Showing posts with label Kallistra. Show all posts
Showing posts with label Kallistra. 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 CĂșa.

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 SahagĂșn, 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, July 08, 2025

Waterloo - Turn Five

The battlefield after four turns
The French grand battery fires at the same infantry target as last turn, meaning a +1 modifier, in addition to the previous modifiers, so a roll of 5+ is needed, but the throw lands as a 3.

I win the dice-off (5-3, after a 2-2 tie) to decide who goes first.
I start at Hougoumont, where the Allied I Infantry Corps finally comes together with all four divisions in one hex. Once again the French I Infantry Corps suffers a hit, which is resolved as the compulsory loss of a strength point, reducing the French corps to three bases.
Reg and I then have a little conflab, and agree to make an adjustment to the rules, or at least to our interpretation of them.
The rule in question states: "A unit or figure base must stop if it enters a grid area that is adjacent to one occupied by an enemy unit or figure base and turn to face the enemy unit or figure base."
We took this to mean a base, once in contact with the enemy, is forced to remain in contact unless it retreats out of contact as the result of resolving a hit.
But this strikes us as leading to unrealistic consequences, and so we are going to allow a unit to voluntarily withdraw from contact (if ordered to do so, and the order is correctly acted on). However, a unit cannot move if at any point the move would put it in contact with another enemy base.
Anyway, getting back to the Allied half-turn, I again order IV and V Infantry Corps on the Allied left-flank to bunch up in a single hex. This time, although IV Infantry Corps apparently fails to get the order, V Infantry Corps does, and all four of its divisions congregate in the western half of Papelotte.
Finally I order II Cavalry Corps on the Allied left to mount the ridge, and this it does successfully despite the muddy conditions.
Strength-points remaining: French, 97 of 103SP; Allies, all 84SP.

Napoleon orders the battered French I Infantry Corps to fall back from Hougoumont, and orders II Infantry Corps to take its place in the assault, but the latter is slow off the mark and does not make contact.
However III Infantry Corps does attack, its modifiers being: supporting divisions, +3; corps commander present, +1; enemy supporting divisions, -3; enemy in a fortified position, -2. Total: -1.
The Allied I Infantry Corps' modifiers are: supporting divisions, +3; corps commander present, +1; enemy supporting divisions, -3. Total: +1.
We both roll a 4, meaning neither side suffers a hit.
At this point Reg and I have another conflab - it has dawned on us that the troops in the Hougoumont hex are close to being invulnerable. Because there are four divisions and the corps commander in the hex, any base that is attacked receives +3 for support and +1 for the commander's presence, meaning that even a roll of 1 becomes 5 thanks to the modifiers - three more than is necessary to avoid suffering a hit.
An attacker can cancel the +3 by having four divisions in the hex from where the attack is coming, making a hit possible, although the defenders would have to roll a 1. It would also be theoretically  possible for the French to inflict a further -1 modifier by attacking from a flank or the rear, although that would leave them open to a devastating counterattack.
All of which is a preamble to stating that my opponent and I have come to the conclusion that we just do not like the rules, and we do not feel it is worth continuing with the battle.
Apologies to anyone who is sorely disappointed by this, but we are agreed we are not getting the sort of wargaming experience that we normally enjoy.
So, reluctantly, we have decided to abort our refight.

Monday, July 07, 2025

Waterloo - Turn Four

Looking from behind the French lines at the end of turn three
The French grand battery fires at II Infantry Corps on the ridge, the corps having Wellington with it, which makes him a potential casualty. The relevant modifiers are: general of artillery in the same hex as the battery, +1; infantry using the reverse slope as cover, -1; muddy ground, -1. A die roll of 6 is therefore needed, but it lands as a 2.

I win the dice-off (5-2, after a 3-3 tie) to see who goes first.
I start by moving Wellington a hex to his right, from where he orders the commander of I Infantry Corps to enter the Hougoumont hex, taking a division with him, and then to attack the French on Hougoumont's outskirts. This time the order gets through, and from Hougoumont the French are attacked in the hex where their corps commander is located.
The Allied modifiers are: two supporting divisions in the same hex, +2; corps commander in the same hex, +1; enemy has a supporting division, -1. Total: +2.
The French modifiers are: one supporting division, +1; corps commander in the same hex, +1; enemy has two supporting divisions, -2; enemy position fortified, -2. Total: -2.
I roll a die for my base, getting a 3, which, thanks to the modifiers, becomes a 5, meaning no hit is suffered (actually, with modifiers of +2 it is very difficult to suffer a hit as 2 or lower is needed for that to happen).
Napoleon rolls a 4, which, thanks to the French modifiers, becomes a 2, meaning the corps has suffered a second hit. This is resolved by another throw of 4, which means the French base has a choice of losing a strength point or retreating a hex, and Napoleon chooses the latter.
This raises a grey area in the rules of Bob Cordery's The Portable Napoleonic Wargame.
At one point, partly in bold type, it is stated that a commander in the same hex as a base that is hit must roll to see if he has become a casualty.
But immediately before this comes: "If a commander is co-located with a unit that must retreat and it is able to do so, the commander retreats with that unit."
It is clear, from earlier wording, that Cordery means "base" rather than "unit," as in his big-battle rules four bases (and a commander) form a unit and can be spread out over several hexes, as long as the hexes are contiguous.
However, what is not clear is whether the unit commander should dice for the possibility of being a casualty, in addition to retreating, as the base has suffered a hit, although not lost a strength point.
Reg and I discussed this briefly, but we quickly agreed that a commander should only test if a strength point is lost.
I repeat my orders to IV and V Infantry Corps to each come together in a single hex, but in both cases the orders apparently fail to get through.

Napoleon instructs the French I Infantry Corps to continue its assault on Hougoumont (there is no provision in the rules, as far as we can see, for breaking off once hex-to-hex contact has been made).
The assault occurs after the corps commander first advances with the division that fell back. The result, somewhat predictably, is the same as in the previous half-turn, ie my men are unscathed but the French suffer a hit. This time it is resolved as the compulsory loss of a strength point (luckily for the French, this is not from the base that has already lost 1SP), but then a double-6 is thrown to see what becomes of the corps commander, meaning he is killed, and so the French lose a further 3SP.
Both French cavalry corps fail to advance, yet further evidence of shoddy staff-work (and poor dice-throwing by Reg).
III Infantry Corps bunches up into a single hex, alongside II Infantry Corps, but IV Infantry Corps fails to act on a similar order.
Strength-points remaining: French, 98 of 103SP; Allies, all 84SP.
Napoleon (foreground) watches the continuing assault on Hougoumont
Overall situation at the end of turn four

Sunday, July 06, 2025

Waterloo - Turn Three

Situation after turn two, with the French in the foreground
The French grand battery again fires at my men on the hill, again needing 5+, but roll a 2.

Napoleon wins the dice-off (5-4) to see who moves first.
He starts by personally, in the shape of his WoFun figure, leaving La Belle Alliance and heading three hexes (commanders, and subordinate commanders, can move three hexes a turn) due west, joining the so-far stationary II Infantry Corps, which then at last advances on Hougoumont.
III Infantry Corps also advances, and I Infantry Corps does likewise, sparking the battle's first infantry combat.
France's I Infantry Corps assaults Hougoumont, with II and III Infantry Corps in close support - and Napoleon right behind giving encouragement
Combat involves one base from the attacking side fighting one base from the defending side, in this case each base representing a division.
We start with a division from the extreme left of the French attacking a division in the Hougoumont hex.
The French modifiers are: friendly division in the same hex (+1); corps commander in the same hex (+1); enemy is in a fortified hex (-2); enemy has a friendly division in the same hex (-1). Total modifiers: -1.*
The Allied modifiers are: friendly division in the same hex (+1); enemy has a friendly division in the same hex (-1). Total modifiers: =.
Each player rolls a die for his own base, suffering a hit if the modified score is under 3.
Napoleon rolls a 1, meaning his base suffers a hit, while my roll of 6 means my mean were unaffected.
To resolve the hit, another die is rolled. For any but elite or poor troops, a 1-3 means the loss of a strength point, while 4-6 means the base must either retreat a grid of lose 1SP.
Napoleon rolls a 1, meaning the division loses 1SP, which is shown by removing one of the base's two lines of infantrymen.
In addition two dice are rolled for the corps commander when a division he is with loses a strength point, 12 meaning he is killed (costing the army 3SP), 11 or 10 meaning he is wounded (losing 2SP).
The dice land 5+1=6, so the corps commander is unscathed.
We then fought a combat between my division at the front of Hougoumont against a division from the other hex occupied by the French I Infantry Corps.
The Allied modifiers are the same as before, ie =, but the French, without the corps commander in the same hex, are -2.
However we both roll a 6, meaning no (significant) casualties are suffered.
Napoleon's other orders see the Imperial Guard finally advance to beside La Belle Alliance. and the two right-flank infantry corps move west towards La Belle Alliance.
Finally I Cavalry Corps fails to give closer support to the left-flank infantry, but II Cavalry Corps moves behind La Belle Alliance, not being slowed by the muddy conditions.
Strength points remaining: French, 102 of 103SP; Allies, all 84SP.

Taking a leaf out of Napoleon's book, I move the figure of Wellington three hexes along the ridge to be closer to the action at Hougoumont.
I then order the commander of Allied I Infantry Corps to join his furthest-forward men in Hougoumont, taking a division with him, and then to attack the French. However the order is again not followed, meaning the Allied troops in Hougoumont cannot engage the enemy this half-turn.
I unsuccessfully order the Allied Reserve Corps to descend from the ridge.
The other three infantry corps commanders are told to concentrate their troops in a single hex, prior to possibly advancing on the French, but this is only carried out by II Infantry Corps, which has the figure of Wellington with it, and III Infantry Corps around La Haye Sainte.
Close-up of Wellington to the rear of II Infantry Corps - the rock beside the corps commander at the front indicates it has superior firepower

Situation at the end of turn three
*We agreed that infantry having the advantage of fortifications could not also gain from having a superior firing line (British two deep v French three deep) as troops would not have the regular formations of combat in the open.

Saturday, July 05, 2025

Waterloo - Turn Two

Looking from behind the French left-flank at the end of turn one
The French grand battery again fires at my men on the hill. This time there are two +1 modifiers: artillery commander in the same hex; the same target was fired at on the previous turn. There are also two -1 modifiers: muddy ground; infantry using the ridge's reverse slope. These modifiers cancel out, meaning 5+ needs to be thrown, but the gunners come up just short with a 4.
Reg (aka Napoleon) and I then had a discussion on whether Napoleon could leave La Belle Alliance and join the artillery, providing another +1 modifier on subsequent turns.
The relevant rule in Bob Cordery's The Portable Napoleonic Wargame reads: "Increase the D6 die roll by one if a friendly commander or subordinate commander is in the same grid area as the artillery unit."
The key word, in my view, is "or." There is no mention of "and," which makes sense as too many commanders would, as it were, spoil the broth - there is a limit to how much instruction men can be given.

We dice to see who moves first, and I again win (3-2).
I start by ordering the commanders of I Infantry Corps on the Allied right around Hougoumont and III Infantry Corps around La Haye Sainte in the Allied centre to ape their colleagues by advancing to the front of their corps.
However, while the commander of III Infantry Corps obeys the order, taking a division of infantry with him, the order again apparently fails to get through to I Infantry Corps.
I also successfully order the Reserve Corps to climb on to the ridge between I and II Infantry Corps.

French staff-work continues to be shoddy, with none of their three left-flank infantry corps receiving Napoleon's orders to advance on Hougoumont.
The Imperial Guard also fail to to move alongside Napoleon in La Belle Alliance, but I Cavalry Corps does move west behind II Infantry Corps.
On the French right, IV Infantry Corps fails to move nearer La Belle Alliance, but V Infantry Corps does, as ordered, mass in a single hex.
Bird's-eye view from behind the French lines at the end of turn two