Saturday, April 05, 2025

Battle Of Palm Hill - Turn Four

Situation at the end of turn three
I win the dice-off (5-4) to see who goes first.
My surviving Gadites charge out of the palm grove, covering 15cm thanks to rolling a 6 for Move Variation, and hurl their javelins at the startled Egyptian right-flank charioteers, scoring a hit. The saving throw is to no avail, but the hit is resolved by the Egyptians having to fall back 3cm rather than losing a base.
The Benjaminite slingers in the eastern rocky ground shoot at the Sherden, scoring a hit, but it is saved.
The Issacharites advance down the hill, somewhat further than I intended, thanks to Move Variation, and shower javelins on the chariots facing them, scoring two hits, neither of which is saved. However, no bases are lost as instead the charioteers fall back 6cm.
My other units stand still.
Looking from above the village in the southwest corner of the battlefield
The Egyptian right-flank chariots fall back from the palm grove, but remain within bowshot of the Gadites. However the sudden emergence of the javelinmen seems to have unnerved them as they fail to register a hit.
The surviving base of the royal squadron moves more centrally behind the Egyptian infantry.
The right-flank archers are just in range of my Gadites, and score three hits, although one is saved. However one of the two remaining hits causes my unit to lose a base - the other forces it back 3cm - but the Gadites' morale remains good.
The left-flank archers are just in range of the Benjaminite slingers on the hill. They score a hit, but on a 50:50 chance it does not count, thanks to my men enjoying the benefit of cover from rocky ground.
The Egyptian spearmen and the Sherden are ordered to advance as quickly as possible. That means 8cm for the spearment, but the Sherden, being auxiliary infantry, can cover 12cm, and that is increased to 15cm by Move Variation.
The left-flank chariots fall back from the Issacharites, but remain within archery range, although they too seem to have been unnerved, as their shooting is off-target.
Something of a mad scramble in the centre as the Egyptian close-combat troops strive to close with the Hebrew infantry

Friday, April 04, 2025

Battle Of Palm Hill - Turn Three

Situation at the end of turn two
I win the dice-off (5-2) to go first.
Although the Egyptian royal squadron fell back last turn after suffering hits, it is still within range of my left-flank Benjaminite slingers, so the latter again shoot at the charioteers, scoring a hit. Pharoah's saving throw is no good, and the hit resolution causes the squadron to lose a base. However this time its morale holds steady, fortunately for my opponent as otherwise the person of Pharoah would have been lost, with likely catastrophic effects on the rest of the army.
My Benjaminite slingers on the hill shoot at the left-flank Egyptian chariots, scoring two hits, one of which is saved. The other hit causes the squadron to fall back 3cm, rather than lose a base.
The rest of my men stay where they are.
Looking from above the eastern rocky ground towards the Egyptian right-flank chariot squadrons
Pharoah pulls back the one-base royal squadron, but sends the other right-flank squadron to shoot into the palm grove, while being sure to stay out of range of my slingers. The charioteers score two hits, but these are halved as the target is in cover. My saving roll fails, but the hit is resolved by the Gadites falling back 3cm.
All the Egyptian infantry units advance 8cm, putting the archers in range of some of my men, but the archers cannot shoot as only open-order troops and light chariots and move and fire.
The left-flank chariots skirt round towards the west of the hill and shoot at the Issacharite javelinmen, but fail to register a hit.
The surviving chariots of the royal squadron lick their wounds at the rear of the Egyptian army

Thursday, April 03, 2025

Battle Of Palm Hill - Turn Two

Situation at the end of turn one, looking from behind the Egyptian lines
Pharoah wins the dice-off (4-1) to see who goes first.
He begins by ordering both his right-flank chariot squadrons to shoot at my Gadite javelinmen, who by the palm grove. The regular squadron fires first, scoring two hits, but I manage to negate one by rolling a 6 saving throw (I was a little unlucky here as my other saving throw was a 5 - not enough for men with light protection). The effect of the hit is to cause my men to lose a base, but their morale holds firm (I rolled the minimum of 4). The royal squadron also scores two hits, and again I negate one.  To resolve the other I roll 5, meaning the Gadites fell back 3cm.
All the Egyptian foot are sent forward 8cm, with the marine spears making up for their earlier tardiness by advancing 10cm thanks to the Move Variation modification.
Finally, the left-flank chariots advance slightly to their left to be able to shoot at the Issacharite javelinmen, who, unlike the Benjaminite slingers, are not in cover. One hit is scored, resulting in my men falling back 3cm.
After the Egyptian half-turn
My Gadites take cover in the palm grove.
The left-flank Benjaminite slingers are just in range of the Egyptian royal chariot squadron (slings have the same range as foot bows). I score two hits, and Pharoah is unable to roll a 5+ saving throw, which is what light chariots require. One of the hits causes a base to be lost, and the other forces the squadron to fall back 3cm. There is further woe for the Egyptians when the unit, despite being elite and so passing a morale test on 3+, gets a 2, meaning a second base is lost.
The Benjaminite slingers on the hill shoot at the left-flank chariots, also scoring two hits - but both are saved.
I leave my other units where they are.
Gadites sheltering in the palm grove
From behind the Egyptian lines

Wednesday, April 02, 2025

Battle Of Palm Hill - Turn One

Looking from behind Pharoah's Egyptian army - Pharoah is with the royal-blue chariot squadron, second from the right
I win the dice-off (5-1) to go first this turn.
The only order I make is to send the Gadite javelinmen on my left towards the palm grove. They cannot quite reach it in one turn, but since open-order infantry suffer no penalty for turning, they are able to move 12cm and finish still facing the enemy.
Pharoah sends his right-flank chariots towards the Gadites, their full move taking them within bow range, but their shooting is off-target (Pharoah rolls three 4s and a 2, and under my modifications to the rules, 5+ is needed - see Speeding The Game for details).
Next, Pharoah's own royal squadron rushes towards the Gadites, and prove extra keen, covering 30cm, instead of the usual 24cm, under the Move Variation modification. They also shoot at the Gadites, scoring a hit. My saving roll fails to negate the hit, so I roll to see the effect of the hit (also covered in Speeding The Game), the unit losing a base. That means a compulsory morale test, but they pass it as I roll a 5 (average units need 4+ not to lose a further base).
All the Egyptian foot units are ordered to advance 8cm, including the Sherden, who, being auxiliary infantry, have a maximum move of 12cm. Thanks to Move Variation, one unit of spears lags a little behind, while the left-flank archers edge ahead.
Finally the left-flank chariots advance 24cm, bringing them just in bowshot of my Benjaminite slingers on the hill. The charioteers shooting registers one hit, but since the target is in rocky ground, that becomes half a hit, which has to be diced for, with a 50:50 chance of becoming a hit, However, Pharoah rolls a 1, meaning no hit.
The Egyptian chariots have advanced ahead of the infantry, which have a somewhat ragged line

Tuesday, April 01, 2025

Setup

I AM testing my modifications to Neil Thomas's biblical rules in Ancient & Medieval Wargaming by taking on my regular wargaming opponent ('Reg' - he does not want his real name used) in a battle between Early Hebrews and Egyptians.
The last time we fought with these two armies, Reg chose to command the Hebrews, but this time will be sinking his persona in that of Pharoah.
As we are adopting the suggested army compositions and deployments in Thomas's books, we already know who will have what.

Egyptians
3 x chariots (light chariots, bow-armed, elite)
1 x spears (biblical infantry, light armour, average)
1 x spears (biblical infantry, medium armour, average)*
2 x bows (close-order archers, light armour, average)
1 x Sherden (auxiliary infantry, medium armour, elite)
The Egyptian army, with Pharoah's personal squadron of royal-blue chariots to the fore
*These are marines, who have been designated as the one unit the Egyptians are allowed to upgrade to medium armour (in addition to the Sherden, who have medium armour to start with).

Hebrews
2 x Simeonites & Ephraimites (auxiliary infantry, light armour, elite)
2 x Gadites & Issacharites (open-order javelinmen, light armour, average)
2 x Benjaminites (open-order slingers, light armour, average)
2 x other tribes (auxiliary infantry, light armour, average)
I am taking on the mantle of Joshua, an Ephraimite who succeeded Moses as commander of the Israelites, leading the tribes across the Jordan (the unit of Ephraimite auxiliary infantry is in the foreground)

First we will use my Middle East random terrain generator to form the battlefield.
The result is a hill and palm grove on the north side of the battlefield, and an unfortified large village (or small town) in the southwest corner
There could have been a piece of terrain on the immediate west-side of the hill, but the dice fell as "Player A's choice."
Pharoah had been designated as Player A, and he chose to leave the sector as open ground, not wanting to impede his chariots, or help my units of open-order and auxiliary infantry, who would have welcomed more terrain.
We diced for choice of table edge (south or north), and I won 6-4, choosing to take the north side.
Looking from the hill to the Egyptians on the south side of the battlefield - left to right: chariots, Pharoah's personal squadron, archers, spearmen, Sherden, marine spearmen, marine archers (no enhanced armour or fighting qualities), archers, chariots
The Hebrew deployment is not so straightforward, nor so linear, in that the pre-Solomon Hebrew armies have a special guerrilla-warfare rule that allows two piece of rocky terrain to be placed anywhere on the battlefield.
Looking from the Egyptian lines to the Hebrews straddling the hill on the north side of the battlefield - left to right: Issacharite javelinmen, Benjaminite slingers and Ephraimite auxiliary infantry in rocky ground, two ordinary bands of auxiliary infantry in the centre rear, more Benjaminite slingers and Simeonite auxiliary infantry in the second patch of rocky ground, Gadite javelinmen
As usual I will write up the battle as we go along.
I have added tufts of desert-growth to add to the visual appeal, but they will have no effect on the battle
So it is time for the Battle of Palm Hill to get underway.
To be continued

Sunday, March 30, 2025

Summary


HERE is a summary of rule changes (to Neil Thomas's biblical rules) that may prove particularly relevant for the upcoming Egyptians v Hebrews battle.

Roll a die when a unit uses 75% or more of its movement allowance. 6: add 25% to the distance covered; 1: subtract 25% from the distance covered.

Same range as for bows on foot, ie 24cm.

Dice each turn to decide. Great general: +1; poor general: -1.

'Heavy' and 'light' refer to degrees of armour, while 'close order' and 'open order' refer to formations.

Hits are scored on 5+, not 4+.
If a hit still stands after a saving throw, dice to determine its effect.
Unit Quality....Lose a base....Fall back 3cm
Elite                      1-2                   3-6
Average               1-3                   4-6
Poor                     1-4                   5-6
A victor in a melee that has not lost a base may follow up a loser that has fallen back 3cm, thus immediately forcing another round of hand-to-hand fighting.

One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.

An army losing more than half its units has lost the battle.

A unit moves and shoots before before another unit moves and shoots, etc.

A battle will usually last no more than 12 turns before night falls and combat ends.

Use the same combat table as for fighting in woods.

Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.

Troops armed with javelins can hurl these immediately before contact, provided the chargers started more than 8cm away.

Saturday, March 29, 2025

Professional Job

THERE are five categories of infantry in the biblical rules in Neil Thomas's Ancient & Medieval Wargaming: heavy infantry, biblical infantry, auxiliary infantry, light infantry and heavy archers.
I have already explained I prefer close-order and open-order, rather than heavy and light, when referring to formations, and I reserve the terms heavy and light for degrees of protection, ie body armour and shields.
It is easiest to think of auxiliary infantry as what are often termed warband.
Indeed Thomas states that auxiliary infantry is simply a different name for what in his first book, Wargaming: An Introduction, was called warband.
However the difference between his categories of heavy infantry and biblical infantry needs more detail.
His heavy infantry are "well-drilled, often quite heavily armoured, and extremely formidable in hand-to-hand combat," whereas biblical infantry are "essentially a much less effective variety of heavy infantry."
I like the term biblical infantry, but I think Thomas's heavy infantry are better labelled professional infantry.
Since my ancient armies are composed of 10mm figures on 40x20mm bases, intended for figures up to twice as tall, I have different numbers from the 'official' ones on each base.
So a base of professional and biblical infantry has six figures in two rows of three (as do close-order archers), rather than the recommended four figures.
Similarly a base of auxiliary infantry has four figures rather than three, and a base of open-order infantry has three figures rather than two.

Friday, March 28, 2025

Shooting When Being Charged

UNDER Neil Thomas's biblical rules in Ancient & Medieval Wargaming each half-turn starts with charges being declared.
There is no bonus for charging, but charges have to be worked out before all other actions.
This means 1) declaring each charge, ie each move intended to bring about hand-to-hand combat, 2) allowing defensive fire from javelin-armed troops who were more than 8cm away at the start of the half-turn, 3) fighting the melee.
Once all charges are carried out, the half-turn continues with phases for normal movement, shooting, meleeing and morale testing.
Since I am replacing these phases with each unit completing its movement, firing, meleeing, etc before the next unit does likewise (the player choosing the order in which units do this), Thomas's charge phase is redundant.
But the ability to hurl javelins immediately before contact remains.

Thursday, March 27, 2025

Cover

ALMOST no mention is made in Neil Thomas's biblical rules in Ancient & Medieval Wargaming of any combat bonuses for troops behind cover, whether the fighting be hand-to-hand or by missiles.
The exception is that "units in woods only suffer half the number of hits registered" by missiles.
It is a simple matter to extend this to troops in rocky ground, built-up areas and the like.
However there is a complication in that the illustrative battle for the biblical section, Kadesh, features a "well-defended" Egyptian camp.
This is reflected by allowing Egyptian troops defending the camp one extra die per base in hand-to-hand combat.
A further rule makes the Hittite units spend a complete turn crossing the walls of the camp before they can "assault the defenders behind them."
These two rules make the camp a formidable fortification, although it is implied that the defenders' extra die per base does not apply against Hittites that have succeeded in entering.
I think that in general troops behind cover should receive an extra die per base in the first round of hand-to-hand fighting, but this might be extended to subsequent rounds if the cover is deemed above the ordinary, in which case it might also be appropriate to make attackers spend a turn crossing the cover before being able to inflict casualties.