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

Friday, February 07, 2025

Battle Of Vimeiro In 3D - Turn Five

Map

Situation after turn four
My three activation dice land 5, 3 and 2.
In area 2 my artillery fire at the enemy cavalry directly ahead, the two dice increased for being on higher ground, and increased again for shooting at short range. The dice land 6, two 5s, 4 and 2, comprehensively eliminating the French unit.
In area 5 the infantry advance diagonally right onto Vimeiro Hill, firing at the forward French infantry. The four dice are decreased for shooting after moving, but I roll 6, 5 and 1, destroying two enemy bases.
In area 3 the infantry fire at the enemy infantry directly ahead, the four dice increased thanks to support from Sir Arthur Wellesley. The dice land 6, 4, two 3s and 1, which eliminates two bases as the French unit has nowhere it can fall back. Sir Arthur stays where he is.
Fighting has largely gone my way, but the French could inflict significant casualties if they get the right activation dice in the coming half-turn
The AI's four activation dice land two 5s, 2 and 1. A 5 is rerolled, but becomes another 2.
In area 1 the infantry fire at my artillery, but roll three 1s.
In area 2 the infantry roll 6, advancing.
In area 5 the one-base infantry fire at my men on the hill, rolling 5 and 3, eliminating one base. The other French infantry fire at the same target, rolling 6, 5, 4 and 1, eliminating the remaining two bases of my unit.
As I feared, the Allied army has suffered a grievous blow

Thursday, February 06, 2025

Battle Of Vimeiro In 3D - Turn Four

Map

Situation after turn three
My three activation dice land 6 and two 3s. I reroll a 3, getting a second 6.
I turn wildcard 6s into 2 and 4, and start in area 2 by firing at the French cavalry who are directly ahead. The two dice are increased for being on higher ground, and increased again for firing at short range. The dice land 6, two 2s and two 1s, eliminating an enemy base.
In area 4 the infantry climb the hill and attack the French infantry. The four dice are increased for attacking at close range after moving, and they land two 6s, 5, 3 and 1, eliminating the French unit.
In area 3 the forward infantry advance diagonally right, the cavalry fallback two hexes diagonally right, the rearward infantry advance, and Sir Arthur Wellesley falls back one hex diagonally right.
My artillery is isolated, but otherwise the Allied army is starting to take Vimeiro Hill
The AI's four activation dice are two 6s and two 3s. The 6s and a 3 are rerolled, becoming 6 and two 5s.
In area 3 the forward infantry roll 1, advancing diagonally left to be nearer Vimeiro. The middle infantry roll 3, which means they should move straight down, providing they do not move from a hill to the plain. Since this is not possible, they remain where they are. The rearward infantry roll 3, advancing to the edge of the hill.
In area 5 the forward infantry roll 3, advancing onto the hill, from where they fire at the Allied infantry already there. The four dice are decreased for firing after moving, and land two fours and 3, forcing my men back two hexes. The rearward infantry also roll 3, advancing onto the hill.
The battle for Vimeiro Hill is about to start in earnest

Wednesday, February 05, 2025

Battle Of Vimeiro In 3D - Turn Three

Map

Situation after turn two
I already dislike how the battle is going.
I almost certainly should have gone with the setup from my second playthrough, when I placed the Allied cavalry on the right of my formation, so they could quickly occupy the hill beside Vimeiro.
Be that as it may, I roll my three activation dice, getting 5 and two 2s. I reroll all three, getting 4, 2 and 1.
I do not have troops in area 1, but in area 2 my artillery fire at the French cavalry directly ahead of them. The two dice are increased for being on higher ground, and I roll 5, 4 and 1, causing the enemy unit to lose a base and fall back diagonally to their right (the direction decided by a 50:50 die roll).
In area 4 both infantry units advance diagonally right.
The AI's four activation dice land 5, two 4s and 1. A 4 is rerolled, but becomes 6.
In area 1 the infantry roll 4, entering Maceira. The cavalry roll 3, advancing directly one hex and then diagonally left.
In area 4 the infantry roll 3, mounting the hill beside Vimeiro. The cavalry roll 1, but this only has an effect if there are enemy troops within three hexes. General Junot remains where he is as he is already adjacent to three friendly units. The artillery roll 3, which has no effect.
In area 5 the forward infantry roll 3, advancing a hex. The rearward infantry roll 2, advancing a hex to be nearer Vimeiro.
A slightly better turn for the Allies

Tuesday, February 04, 2025

Battle Of Vimeiro In 3D - Turn Two

Map

Situation after turn one
My three activation dice land two 5s and 1. I reroll all three, getting 6, 5 and 3.
I turn wildcard 6 into 4, and start in area 4 by ordering the forward infantry to fire at the French cavalry in Vimeiro. The three dice are decreased for the target being in cover, but I roll 5 and 2, causing the enemy unit to lose a base. The other infantry in area 2 advance diagonally right.
In area 3 the forward infantry fire at the same target, but get three dice as they are supported by Sir Arthur Wellesley. The dice land 6, 4 and 1, eliminating another enemy base and forcing the survivors to retreat from the village. My other units stand still.
A relatively quiet start
The AI's four activation dice are 5, 4 and two 3s. A 3 is rerolled, becoming 1.
In area 1 the infantry roll 4, advancing to be directly behind the village of Maceira.
In area 3 the forward infantry roll 5, advancing to the edge of the hill and firing at my cavalry. Their three dice are decreased for moving, but increased for being on higher ground, and they roll 6, 5 and 3. reducing my unit to one base. The middle infantry roll 3, advancing to the edge of the hill. The rearward infantry roll 4, advancing a hex.
In area 4 the cavalry roll 6, but this has no effect before turn six. The infantry roll 2, advancing a hex. General Junot advances diagonally right so as to be adjacent to three friendly units. The artillery roll 3, which has no effect.
In area 5 the forward infantry roll 3, advancing into the copse. The rearward infantry roll 4, advancing a hex.
Both armies lost two bases this turn - something the French can afford much more than the Allies

Monday, February 03, 2025

Battle Of Vimeiro In 3D - Turn One

Map

Situation at the start
My plan is to take the hill next to Vimeiro, and use the high ground from which to attack the French left flank.
My three activation dice land 6, 3 and 1, which means that, by changing wildcard 6 into 2, I can activate the whole Allied army.
In area 3 I send all four infantry units diagonally forward to the right.
In area 2 the artillery advance to the edge of the hill, but cannot fire as guns cannot move and shoot in the same turn. The cavalry advance directly forward one hex, and then another hex diagonally right. Sir Arthur Wellesley follows them.
The AI's four activation dice land 6, 4 and two 2s. Wildcard 6 and a 2 are rerolled, becoming two 5s.
In area 2 the cavalry roll 2, but this only has an effect if there are enemy troops within three hexes. The forward infantry roll 5, meaning they want to move towards the nearest enemy. My artillery and cavalry are equally near, and neither is further up the map (the only tiebreak mentioned). I therefore roll a die with a 50:50 chance, the result being the infantry want to move towards my cavalry. Since moving straight down the map and diagonally left will bring them equally nearer my cavalry, they do the latter as they prefer moving obliquely. The rearward infantry roll 6, which has the same effect as rolling 5. They do not move as advancing diagonally left - their only option - would not bring them closer to my artillery, which are their nearest enemy.
In area 4 the cavalry roll 4, entering Vimeiro. The infantry also roll 4, advancing a hex. The artillery roll 3, which has no effect in this scenario. General Junot advances a hex to be adjacent to three friendly units.
In area 5 the forward infantry roll 2, but this only has an effect if Vimeiro is unoccupied. The rearward infantry roll 1, which has the same (non) effect as rolling 2.
The French have occupied the key village of Vimeiro

Sunday, February 02, 2025

Battle Of Vimeiro In 3D

THE Battle of Vimeiro is the fifth scenario in Mike Lambo's Battles Of Napoleonic Europe.
This is the scenario that, the first time I played it, I lost in seven turns.
I was so disgusted with my performance that I immediately replayed the scenario, winning comfortably.
As I wrote at the time: "My first playthrough made the Anglo-Portuguese victory condition seem extremely difficult, if not quite impossible. My second playthrough made the scenario look easy-peasy."
Presumably the truth lies somewhere between those two extremes, as we may discover with this third playthrough, using 10mm WoFun figures on a grid made from Hexon II hexes.
Map of the battlefield - the Anglo-Portuguese start from below the red dashed line

Battlefield in 3D
The human, in addition to Sir Arthur Wellesley, receives four units of infantry and one each of cavalry and artillery.
The Allied army

Here is how I set up in the first playthrough - spread across four activation areas

My setup in the second playthrough, using just two activation areas
This time I will be following the thinking behind my second setup, but with some units differently located.
To win I have to be occupying Vimeiro at the end of turn 10
The AI receives General Jean-Andoche Junot, eight units of infantry, two of cavalry and one of artillery.
The impressive-looking French army
The starting positions of the French infantry and artillery are fixed, but the location of the cavalry and general are decided by dice throws.
Both armies ready for the off
As usual I will write up the battle as it goes along.

Saturday, February 01, 2025

Ancient Knowledge

THE Dawn Of Israel: A History Of Canaan In The Second Millennium BCE is Lester Grabbe's follow-up to his Ancient Israel: What Do We Know And How Do We Know It?
I reviewed the latter last July very positively* and my general sentiments could just as easily apply to what might be called Ancient Israel 2.
Grab it - if you like a heavyweight read that is also entertaining and informative
*Faulty link corrected 26/3/25.

Friday, January 31, 2025

Remarque-able

I HAVE lost count of the number of 'classic' books I have bought only to find they do not live up to their billing.
So it was with strong doubts in my mind that I splashed out £6 on a remaindered copy of Erich Maria Remarque's Im Westen Nicht Neues, better known in English-speaking lands as All Quiet On The Western Front.
I mention the German title because an accurate translation would be Nothing New In The West, or, as translator Brian Murdoch freely renders it, Nothing New On The Western Front.
Be that as it may, Ramarque was a WW1 veteran who used his experiences in basic training, on the front line and as a hospital orderly to write a gripping and entertaining work of fiction.
In some ways, and this will probably be regarded as heresy by literary cognoscenti, the book reminded of Danish writer Sven Hassel's Legion Of The Damned Series (and, in a lesser way, Stephen Crane's The Red Badge Of Courage).
In my defence, I was in my mid-teens when I started reading Hassel, and my memory of his qualities may be faulty.
But I doubt if many readers of Remarque would query my praise of his work.
A remarkable read