Showing posts with label Battles Of Napoleonic Europe. Show all posts
Showing posts with label Battles Of Napoleonic Europe. Show all posts

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

Tuesday, November 19, 2024

Battle Of Columbeira In 3D - Turn Four

Map

Situation at the start of turn four
My activation dice land 6, 4 and 1. I reroll the 1, but get another 1, and I turn wildcard 6 into a 5.
I start in area 5 by sending my rearward cavalry to charge the nearest French infantry, who may have thought they were safe on high ground. I make them pay for not forming square by rolling 6, two 5s, 4, 3 and 1, eliminating the enemy unit. My forward cavalry charge the one-strength French infantry, who have formed square, which decreases the six dice to three. Nevertheless I roll 6, 5 and 1, and another enemy unit is destroyed. Also in area 5 the Allied infantry units each advance a hex, and Sir Arthur Wellesley advances two hexes to keep up with his cavalry.
In area 4 the middle infantry enter the village and fire at the French directly ahead, the four dice decreased for shooting after moving, and I roll a miserable 2 and two 1s. My two-strength infantry fire at the same target, rolling 5 and two 1s, scoring a hit. My rearward infantry advance diagonally left to the outskirts of Columbeira.
My right hook is having success
The AI's activation dice land 5, 4, 2 and 1.
There are no troops in area 1, and in area 2 the infantry roll 1, which has no effect in this scenario,
In area 4 the two-strength infantry form square and shoot at the nearest Allied cavalry (they prefer shooting at cavalry, rather than infantry, when in square), their two dice decreased for moving. They roll 4, causing my unit to fall back a hex. General Delaborde rolls 4, moving diagonally across the middle hill so he is next to three friendly units.
There are no French troops in area 5, so that activation die is wasted.
End of turn, with the French down to five units, including the commander

Monday, November 18, 2024

Battle Of Columbeira In 3D - Turn Three

Map

Situation at the start of turn three
My three activation dice land 4, 2 and 1. I reroll the 2 and 1, but get a pair of 1s.
In area 4 my second-furthest forward infantry fire at the French cavalry, rolling 5 and two 4s, just enough to destroy the enemy unit's final base. The furthest forward infantry enter Columbeira and fire at the enemy diagonally to their right. The four dice are decreased for shooting after moving, but I roll 6, 5 and 2, reducing the enemy to one-strength. The third unit of Allied infantry advances to the edge of the village, and the fourth unit advances diagonally right.
My activation dice were poor, but I have still made progress
The AI's activation dice are two 4s and two 2s. One of each pair is rerolled, becoming two 5s.
In area 2 the infantry roll 3 - no effect, because they already occupy high ground.
In area 4 the infantry cannot immediately fire at my men in Columbeira, thanks to the plateau effect of high ground. Instead they roll 4, advancing to the edge of the hill, from where they can shoot. Their four dice are decreased for firing after moving, and for the target being in cover, but they roll 6 and 4, destroying one base and forcing the survivors to withdraw from the village. They cannot fallback straight, so I choose for them to drop diagonally to their right. General Delaborde rolls 1, which has no effect if thrown before turn seven.
In area 5 the one-strength infantry have to form square as there are Allied cavalry within three hexes, even though the plateau effect of high ground means they cannot shoot at the horsemen. However they can shoot at my furthest forward infantry, although their two dice are decreased for moving, but increased for being on higher ground, and they roll a worthless pair of 3s. The other infantry roll 5, advancing a hex.
The French have had little success so far, but remember they win if they have any troops left on the battlefield at the end of turn 10

Sunday, November 17, 2024

Battle Of Columbeira In 3D - Turn Two

Map

Situation at the start of turn two
My three activation dice land 5, 3 and 2. I reroll the 2, which becomes wildcard 6, so by changing it to a 4 I can activate my whole army.
I start in area 4 by advancing the forward infantry, who then fire at the French cavalry, the 3 dice reduced for firing after moving. I roll 6 and 2, causing the enemy to lose a base. The middle infantry also advance and fire at the same target, rolling 6 and 1, meaning the cavalry lose a second base. The rearward infantry advance diagonally into Oak Wood.
In area 3 the infantry advance diagonally right, while the artillery advance straight forward.
In area 5, both Allied cavalry units advance two hexes, as does Sir Arthur Wellesley, while the infantry advance their maximum distance of one hex.
After the Allied half-turn
The AI's activation dice are two 6s and two 5s. All but one 5 are rerolled, becoming 2, 4 and another 5.
In area 2 the infantry roll 3, but in this scenario rolls of 2 and 3 by French infantry only have an effect if the unit is not on high ground.
In area 4 the infantry roll 2, with the same non-effect. General Delaborde rolls 4, which means he stays where he is as he cannot advance to a hex where he is adjacent to more friendly units.
In area 5 the cavalry roll 3, but that only has an effect after turn two - more hesitation by the French! The forward infantry roll 6, advancing a hex, and the same result occurs for the rearward infantry.
The French cavalry's hesitation is likely to cost them dear - more dear, that is, than they have already suffered

Saturday, November 16, 2024

Battle Of Columbeira In 3D - Turn One

Map

Battlefield
My three activation dice are two 4s and 3. I reroll a 4, but get another 4.
In area 3 I advance my infantry diagonally right so they are no longer in line-of-sight of the French artillery.
In area 4 I advance all three infantry units.
The AI's four activation dice land 6, two 4s and 1. The 6 and a 4 are rerolled, but become 4 and 1.
There are no French troops in area 1, but in area 4 the infantry roll a 3, which only has an effect if the unit is not already on high ground. General Delaborde rolls a 2, which only has an effect from turn seven.
End of turn - a quiet one in which the Allies have slowly advanced most of their infantry, while the French have stood pat

Friday, November 15, 2024

Battle Of Columbeira In 3D

AT the real Battle of Roliça in 1808 the French commander, General Henri François Delaborde, prepared a second position south of the village of Columbeira.
The idea was to fight a delaying action at Roliça, and then make the main stand on high ground behind Columbeira.
To a certain extent this is what happened, and the two actions are usually treated as one battle, as indeed does Mike Lambo in devising his scenarios for Battles Of Napoleonic Europe.
Scenarios one and two cover the first action, from the Anglo-Portuguese and French perspectives, with scenarios three and four depicting the second action, again from both sides' perspective.
For the sake of convenience, and to reduce possible confusion, I have renamed the second action the Battle of Columbeiro. but I will be fighting it as per the book.
Map for scenario three, where the human commands the Allied troops, which start below the red dashed line
Map converted to my Hexon II battlefield
I have composed the three woods or copses of different trees, so I can refer to them as Three Fir Wood, Big Fir Wood and (right) Oak Wood.
The human, in addition to Sir Arthur Wellesley, receives five units of infantry, two of cavalry and one of artillery.
To win I have to destroy the whole French army, which in the scenario is almost as strong as mine, before the end of turn 10.
I have opted for a strong right hook, my plan being to conquer the main hill and roll up the French army from there
The AI, in addition to General Delaborde, receives five units of infantry and one each of cavalry and artillery.
The AI's setup is semi-randomised, but it too has concentrated troops on the flank with the largest area of high ground
Here is how we setup when I first fought the scenario, using the book's map and counters.
The biggest difference is that in the 3D version I have favoured the right hook much more strongly
In the original playthrough I won what I called "a fairly crushing victory with a turn to spare," although I conceded that the AI "was hampered by bad dice throwing at the crucial activation stage of many turns."
It is nice being gracious in victory - I hope this time I do not have to be generous in defeat.
As usual I will write up the battle turn by turn.

Wednesday, November 13, 2024

Summing Up My French Playthrough Of Roliça In 3D -

Another exciting and fluctuating game, the outcome perhaps hinging on the AI's general, Sir Arthur Wellesley, impetuously putting himself in harm's way while encouraging his men to push home their attack.
When he was killed by my sadly depleted, but brave, sharpshooters, who were defending the objective hex, it meant the Allied army no longer had a unit that could move two hexes in a single turn, and that 6s thrown for activation areas would no longer be rerolled.
That proved hugely important in turn nine, when the AI rolled two such 6s and could not move the only Allied unit that might have reached the all-important hex.
In this series I now lead the AI 2-0, whereas at the same stage of my first playthrough of Battles Of Napoleonic Europe we were tied 1-1 - perhaps I am getting the hang of this generalship business!

Tuesday, November 12, 2024

Roliça In 3D - French Playthrough: Turn Nine

Map

Situation at the start of turn nine
My three activation dice are 5 and two 2s. I reroll a 2 and the 5, getting 1 and wildcard 6, which I turn into a 3.
In area 2 I move General Delaborde forward diagonally right, and then onto the ridge, from where he is exposed but can support my infantry and my cavalry, the latter charging the Allied infantry in the copse. The four dice - my unit is one-strength - are increased for being next to the commander. but decreased for the target being in cover. The gamble seems to have failed, as I roll 4, two 3s and 1, merely pushing the infantry back a hex.
In area 3 my one-strength infantry fire at the Allied infantry straight ahead, the two dice being increased for being on higher ground and for being next to the commander. I roll two 6s, 4 and 2, eliminating the enemy unit.
Only one Allied unit can possibly occupy the objective hex in the two half-turns left to the AI, and to do so it must mount the ridge this half-turn
The AI's activation dice are two 6s, 3 and 2. Since the Allied commander is hors de combat, the wildcard 6s are not rerolled, and since the one Allied unit that can reach the objective hex (marked by a green bead and defended by my remaining infantry), is not in area 3 or 2, it cannot move, and therefore the objective hex cannot be captured by the end of turn 10, and so I have won.

Monday, November 11, 2024

Roliça In 3D - French Playthrough: Turn Eight

Map

Situation at the start of turn eight
My three activation dice are two 3s and 1. I reroll the 1 and a 3, but get two more threes,
In area 3 my infantry get out of square formation and fire at Sir Arthur Wellesley (he is the only remaining Allied unit able to move two hexes per turn). My two dice are increased for being on higher ground, but decreased for having moved and for the target being in cover . I roll 6, killing the Allied commander. One effect of this is the AI can no longer reroll wildcard 6s.
The AI's four activation dice land two 3s, 2 and 1. A 3 is rerolled, but becomes another 1.
The AI has no units in area 1, but in area 2 the infantry fire at my cavalry, rolling 6, 4 and 1. That reduces my unit by a base, but the survivors do not retreat as they are supported by General Delaborde. The artillery fire at the same target, their two dice decreased for firing through trees, and they roll an ineffective 3.
In area 3 the one-strength Allied infantry fire at my one-strength infantry, rolling an ineffective 3 and 2.
The French are desperately hanging on

Sunday, November 10, 2024

Roliça In 3D - French Playthrough: Turn Seven

Map

Situation at the start of turn seven
My three activation dice land, 4, 2 and 1. I reroll the 4 and 1, getting 1 and wildcard 6, which I turn into a 3.
I start in area 3, where my one-strength infantry attack the Allied cavalry, the two dice increased for being next to General Delaborde (there is no deduction for being in square when attacking an adjacent hex). I roll 6, 5 and 4, eliminating the two-strength Allied unit.
General Delaborde moves diagonally back to his left, so that when my cavalry climb the ridge and charge the remaining Allied cavalry, the four dice are increased for being next to the commander and for being on higher ground. I roll three 6s, 5, 3 and 1, eliminating the Allied unit, thus giving me some much-needed breathing room before the next wave of attacking units arrives.
The feel of the battle has dramatically changed in one half-turn as the Allies no longer have any fast-moving units of cavalry
The AI's four activation dice land two 5s, 2 and 1. A 5 is rerolled, but becomes a second 2.
The AI has no units in area 1, so that activation die is wasted.
In area 2 the infantry roll 3, advancing into the copse, from where they shoot are at my cavalry. The three dice are decreased for firing after moving, but they roll 6 and 2, removing a  base from my unit. The artillery fire at the same target, their two dice decreased for firing through trees, and they roll 4, but my men do not retreat as they are supported by Delaborde.
In area 5 the forward infantry cannot fire at my infantry as there is intervening high ground. Instead they roll 5, advancing a hex. The rearward infantry also cannot fire at my men, and instead roll 2, moving straight down. Sir Arthur Wellesley moves diagonally into a copse, placing him adjacent to two Allied units.
The French remain heavily outnumbered, but 'only' have to keep the Allies at bay for three more turns to claim victory

Saturday, November 09, 2024

Roliça In 3D - French Playthrough: Turn Six

Map

Situation at the start of turn six
My three activation dice land 5, 3 and 1. I reroll the 5 and 1, but get another 3 and another 1.
In area 3 I leave General Delaborde where he is, but order the three-strength infantry to form square - the first time I have done this in any scenario.
The AI's four activation dice land 5, two 2s and 1. A 2 is rerolled, becoming a 3.
In area 1 the cavalry roll 4, advancing two hexes.
In area 2 the infantry fire at my one-strength infantry. The four dice are decreased for firing through trees, but 6, 4 and 2 is enough to eliminate my unit. The artillery roll 6, advancing a hex.
In area 3 the infantry roll 4, moving diagonally left to be nearer the objective hex, which is guarded by my in-square foot.
In area 5 the cavalry roll 2, mounting the ridge to be nearer the objective and then move along the ridge, from where they attack my one remaining infantry unit. Their six dice are reduced by three because my men are in square, but they roll two 6s and 1, reducing my infantry to one-strength. The forward Allied infantry roll 3, moving into the copse. The rearward infantry also roll 3, moving into the open ground between two copses.
I am surely not being unduly pessimistic when I say the French cause looks hopeless

Friday, November 08, 2024

Roliça In 3D - French Playthrough: Halfway Verdict

Map

Situation after five turns
I began the battle with six units against the AI's 11, and I now have four against the AI's nine.
Clearly my French are up against it, but for the moment I control the objective hex (marked by a green bead, on the ridge).
If the activation dice are favourable, I intend bringing my cavalry from the French left to the right, where they are sorely needed to combat the Allied cavalry that are threatening to attack my infantry from behind.
It is interesting to compare the situation with when I played the scenario with the book's map and counters. 
At the halfway stage I also had five units, including full-strength artillery, the unit that was to perform heroics at the end of the battle, while the AI had 10 units
It could be argued I am doing better this time, but to me it does not feel that way.

Thursday, November 07, 2024

Roliça In 3D - French Playthrough: Turn Five

Map

Situation at the start of turn five
My three activation dice are two 4s and 1. I keep a 4, and reroll the others, but get another 4 and 1, which means I can only activate my two-strength right-flank infantry.
They fire at the Allied cavalry in the copse, their two dice increased for being on higher ground, but decreased for the target having cover, and the dice land a miserable pair of 1s.
The AI's four activation dice are 5, 2 and two 1s. A 1 is rerolled, but does not change.
In area 1 the cavalry roll 1, which has no effect in this scenario.
In area 2 the infantry fire at my infantry directly ahead, the four dice decreased because of intervening trees. The dice land 6, 5 and 3, reducing my unit to one-strength. The artillery roll 3, but cannot move diagonally forward to put French troops in range and line-of-sight.
In area 4 the cavalry roll 4, meaning they advance two hexes, presumably aiming to get behind my lines. The forward infantry fire at my two-strength infantry. The four dice are decreased for firing through trees, and they land 6 and two 1s, reducing my unit to one-strength. The rearward Allied infantry fire at the same target, the four dice increased for being next to Sir Arthur Wellesley, rolling 6, 4 and three 1s, finishing off my unit.
My French are reduced to four units, including General Delaborde, while the Allies have nine units, including Wellesley

Wednesday, November 06, 2024

Roliça In 3D - French Playthrough: Turn Four

Map

Situation at the start of turn four
My three activation dice land 6, 5 and 3. I reroll the 5, which becomes a 4, meaning that by changing wildcard 6 into a 2 I can activate my whole army as all French troops are in the three central areas.
In area 2 I move General Delaborde diagonally forward to the right so he can support three units. The infantry fire at the rearward French cavalry ahead of them, the three dice increased for being on higher ground and for being next to the commander, the dice landing three 6s, 4 and 3, eliminating the Allied unit.
In area 3 my one-strength artillery fire at the infantry directly ahead, the two dice increased for being on higher ground, for being next to the commander and for firing at short range (+2), landing two 6s, 4, 3, 2 and 1, reducing the Allied unit to one-strength and forcing the survivors to pull back a hex. The French infantry fire at the one-strength Allied infantry directly ahead, the four dice becoming six thanks to higher ground and being next to the commander. The dice land 5, 4, two 3s and two 2s, which would normally be disappointing, but here the one hit is enough to eliminate the target.
In area 4 the infantry fire at the Allied cavalry in the open, height advantage increasing the three dice to four, and I roll six, two 5s and 2, eliminating another enemy unit. My one-strength cavalry charge the Allied cavalry in the copse, the two dice being decreased as the target has cover. I roll 4, forcing the enemy back into the stream. My cavalry may very well be eliminated in the Allied half-turn, but my thinking is they will have spared the infantry on the ridge from being charged by the French.
The Allied army has taken fearful casualties in a very short period
The AI's activation dice land 5, 4, 3 and 2.
In area 2 the infantry roll 6, advancing a hex and firing at my artillery. Their three dice are decreased for firing after moving and for having to fire through trees. The one die lands 4, but the gunners do not retreat as General Delaborde is supporting them. The artillery roll 1, but cannot move diagonally forward as they can only do that if that would put them in line-of-sight of French troops.
In area 3 the one-strength infantry roll 3, advancing a hex to be nearer the objective, and fire at my artillery, their two dice being decreased for firing after moving. However they roll a 6, eliminating my one-strength unit.
In area 4 the infantry fire at the French infantry directly ahead, the four dice decreased because of intervening trees. The dice land 6, 3 and 1, reducing my unit by a base. Sir Arthur Wellesley advances a hex so as to be beside three friendly units.
In area 5 the two-strength cavalry advance a hex into the copse to be nearer the objective. This puts them in contact with my one-strength cavalry, whom they attack, the three dice landing 6, 3 and 1, eliminating my unit. The forward infantry roll 2, advancing into the stream. The rearward infantry roll 3, also advancing into the stream.
End of turn four

Tuesday, November 05, 2024

Roliça In 3D - French Playthrough: Turn Three

Map

Situation at the start of turn three
My three activation dice land 6, 5 and 2. I reroll 2, which becomes 3, and change wildcard 6 into 4.
I start in area 5 by pulling my depleted cavalry out of the copse and back onto the ridge.
In area 3 I move the artillery on to the ridge, and order the infantry to fire at the Allied infantry directly ahead. The four dice are increased for being on higher ground, and I roll 6, 5, 4, 3 and 1, scoring two hits and sending the survivors back a hex.
In area 4 there is nothing for the infantry to do as their one possible target has just been forced out of range.
After the French half-turn
The AI's activation dice land 4, two 3s and 1. A 3 is rerolled, becoming 5.
In area 1 the forward cavalry roll 3, moving two hexes diagonally towards the objective hex (marked by a green bead on the ridge). The rearward cavalry roll 2, meaning they move two hexes straight down, at the same time moving near the objective.
In area 3 the forward infantry fire at my gunners, the three dice landing 6, 3 and 1, which means a hit, reducing my artillery to one-strength. The rearward infantry have no-one immediately within range, so they roll a die, a 4 indicating they advance towards the objective and fire at my artillery. Since the unit is only one-strength, it gets just two dice, and one of these is deducted for firing after moving, and its throw of 3 has no effect.
In area 4 the infantry roll 4, meaning they move diagonally into the stream behind the copse, the aim being to move nearer the objective. Sir Arthur Wellesley advances a hex so as to be adjacent to three friendly units.
In area 5 the forward cavalry roll 2, meaning they want to move nearer the objective, preferring to do so by moving straight down. They do that for one hex, but then move diagonally into cover of trees as that is the only way to close on the objective. The rearward cavalry roll 2, with the same effect, except they end on open ground between two copses. The forward infantry roll 6, advancing a hex. The rearward infantry roll 5, also advancing a hex.
The Allied attack has gained momentum