rerolled, but become two 6s.
In area 3 the infantry climb onto high ground and shoot at Sir John, the three dice decreased for moving, but increased for being on higher ground. The dice land 6, 3, 1, killing Sir John and so winning the battle.

Sunday, December 14, 2025

Corunna In 3D - Turn Six

Map

Situation after five turns
My activation dice land 3, 2, 1. I reroll the 2 and 1, but get another 3 and another 1.
There is nothing I can usefully do, so I await my fate.
The AI's activation dice land 6, 5, 3, 1. Wildcard 6 is rerolled, but becomes another 1.
From now on the French infantry, if they cannot attack any enemy unit, advance towards my commander.
In area 1 this takes the infantry obliquely forward to their left, and the cavalry choose to similarly advance two hexes obliquely forward to their left.
In area 3 the infantry advance to the foot of the high ground.
In area 5 the infantry also advance, and the cavalry advance two hexes into the copse.
Can Sir John Moore somehow survive four more turns?

Saturday, December 13, 2025

Corunna In 3D - Halfway Verdict

How the battle stood after five turns when I first played it
As can be seen, first-time through I had more units than the AI at the halfway point, and I completely controlled Elviña and its adjacent high-ground.
This time it is surely only a matter of time before the AI succeeds in following historical precedent by killing the British commander, Sir John Moore

Friday, December 12, 2025

Corunna In 3D - Turn Five

Map

Situation after turn four
My activation dice land 6, 5, 3, meaning I can activate all my units without even using wildcard 6.
In area 5 I pull my troops back a hex, and I leave the unit in Corunna where it is.
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, but do not change.
In area 2 both infantry units advance.
In area 4 the forward infantry advance to the foot of the high ground, and the rearward infantry form up behind them. The artillery advance a hex, and so does Marshal Soult, putting him next to three friendly units.
The quietest turn yet

Thursday, December 11, 2025

Corunna In 3D - Turn Four

Map

Situation after turn three
My activation dice land 6, 5, 2. By changing wildcard 6 into a 3, I can activate all my units.
I start in area 5  where my three-strength infantry shoot at the French cavalry, the three dice increased for being on higher ground and for support from Sir John Moore, but decreased for the target being in cover. I roll 6, 3, 1, 1, eliminating a base. My one-strength infantry fire at the same target, the two dice increased thanks to the British commander's presence, but decreased due to the cavalry being among trees. I roll two 4s, forcing the French back two hexes. Sir John stands pat.
In area 3 my infantry take up defensive positions in Corunna.
The AI's activation dice land 6, 3, 3, 3. Wildcard 6 and two 3s are rerolled, landing 5, 5, 2.
In area 2 the forward infantry advance obliquely right, and the rearward infantry occupy the space their comrades vacated.
In area 3 the infantry advance a hex.
In area 5 the two-strength infantry advance to the edge of the hill and shoot at my men on the opposite high ground. The three dice are reduced for moving, but land 6, 3, eliminating a base. The cavalry stand still as there is no enemy within three hexes.
A quiet turn, but the British position remains desperate

Wednesday, December 10, 2025

Corunna In 3D - Turn Three

Map

Situation after turn two
My activation dice land 4, 3 and 2. I reroll 3 and 2, but get another 4 and 3.
In area 4, Sir John Moore falls back behind the hill, and in area 3 I withdraw my infantry obliquely right.
My revised plan is to avoid, or at least delay, combat as much as possible
The AI's activation dice land 6, 6, 2 and 1. Wildcard 6s are rerolled, becoming 4 and 3.
In area 1 the infantry advance obliquely right to the edge of the sea. The cavalry advance to the river bank.
In area 2 the forward infantry advance and shoot at my retiring troops. The four dice are decreased for the unit having moved, landing 6, 4, 1, eliminating a base and forcing the rest of my unit back a hex to the outskirts of Corunna. The rearward French infantry in area 2 advance a hex.
In area 3 Marshal Soult withdraws obliquely left two hexes on to high ground, putting him adjacent to four French units. The infantry advance a hex.
In area 4 the forward infantry advance down from the hill, and the rearward infantry follow suit. The artillery also advance a hex.
Keeping Sir John Moore alive for the next seven turns is looking a tall order

Tuesday, December 09, 2025

Corunna In 3D -Turn Two

Map

Situation after turn one
My activation dice land 5, 1, 1. I reroll the 1s, getting 6 and 2, and turn wildcard 6 into a 4.
I start in area 5 by sending my right-flank infantry to clear the wood of French cavalry. The three dice are increased for attacking at close range after moving, but decreased for the target being in cover. I roll 4, 4, 1, forcing the French back two hexes. My other infantry in area 5 shoot at the French infantry directly ahead, the dice landing 5, 4, 2, 1, removing one base and forcing the survivors back a hex.
In area 4 my three-strength infantry occupy Elviña and shoot at the nearest French, the four dice reduced for moving. I roll 4, 3, 3, forcing the enemy back obliquely left. My one-strength infantry advance obliquely left, staying on high ground, and shoot at the French directly ahead. The two dice are decreased for moving, but increased for being on higher ground, and fall 4, 3, forcing the French back a hex. Sir John Moore advances onto high ground so as to be adjacent to two friendly units.
The French suffered no losses this half-turn, but at least their attack has been temporarily stymied
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, landing 6, 5.
In area 2 the forward infantry shoot at my one-strength unit (chosen over my nearby three-strength unit as the former is nearer Sir John Moore). The four dice are decreased for firing from a river hex, but increased thanks to support from Marshal Soult, landing 6, 4, 2, 1, destroying my unit's final base. The marshal remains where he is, as do the rearward infantry, whose path to directly advance is blocked.
In area 4 the forward infantry shoot at my men in Elviña, losing one die thanks to the target being in cover, but gaining one from being on higher ground. The dice land 5, 5, 2, 2, eliminating two bases. The rearward infantry advance and shoot at the same target, losing a die for having moved. The remaining dice land 6, 2, 2, just enough to finish the job of destroying my unit. The artillery want to advance, but their way is blocked.
In area 5 the infantry want to advance obliquely right, but their way is also blocked. The cavalry charge down from the high ground, burst through the trees and attack my right-flank infantry, rolling 6, 6, 4, 4, 2, 1, eliminating two bases and causing the survivors to flee two hexes.
This is going so much worse than in my triumphant first playthrough