Wednesday, January 07, 2026

Summing Up Our Refight Of The Battle Of The Apocryphal Well

ANOTHER great war game, and a reversal of 'history', as the Egyptians won Charles Grant's original battle in The Ancient War Game.
That encounter, fought under Wargames Research Group rules, ended with three of the seven (not eight, as the book has it) Assyrian regiments "in flight and two others retreating."
The Egyptians lost 38 figures of their original 229 (including chariot crews). The Assyrians lost 58 of their original 178 figures, "although to the latter total can be added the fleeing regiments who, should the result have been decided by a tally of viable points, would not have counted, being in flight."
In our battle, fought with my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming, the Egyptians lost four of eight units, the Assyrians two of seven.
I conceded as my Egyptians were on the verge of losing a fifth unit, which had already been reduced to one base, and was confronted with units of cavalry, close-order archers and professional infantry.
That would have put the army below 50% of its starting strength, and therefore defeated.
Both my opponent and I felt the battle flowed well, and was over in a relatively short nine turns.
This was helped by the scenario starting with both armies drawn up in battle-order at the start of the fateful day, within a few moves of each other, and on a battlefield that was uncluttered with scenery, apart from three low hills, which affected line-of-sight, but not movement.
We have agreed to give the rules another outing in the near future.

Tuesday, January 06, 2026

Battle Of The Apocryphal Well - Turn Nine

The Egyptians will lose if another unit is eliminated
But there is still hope. If I can win the dice-off to go first, it is just possible that with some exemplary archery I could destroy both of the Assyrians' remaining left-flank units, which would take the Assyrians below half-strength, and so cause their defeat.
I do indeed win the dice-off (6-4), but first my three right-flank units have to test their morale, it being assumed that by now news of the death of the Egyptian commander will have reached them.
Only the Ka archers fail the test, losing a base.
The Ka then shoot at the Hassuna, but 6, 2, 1, is nowhere near good enough, and anyway the one hit is resolved as the Assyrians falling back 3cm.
The two-base Koth shoot at the same target, but their hearts are apparently not in it, and they inflict no damage.
Similarly, the Ptah spearmen, ordered to close on the Hassuna, do so in a dilatory manner, advancing only 6cm (thanks the move-variation rule).
With defeat now inevitable, I concede.

Monday, January 05, 2026

Battle Of The Apocryphal Well - Turn Eight

Situation after seven turns
I win the dice-off (5-4, after a 4-4 tie) to see who goes first.
The Ka and Koth archers are just out of bowshot of the Hassuna, so I order them to advance as far as they can, to get in range, and to get away from the victorious Assyrian right-flank. The only infantry who can normally move and shoot are open-order infantry armed with javelins, so there is no question of my archers inflicting casualties this half-turn. The Ptah biblical infantry also advance on Hasunna.
On the Egyptian left the Senkht fall back 5cm, aided by the move-variation rule adding 25% to their 4cm move (after 50% was deducted for turning).
The remaining chariot base also falls back a little, and shoots at the Tutub on South Hill, but without effect.
Reg starts by having the Tutub advance towards my withdrawing units, their 8cm move increased to 10cm, thanks to move-variation. They then shoot at Pharoah's Chariot Squadron (the Tutub, being professional infantry, are an exception to the foot-bows-cannot-move-and-shoot rule), scoring a hit, which is not saved, and, despite the squadron being elite, is resolved as the loss of a base.
This means the Egyptian commander has fallen, and, as a consequence, the Senekht have to test their morale. It remains good.
My other three units are not within line-of-sight of the general's demise, so they will not test their morale until the start of the next half-turn.
The Eshnunna cavalry advance on the Senekht, as do the Akalate close-order archers, who were just out of bowshot-range of the Egyptians.
Finally, on the other flank, the Hassuna close-order archers shoot at the two-base Koth, but roll 4, 1, 1, 1.
It would be little short of a miracle if my Egyptians survive the next turn, never mind the rest of the battle

Sunday, January 04, 2026

Battle Of The Apocryphal Well - Turn Seven

Situation after six turns, looking from behind the Egyptian lines, with the Assyrians in the ascendancy, especially on their right
I win the dice-off (6-2) to see who goes first.
This gives me a glimmer of hope as I can immediately order the Ptah infantry to charge the retreating Tarbisa, who are caught in the back. My men's three dice are therefore increased to six, but I roll a disappointing 6, 4, 3, 3, 3, 1 - one hit. The Tarbisa roll a 3, so only the hit they suffered has to be considered. It is not saved, and is resolved as the loss of a base, meaning the Assyrians have at last lost a unit.
The Ka archers shoot at the Assyrian light cavalry, rolling 5, 2, 2, 1 - one hit. It is not saved, and is resolved as the loss of a base. The unit's morale fails, so another base is removed.
I order the Koth archers to shoot at the same target, hoping to eliminate a second Assyrian unit. However, the dice land 2, 1.
On the Egyptian left the Kush archers shoot at the Assyrian javelinmen, also hoping to eliminate a second Assyrian unit. The dice land 6, 1 - a hit. It is not saved, and is resolved as the loss of a base, so the Assyrians have indeed lost two units - the same number as the Egyptians.
I decide to take a gamble and activate the remaining base of Pharoah's Chariot Squadron, which moves left and shoots at the Tutub elite infantry (remember, open-order chariots can turn without penalty and still shoot), but the die lands as a 3.
Finally, the Senekht infantry withdraw, to get as near as they can, allowing for a 50% deduction in movement for turning, to the chariot squadron.
Both armies have lost two units, but since the Assyrians began the battle with only seven, they will have been defeated if they lose two more units and so fall below half-strength, while the Egyptians, who had eight units at the start, would have to lose three more units to be beaten
However, it seems inevitable that the two-base Kush archers (top-centre, with Assyrian cavalry and two full-strength foot units menacing them) will be eliminated in the Assyrian half-turn
Reg starts by ordering the Akalate close-order archers to shoot at the Kush, the dice landing 6, 4, 4, 1 - one hit. However, I manage to save it by rolling a six.
Then the Eshnunna cavalry charge the Kush in the flank. Close-order cavalry meleeing against light infantry receive three dice per base, but receive an extra did per base for attacking in the flank. The Eshnunna score six hits, and none is saved! Only two are resolved as the loss of a base, but that is enough to eliminate the Kush.
The Tutub infantry, who are armed with bows as well as spears, climb on to the crest of South Hill and shoot (they are allowed to move and shoot, unlike ordinary close-order archers) at my chariot squadron. They receive one die for every two bases, but the dice land 3, 2.
The Hassuna archers shoot at the newly-in-range Ptah infantry, rolling 6, 4, 2, 1 - one hit. It is not saved, and is resolved as forcing my men to fall back 3cm.
Reg decides discretion is the better part of valour with the Zarzi light cavalry, and he pulls them to safety behind the Hasunna.
Both right-wings are triumphant, but the total nimber of Assyrian bases remaining is 15, while the Egyptians have 11

Saturday, January 03, 2026

Battle Of The Apocryphal Well - Turn Six

Situation after five turns
Just for a change, I win the dice-off (5-3) to decide who goes first.
My light infantry on the Egyptian left hurl their javelins at the Eshnunna cavalry, scoring a hit, but it is saved. The Kush archers shoot at the same target, also scoring a hit, but it too is saved.
The Ptah heroically charge the Tutub, which brings up a question about the Assyrian terror rule in Neil Thomas's Ancient & Medieval Wargaming.
It reads: "The reputation of the Assyrians was such that many opponents often ran away before contact. Accordingly, any enemy troops in hand-to-hand combat with Assyrian chariots, cavalry, line* infantry or auxiliary infantry, must test morale before the first round."
[*Line infantry are not mentioned as a troop type in the biblical wargaming rules, and the Assyrians are the only ones mentioned as having them. It would seem to be another term for what Thomas elsewhere calls heavy infantry, as opposed to the more-common biblical infantry, which are a lower-quality type of close-order foot.]
My opponent and I discussed whether the rule should apply in only the first round of the first time a unit melees with Assyrians in a battle, or whether it should also apply in the first round of subsequent melees involving the same unit in the same battle.
We fairly quickly agreed that the spirit of the rule means it should only apply in the first round of the first melee, which gives my men more of a glimmer of hope.
Anyway, in the second melee between the Ptah and Tutub, I roll 4, 4 - close, but no hits (5+ is needed). Reg rolls 6, 4, 4, 3, 3, 2, 1, 1 (each of his bases gets two dice) - just one hit. I am unable to save it, but the hit is resolved as my men falling back 3cm.
In the ongoing melee between the three-base Ptah and the one-base Tarbisa - both biblical infantry - I roll 6, 3, 3 - one hit. Reg rolls 4 - no hits. The one hit is not saved, and is resolved as the Tarbisa falling back 3cm.
The Koth archers shoot at the Hassuna archers, rolling 5, 2 - one hit. It is not saved, and the Hassuna fall back 3cm.
Finally, my Ka archers shoot at the javelin-armed cavalry, but roll three 3s and a 2.
This feels like a half-turn of missed opportunities for the Egyptians
Reg starts by charging the Eshnunna cavalry into my one-base Lacish javelinmen.
This is the second time they have meleed, so the terror rule does not apply, but each of the cavalry's two bases gets three dice, and Reg rolls 5, 5, 4, 2, 2, 1 - two hits. Neither hit is saved, and the Lacish are eliminated (their one dice comes up an ineffective 2, so they take no Assyrians with them), meaning I have now lost two units.
The Assyrians' Repiquum javelinmen hurl their weapons at the Kush archers, rolling 5 - a hit. It is not saved, and causes my men to lose a base. That forces a morale test, which is passed.
Then the Akalate archers shoot at the same target, rolling 5, 4, 3, 3 - one hit. Another base is lost, but again my men's morale holds firm.
The elite Tutub charge my Ptah infantry. As already discussed, the terror rule does not apply, but Reg rolls 6, 5, 5, 5, 4, 3, 2, 1 - four hits! None is saved, but only one base is lost - the other hits are resolved as each forcing the Ptah back 3cm. Despite this, the remaining Ptah pass their morale test. As part of the same melee, I roll 5, 3 - one hit. It is not saved, and the Tutub fall back 3cm.
The one-base Tarbisa infantry turn, using half their move-allowance, and retreat 4cm, except move-variation comes into effect, so they only cover 3cm.
The Hassuna archers are no longer within firing range of my Koth archers, so they switch to shooting at my Kush archers, rolling 5, 3, 3 1 - one hit. It is not saved, and my men are forced to withdraw 3cm.
The Zarzi light cavalry advance just over 12cm and hurl their javelins at the Kush, rolling 6, 4, 3 - one hit. It is not saved, and my men are forced back a further 3cm. The cavalry, using the rest of their split-move, fall back as far as they can.
The Egyptian left has all but disappeared

The Kush archers on the Egyptian left look very isolated, with four Assyrian units closing in

Friday, January 02, 2026

Battle Of The Apocryphal Well - Turn Five


Looking from behind the Egyptian lines after four turns
It feels as if winning the right to go first this turn could be important, and Reg wins the dice-off 5-4.
He starts on the Assyrian right, where the much-diminished Eshnunna elite cavalry charge my levy javelinmen. Under the Assyrian terror rule, the latter have to immediately check their morale, which is poor, meaning they lose a base before hand-to-hand-fighting begins.
In the melee the Assyrians get six dice (three for each remaining base), scoring one hit, which is not saved, and is resolved as the loss of a base. This means another morale test, which my men again fail, not surprisingly, and so are reduced to one base.
However, blows in melees are struck simultaneously, so I still get to roll three dice  - one for each base remaining after the terror-morale fail. Amazingly, I roll 5, 5, 5 - three hits. One hit is saved, and the other two are resolved as fallbacks, ie a 6cm-withdrawal.
The one-base Assyrian light infantry hurl javelins at my Ka archers, but ineffectively.
The Akalate archers cross the western low hill, finishing just short of the Ka, and the Tutub elite infantry likewise advance onto the southern low hill.
In the ongoing melee between the outnumbered Tarbisa biblical infantry and my Ptah yellow-shields, neither side scores a hit.
The Hassuna close-order archers on the Assyrian left shoot at my Koth open-order archers, scoring a hit, which forces my men back 3cm.
The Assyrian mounted javelinmen split-move, hurling their weapons at the Ka archers, scoring a hit, which, however, is saved, and then fall back to beside the Hassuna.
I feared suffering heavier losses this half-turn
My javelinmen shoot at the Eshnunna horsemen, but without effect, and my Kush archers fire at the same target, again ineffectively.
The Ra spearmen charge the Tutub, but first have to test their morale under the Assyrian terror rule, losing a base in the process. Despite this, in the melee my three-base biblical infantry roll three dice, scoring 6, 5, 3 - two hits. The four-base Tutub, being professional close-order infantry, roll eight dice, which result in four hits. The two hits I inflict are both saved, but only one of the hits I suffer is saved. The remaining three are all resolved as the loss of a base, meaning the Ra become the first unit eliminated.
The Senekht spearmen also charge the Tutub, with one of the unit's two bases gaining a bonus die for attacking from a flank. That means three dice in all, and one hit is scored, but it is saved. The Tutub roll six dice (the base attacked in the flank does not count this half-turn), scoring two hits. Neither is saved, but my men do not lose a base, instead being pushed back 6cm.
The two-base Koth archers shoot at the Hassuna archers, but without success.
Finally, my Ka archers shoot at the Assyrian light cavalry, scoring three hits. Two are saved - Reg rolling 6s again! - and the third is resolved as the horsemen falling back 3cm.
The success of the elite Tutub infantry has put the well firmly in Assyrian hands, at least for now

Looking from behind the Senekht, with the Tutub directly ahead of them - to the Tutub's right are the Akalate archers, while to the Tutub's left is the melee between Egypt's Ptah infantry and Assyria's Tarbisa, which continued ineffectively throughout this turn

Thursday, January 01, 2026

Battle Of The Apocryphal Well - Turn Four

Situation after three turns
Reg wins the dice-off (4-3, after a 3-3 tie) to see who goes first.
He starts by sending his open-order cavalry to again hurl javelins at my chariot squadron, the dice landing 6, 6, 3 - two hits. My men have medium armour, but neither hit is saved, and the hits are resolved as the squadron losing two bases, which causes it to fail a morale test, thus losing a further base! The cavalry complete a split-move by returning to their previous position alongside the Hassuna archers.
The archers shoot at my Koth open-order archers, rolling 6, 2, 1, 1 - one hit. The hit is not saved, and the Koth lose a second base. However, their morale remains firm.
The Tarbisa infantry advance 10cm, thanks a 2cm-bonus from the move-variation rule, but do not quite make contact with my Ptah unit.
The Tutub elite infantry advance 8cm, and being a dual-threat unit, shoot with half their bases at the Senekht spearmen, rolling 6, 3 - one hit. This is not saved, and it is resolved as the loss of a base, with a further base lost due to my men failing their morale test.
On the Assyrian right the elite Eshnunna cavalry advance their full move towards my javelinmen, narrowly failing to make contact - a move-variation roll of 6 would have been enough.
The Assyrian javelinmen advance 12cm and are just in range to hurl their javelins at the Kush open-order archers, but roll 4, 4, 3, 2 - no hits.
The Akalate close-order archers advance to the edge of the western low hill.
An excellent half-turn for the Assyrians
I start on the Egyptian right with the Ka archers shooting at the Assyrian javelin-armed cavalry, rolling 5, 4, 4, 4 - one hit. However, the hit is saved by Reg rolling a 6.
The two-base Koth archers shoot at the Tarbisa infantry, rolling 5, 3 - one hit. It is not saved, and the Assyrians lose a base, but pass their morale test.
My Ptah infantry then charge the Tarbisa (Reg and I agreed that, because we are resolving actions unit-by-unit, rather than first having movement for all units, then shooting for all units, etc, we would not use the charge-declaration rule, which states that charges have to be declared at the beginning of a player's turn).
The Assyrian terror rule means my men have to take a morale test before the hand-to-hand combat is decided, and my men narrowly fail it - I roll a 3 instead of 4+. That means my men lose a base, so it is three bases against three. My dice land 6, 4, 3 - one hit; Reg rolls 4, 3, 3 - no hits. The Tarbisa, perhaps surprised at the unexpected spirit of my men, lose a further base when they fail their morale test, and so are reduced to one surviving base.
On the Egyptian left my javelinmen hurl their weapons at the Eshnunna cavalry, rolling 6, 4, 2, 1 - one hit, which is not saved, and is resolved as a lost base. The Eshnunna, despite being elite, fail their morale when Reg rolls a 2 instead of 3+, and so lose a further base.
The Kush archers shoot at the Assyrian javelinmen, rolling 6, 5, 2, 1 - two hits. Neither hit is saved, and the javelinmen lose a further base to poor morale.
I move the remaining base of my chariot squadron out of harm's way, behind my right-flank archers.
Finally, I pull the Senekht red-shields slightly back to be in line with the Ra. 
A good half-turn for the Egyptians!

Wednesday, December 31, 2025

Battle Of The Apocryphal Well - Turn Three

Situation after the second turn
I win the dice-off (5-3) to decide who goes first.
I start by again manoeuvring my chariots, so they can shoot at the Assyrian left-flank cavalry without moving in range of the Assyrian archers.
My four dice land 6, 5, 5, 3 - three hits! But, incredibly, Reg's saving-throws all land with the 6 required for troops with light protection.
I plan to advance the rest of my army cautiously, and this works on the left, where the Ra and Senekht spearmen move into the hills surrounding the well, supported to their left by the Kush archers and Lacish javelinemen.
But the Ptah spears precipitately advance 10cm, thanks to the move-variation rule, taking them past the south hill and into bowshot range of the Assyrians.
Fearing the worst, I order the Koth archers to move alongside them, but they are also carried away with excess zeal, advancing 12.5cm, instead of the 10cm I want. Again there is nothing for it but to order the Ka archers to support them, and this they do.
The Egyptians' lack of discipline could have disastrous consequences
The Hasunna close-order archers on the Assyrian left shoot at my Koth archers, who have advanced well within bowshot.The four dice land 6, 6, 3, 1 - two hits.
I fail to save either of them. One is resolved as the loss of a base, but the other causes my men to fall back 3cm, although their morale holds firm.
The first Egyptian casualties
The Zarzi cavalry advance 10cm and fling javelins at my chariots, but the three dice land 4, 4, 3 - no hits. Open-order cavalry with javelins are allowed to split-move, so they complete their move by turning and falling back to their original position beside the Hasunna archers.
On the other flank the Eshnunna cavalry start to swing to their right, supported by the Repiquum javelinmen and the Akalate archers, although the latter, being close-order infantry, can only move 4cm, as they lose half their move-distance for deviating more than 30° from straight ahead.
Both the Tutub and Tarbisa infantry advance into the hills, although the former move further than ordered, thanks to the move-variation rule.
Both armies are close to their ultimate objective - the green well - but there's fighting to be done first

Tuesday, December 30, 2025

Battle Of The Apocryphal Well - Turn Two

Looking from behind the Egyptian lines after the first turn
Reg again wins the dice-off (4-2) to see who goes first.
He straightens out the Assyrian line by getting the leading units to advance only 6cm, allowing laggards to catch up (move-variation did not affect any unit's movement this half-turn).
I start by sending my chariots forward, but to the right, so they get within mounted-bowshot of the light cavalry on the Assyrian left, but not within range of the Assyrian close-order archers.
Since light chariots can move and fire in the same turn, I shoot at the cavalry, the four dice landing 6, 4, 4, 1. Under my modifications to Neil Thomas's rules, that represents one hit.
The Zarzi horsmen have light armour, meaning a saving roll of 6 is needed, but Reg comes up one short with a 5.
To resolve the hit, he rolls a 2, which results in the compulsory loss of a base - first blood to the Egyptians. However, the unit passes its morale test, rolling the bare minimum for average troops of 4.
The first casualties
I try to straighten out the line of the rest of my army, but while the Senekht spearmen advance the required 8cm, both Ptah and Ra again drag their feet, failing to move further than 6cm.
The main bodies are just outside maximum bowshot range (24cm)

Monday, December 29, 2025

Battle Of The Apocryphal Well - Turn One

Dawn has broken on a fine day - weather will play no part in the battle
We dice to see who moves first, Reg winning 5-2.
He orders a general advance at close-order infantry speed, ie 8cm, although the move-variation rule affects the distance each unit covers.
The Assyrian line has quickly become slightly ragged
I give similar orders, but also get the army to slant marginally to the right.
However, while the archers and javelinmen advance the required 8cm, all three regiments of biblical infantry - Ptah, Ra and Senekht - drag their heels, only advancing 6cm.
The Egyptian line has become concave