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

Wednesday, July 23, 2025

Summing Up My French Playthrough Of Vimeiro In 3D

DEFEATS do not become much more comprehensive than this.
I think it fair to say I was unlucky with my dice - not so much when throwing for activation, but definitely when attacking.
The AI's dice did not seem particularly lucky, until the dramatic sixth turn, when suddenly everything went right for it.
But, apart from the dice, were there other reasons for my defeat?
Perhaps I was at fault for advancing my army in a somewhat piecemeal fashion, rather than as a compact body?
But of course a large contributory factor to my defeat was that I started with three infantry units instead of the stipulated four, only discovering the fact after I had begun posting the battle.
Therefore, after six scenarios of this 3D series, I feel my score against the AI should remain at 3-2, although if you include this debacle of the misplayed scenario the score is tied 3-3.
At this stage first-time through I was losing 3-4, having played one scenario twice, but if the replayed scenario is excluded, I was losing 2-4.

Tuesday, July 22, 2025

Vimeiro In 3D - French Playthrough - Turn Seven

Map

Situation after six turns
My activation dice land 5, 4, 3. I reroll the 5 and 4, but get 4 and 3.
I can only activate General Junot, and he, perhaps in shame at the way the battle has gone, charges the Allied cavalry. A commander counts as one-strength cavalry, so he receives two dice, with one added for being on higher ground. I roll 5, 3, 2, causing the enemy cavalry to lose a base.
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 1.
The AI has no troops in area 1, but in area 2 the one-strength infantry fire at my infantry, gaining a die for being on higher ground. The dice land 5, 5, 3, eliminating two French bases, at which point I, somewhat belatedly, concede.

Monday, July 21, 2025

Vimeiro In 3D - French Playthrough: Turn Six

Map

Situation after five turns
My activation dice land 6, 2, 2. I reroll a 2, which becomes a 3, and turn wildcard 6 into a 1.
In area 1 my two-strength cavalry turn and charge the Allied infantry on Vimeiro Hill. There is no bonus in this game for attacking in the flank or rear, and my dice land 6, 3, 3, 2, 2, causing the enemy unit to lose a base.
In area 3 I my one-strength infantry fire at the three-strength Allied infantry directly ahead. The two dice are increased for being on higher ground and for having support from General Junot, but I only roll 4, 3, 3, 2, which has no effect as the enemy does not need to retreat since it is supported by Sir Arthur Wellesley.
I then move Junot diagonally back to the left so he can support my infantry in area 2, which advances and fires at the Allied infantry on Vimeiro Hill. The four dice are decreased for firing after moving, but increased thanks to the presence of the commander, and I roll 6, 2, 2, 1, causing the enemy unit to lose a base - its second loss this turn.
The AI's activation dice land 3, 3, 1, 1. A 3 and a 1 are rerolled, becoming 2 and 1.
The AI has no troops in area 1, so that activation die is wasted.
In area 2 the one-strength Allied infantry attack my cavalry, turning to do so (there is no provision in the rules for AI units changing face - presumably it is not expected to happen - but this seems the fairest solution). The two dice land 6, 5, eliminating my unit, which surely puts the kibosh on my chances.
The Allied cavalry in area 2 attack my one-strength infantry on the high ground, rolling 6, 6, 5, 1, 1, 1, eliminating my unit.
In area 3 the infantry advance a hex and fire at my two-strength infantry on the high ground. The four dice are reduced for firing after moving, but the dice land 6, 5, 4, eliminating yet another of my units.
Wellesley, now that the battle is past turn five, has different operating instructions, in this case taking him diagonally forward two hexes to the left to be nearer the village of Vimeiro.
Finally the artillery remains where it is (perhaps the gunners think there services will hardly be needed to wrap up victory).
Talk about a dramatic half-turn - in a flash I have gone from reasonably optimistic to wanting to throw in the towel

Sunday, July 20, 2025

Vimeiro In 3D - French Playthrough: Halfway Verdict

Map

Situation after five turns
The French begin the scenario heavily outnumbered, and my army remains heavily outnumbered.
Losing my artillery without it even firing a round was a big blow.
But there is hope in the shape of the French cavalry, which can be expected to swing round and inflict significant casualties on the Allied troops gathering around the French objective of Vimeiro.
Here is how the battle looked halfway through my first playthrough of this scenario
If it were not for the placing of my cavalry in the 3D scenario, I would say I was doing far better at the halfway point of my first playthrough.
I went on to lose that game, albeit by the tightest of margins, and it may well be I will lose this time too ... but perhaps the cavalry will come to my rescue.

Saturday, July 19, 2025

Vimeiro In 3D - French Playthrough - Turn five

Map

Situation after four turns
My activation dice land 6, 3, 2. I turn wildcard 6 into a 1, and take a risk by rerolling 2 as I want to activate my infantry in area 4. However the die lands as another wildcard 6, which I turn into a 4.
In area 1 my two-strength cavalry roll continue their battle with the Allied extreme-right infantry, rolling 6, 6, 3, 1, 1, destroying the enemy unit's remaining two strength points.
Next, in area 4, my two-strength infantry fire at the furthest-forward Allied infantry, the three dice increased for being on higher ground and for receiving support from General Junot. The dice land 6, 4, 3, 3, 3, causing the enemy to lose a base and fall back a hex.
The infantry in area 3 fire at the two-strength Allied infantry in the river hex, also getting five dice, which land 5, 3, 3, 2, 2, inflicting the loss of a base.
A reasonably productive half-turn for the French
The AI's activation dice land 6, 6, 4, 4. The wildcard 6s and a 4 are rerolled, becoming 5, 2, 1.
The Allies no longer have troops in area 1, so that activation die is wasted.
In area 2 the infantry advance to the edge of Vimeiro Hill and fire at my artillery, gaining an extra attack die for being on higher ground, but losing one for firing at range two-three after moving. The dice land 6, 5, 4, eliminating my unit (artillery start with two strength points, unlike the three points of infantry and cavalry units). The Allied cavalry advance two hexes to directly behind the village of Vimeiro.
In area 4 the one-strength infantry fire at my furthest-forward infantry, rolling 5, 1, causing my men to lose a base. The two-strength Allied unit wants to move nearer Vimeiro, but cannot do so. The three-strength unit also wants to advance, but its way is blocked.
Finally, there are no Allied troops in area 5, so that activation die is also wasted.
Allied troops are starting to gather in some numbers in the vicinity of Vimeiro, which I have to be occupying at the end of turn 10 to claim victory

Friday, July 18, 2025

Vimeiro In 3D - French Playthrough - Turn Four

Map

Situation after three turns
My activation dice land 6, 3, 1, and I change wildcard 6 into 4.
I start in area 1 by ordering my so-far victorious cavalry to charge the infantry directly to their front, but my five dice land 5, 3, 2, 2, 2, meaning the infantry only lose one base.
I next switch to area 4, where General Junot advances one hex diagonally right and supports the two-strength infantry as they fire at the Allied infantry directly ahead. The three dice are increased for the commander's support and for being on higher ground, but I roll a derisory 3, 3, 2, 2, 1, meaning the shooting has been totally ineffective.
In area 3 the infantry advance diagonally right to fire at the same Allied target. Their four dice - my unit is at full strength - are increased thanks to Junot and being on higher ground, but reduced for firing at range two-three after moving. I roll a disappointing 5, 2, 2, 2, 1, causing the Allied unit to lose just one base.
I couldn't complain about my activation dice this half-turn, but my attack dice left a lot to be desired
The AI's activation dice land 6, 4, 3, 2. Wildcard 6 is rerolled, but becomes a 2.
In area 2 the infantry ascend Vimeiro Hill, but the cavalry roll 1, which only has an effect if there are enemy troops within three hexes.
In area 3 the infantry advance diagonally left to approach my forward infantry on the high ground. Sir Arthur Wellesley cannot move to be beside more friendly units than he is already adjacent to, and so stays where he is. The artillery want to move straight down, but cannot because Wellesley is in the way.
There are three infantry units in area 4. The two-strength unit fires at the French infantry nearest Vimeiro, the three dice reduced for shooting from a river hex. However the dice land 5, 1, causing my unit to lose a base. The further-forward infantry on the hill advance, but the remaining unit is unable to move straight down and so stands still.
Fighting has become something of a battle of attrition, which will not be good news for the outnumbered French if it continues that way

Thursday, July 17, 2025

Vimeiro In 3D - French Playthrough - Turn Three

Map

Situation after two turns
My activation dice land 5, 2, 1. I reroll 5, but get another 2.
In area 1 my two-strength cavalry again surge up Vimeiro Hill to attack the nearest Allied infantry, rolling a stupendous 6, 6, 5, 5, 4 - talk about overkill!
In area 2 my infantry and my artillery advance a hex.
My cavalry have eliminated the first line of Allied foot on the Allied extreme-right, but if the AI can activate the second line in the coming half-turn, tables could be turned
The AI's activation dice land 6, 5, 5, 4. Wildcard 6 and a 5 are rerolled, but land 6, 4.
In area 4 the forward Allied infantry fire at my men directly ahead of them. The four dice are reduced for being in a river hex, but land a reasonable 6, 4, 2. That causes my unit to lose a base, but it does not retreat on the 4 because it is supported by General Junot.
The other infantry in area 4 roll a 6, meaning they want to move nearer my unit that has just been shot at, but while they can advance diagonally right or left, neither results in them being nearer my men, and so the Allied unit remains where it is.
In area 5 the infantry advance diagonally right to bring them nearer my right-flank infantry.
Both armies lost a single base this turn

Wednesday, July 16, 2025

Vimeiro In 3D - French Playthrough: Turn Two

Map

Situation after turn one, looking from behind the French lines
My activation dice land 4, 1, 1. Since I have no units in area 4, I reroll the 4 and a 1, getting 6 and 5. I change wildcard 6 into a 3.
I start in area 1 by ordering my cavalry to leave the trees, climb Vimeiro Hill and attack the leading Allied infantry, rolling 6, 5, 3, 2, 1, 1, scoring two hits and so reducing the Allied unit to one-strength.
In area 3 I advance General Junot two hexes diagonally right so that when the lead infantry unit also advances diagonally right and fires at the left-flank Allied cavalry, the commander is present to give support. That increases the infantry's attack dice to four, and another die is added for being on higher ground than the target, but firing at range two-three after moving brings the total down to four. However I roll 6, 6, 5, 4, eliminating the cavalry.
Finally the other infantry in area 3 advance to the edge of the high ground.
Very much first-blood to the French
The AI's activation dice land 6, 2, 2, 1. Wildcard 6 and a 2 are rerolled, but again land 6, 2.
In area 1 the one-strength infantry attack my cavalry, rolling 5, 4, so my unit loses a base and falls back off Vimeiro Hill. The other infantry in area 1 want to move straight down, but their way is blocked by a friendly unit and so they remain where they are.
In area 2 the infantry advance a hex, but the cavalry stay still.
Early days, but from a French view the battle could have started a lot worse

Tuesday, July 15, 2025

Vimeiro In 3D - French Playthrough: Turn One

Map

Battlefield, looking from behind the French forces
My activation dice land 6, 5, 1. I reroll 5, but get another 5, and I turn wildcard 6 into 3.
I start by moving my cavalry into the trees directly ahead of them.
In area 3 I advance both infantry units a hex along the hill, and I move General Junot diagonally left a hex.
The AI's activation dice land 5, 4 and two 3s. A 3 is rerolled, becoming 1.
In area 1 both infantry units advance a hex.
In area 3 the infantry advance a hex. The artillery are just in range of my furthest-forward infantry, but cannot fire at them because of the plateau effect of the target being on a hill, and they choose not to move.
In area 4 both infantry units advance a hex, and the cavalry advance two hexes. Sir Arthur Wellesley moves diagonally right two hexes to put himself adjacent to three Allied units.
In area 5 the infantry advance to the edge of the hill.
The Anglo-Portuguese are surging forward, but - so far - in larger numbers on the Maceiro flank

Monday, July 14, 2025

Vimeiro In 3D - French Playthrough: The Setup

Map
I have to position my forces below the blue dashed line.
After narrowly losing when I first played this scenario, I wrote: "I guess in hindsight I may have left it a turn too late to concentrate my attention on securing the village of Vimeiro.
"Perhaps I should have gone for it from the start, rather than trying to take advantage of the high ground in my position."
Bearing this criticism in mind, I have gone for the following setup.
My cavalry should be able to use the trees below Vimeiro Hill for cover, while the artillery will shoot at any unit occupying the part of the hill beside the village
I chose this setup without looking at how I arranged my forces last time, but very much bearing in mind the victory objective - being in occupation of Vimeiro at the end of turn 10.
Looking now at my previous setup, I am at a loss to explain what I was thinking, except that I almost certainly over-emphasised the importance of controlling the hill between the two villages
The placing of the Sir Arthur Wellesley and the Allied infantry is fixed by the scenario, but the cavalry and artillery are semi-randomised by dice throws.
Whichever way the Allies set up, theirs is an impressive-looking army

Sunday, July 13, 2025

Vimeiro in 3D - French Playthrough: The Armies

Map
In this scenario the AI gets Sir Arthur Wellesley, seven units of infantry, two of cavalry and one of artillery.
The Anglo-Portuguese army, with the future Duke of Wellington in the forefront
The human receives General Junot, four units of infantry, one of cavalry and one of artillery.
The heavily outnumbered French
To win, the human has to be occupying Vimeiro - the village by the hill on the left of the map - at the end of turn 10.
When I first played this scenario, the battle came down to an exciting turn 10 in which Junot, no less, occupied Vimeiro in my half-turn, only to be killed by Allied infantry in their half-turn, thus snatching victory from my grasp.
As I wrote at the time (November 2023): "I have become used to exciting finishes to my battles from Mike Lambo's books, with the result hanging in the balance to the very end.
"But I do not see how any refight could have kept the tension any longer than this one."
[Oh dear - too late to change anything now, but as you can see there are only three French infantry units in the second photo, and that is how I played the battle.]

Saturday, July 12, 2025

Vimeiro In 3D - French Playthrough

IT has been five months since I fought a scenario from Mike Lambo's Battles Of Napoleonic Europe, the solitaire boardgame in a book.
When we left the action, I was leading the AI 3-2 in our 3D series, which transfers the game to a Hexon II grid, replacing counters with 10mm figures from Transylvania-based Wofun.
My score of 3-2 compares favourably with my score of 2-3 when I first played the scenarios, although it could be argued I was doing slightly better than that as first-time through I replayed the fifth scenario, improving my score to 3-3.
Anyway, the next battle in our 3D series is Vimeiro from the French side.
Map of the battlefield (the French start at the bottom, the Anglo-Portuguese at the top)

Map transferred to the tabletop

Wednesday, February 12, 2025

Summing Up Vimeiro In 3D

I WAS too clever by half, or, to put it another way, too greedy.
My plan last time, in my second playthrough of the scenario, which saw my cavalry occupy Vimeiro Hill as soon as possible, had worked well.
But this time I tried to refine the plan by putting my cavalry on the Allied left flank, the idea being to clear the way for my infantry to occupy the hill as soon as possible.
The plan failed spectacularly, with Allied control of Vimeiro Hill never being absolute.
My lead in this 3D series has been cut to 3-2, whereas at this stage the first time through I was losing 2-3 (or tied 3-3 if my win in the replay of this fifth scenario is counted).

Tuesday, February 11, 2025

Battle Of Vimeiro In 3D - Turn Eight

Map

Situation after turn seven
My three activation dice land 6, 4 and 2. I reroll 2, which becomes 5, and I turn wildcard 6 into 3.
In area 3 my infantry fire at General Junot, the two dice increased thanks to support from Sir Arthur Wellesley, but decreased as the French commander is behind cover in Vimeiro. The dice land a disappointing 3 and 1.
In area 4 Sir Arthur climbs the hill and from it attacks General Junot. The two dice are increased for being on higher ground, but decreased thanks to the opposing general enjoying cover. I roll a pair of 5s, killing Junot.
In area 5 the infantry advance diagonally left.
The killing of the French commander offers me a glimmer of hope, but Sir Arthur is very vulnerable
The AI's four activation dice land 4, 3, 2 and 1.
In area 1 the infantry the roll 4, advancing from Maceira.
In area 2 the infantry roll 4, but do not advance as it would mean leaving high ground.
In area 3 the forward infantry fire at my infantry directly ahead (they cannot fire at Sir Arthur as line-of-sight is blocked by the village of Vimeiro). The dice land 4, 2 and 1, forcing my men back a hex. The rearward infantry advance diagonally left, firing at Sir Arthur. The three dice are decreased for shooting after moving, but they roll 6 and 1, killing the Allied commander.
The artillery roll 3, which has no effect.
Both armies are leaderless
More to the point, none of my units can occupy Vimeiro by the end of turn 10, so I concede.

Monday, February 10, 2025

Battle Of Vimeiro In 3D - Turn Seven

Map

Situation after turn six
My three activation dice land two 3s and 2. Since I really want 5 and 4, I reroll all three, getting 6, 5 and 4.
After turning wildcard 6 into 3, I start in area 3 by firing at the French infantry directly ahead of my men, the three dice landing 5, 3 and 2, eliminating one enemy base.
In area 5 my infantry move diagonally onto Vimeiro Hill, firing at the French already there. The four dice are decreased for shooting after moving, and they land 5, 4 and 3, eliminating the one-base enemy.
In area 4 my cavalry attack the French cavalry in Vimeiro, their two dice decreased for the enemy being in cover, and I roll a useless 3. The infantry advance and attack the same target, their three dice increased for attacking from an adjacent hex after moving. I roll 6, 5 and 1, easily destroying the one-base enemy and so clearing Vimeiro of French troops. Sir Arthur Wellesley advances one hex.
It is starting to look good for the Allies
The AI's four activation dice land 4, two 3s and 1. A 3 is rerolled, but does not change.
In area 2 the infantry roll 2, meaning they move onto higher ground to be nearer Vimeiro.
In area 3 the forward infantry fire at my cavalry, the two dice increased thanks to support from General Junot, and they roll two 5s and 2, eliminating my unit. The rearward infantry roll 6, but are unable to move nearer my furthest-forward unit.
In area 4 General Junot enters Vimeiro and attacks my infantry beside the village. A commander counts as one-base cavalry (presumably he has an escort), which means four dice, and they fall as three 5s and 2, eliminating my unit! The artillery roll 6, advancing (at last).
A dramatic change of fortune

Sunday, February 09, 2025

Battle Of Vimeiro In 3D - Turn Six

Map

Situation after turn five
My three activation dice land 4, 2 and 1. I reroll the 1, getting wildcard 6, which I change into 3, meaning I can activate the whole Allied army.
In area 4 the forward infantry climb Vimeiro Hill and fire at the three-base French infantry, the four dice decreased for shooting after moving. I roll two 6s and 4, reducing the enemy unit to one base, and forcing the survivors off the hill. My cavalry and rearward infantry advance one hex diagonally right.
In area 3 the infantry fire at the French directly ahead, their four dice increased thanks to the presence of Sir Arthur Wellesley. The dice land 6 and four 1s, just eliminating the one-base enemy unit. Sir Arthur advances one hex diagonally right.
In area 2 the artillery have no targets, so I pull them back a hex.
I feel that if I can win the fight for Vimeiro Hill, I will be well-placed to take the village, and so win the game
The AI's four activation dice land 6, 5, 4 and 3. Wildcard 6 is rerolled, but becomes another 4.
In area 3 the forward infantry roll 5, advancing diagonally left, from where they fire at my infantry directly ahead, the four dice decreased for shooting after moving. The dice land 5, 4 and 1, eliminating a base, but my men do not have to retreat as they are supported by the Allied commander. The rearward infantry roll 1, but cannot, as instructed, move nearer unoccupied Vimeiro.
In area 4 the cavalry roll 5, which from turn six on sends them towards Vimeiro, in this case occupying it. General Junot advances a hex to be adjacent to three French units. The artillery roll 3, which has no effect.
In area 5 the forward infantry fire at my men on the hill, but roll 3 and 2. The rearward infantry roll 1, but this has no effect as Vimeiro is occupied.
The French control the village that is key to the battle, but otherwise this was a decent turn for the Allied cause

Saturday, February 08, 2025

Battle Of Vimeiro In 3D - Halfway Verdict

Situation at the halfway point

I am certainly doing better than at this stage in my first playthrough

But probably not as well as when I replayed the scenario