Friday, February 06, 2026

Refighting Charles Grant's Battle Of Kadesh

PIONEERING wargamer Charles Grant refought a series of battles, which were first published in magazines and then collected in a book, Ancient Battles For Wargamers (Model and Allied Publications, 1977, £3.95).
The first battle in the book is Kadesh, which Grant dates as 1288 BC, although today 1274 BC is the generally accepted date.
Kadesh is often described as the first battle in history about which we know enough to undertake a reconstruction.
That is debateable, but nevertheless we know much more about Kadesh than we do about many subsequent battles.
In the spring of 1274 BC (or whatever year it was - 939 BC, according to one chronology), Pharoah Ramesses II headed north to try to take the border city of Kadesh from the Hittites.
He led an army consisting of four self-contained corps or divisions, which are sometimes described as armies in themselves, called Amun, Re, Ptah and Sutekh (named after popular Egyptian gods).
Each is believed to have numbered some 5,000 men, divided mainly into chariot crews, close-order infantry and foot archers, although the proportion of each branch is unknown.
In addition, Ramesses had with him his extended bodyguard, comprised of Sherden, one of the Sea Peoples.
I write "extended" because Pharoah travelled mainly by chariot, so presumably had an inner bodyguard of chariot warriors as well as the Sherden, who were infantry.
There was also another body, the Ne'arin, who were marching along the coast, but whose identity and composition are unknown.
It has been variously suggested that they were recruits (Ne'arin seems to come from a Canaanite expression meaning young ones), Canaanite mercenaries or an all-chariot special-task force.
Due to a succcessful misinformation campaign by the Hittite king, Muwatalli II, the Egyptians thought their enemy's main force was several days' march away.
Accordingly Ramesses and the lead corps, Amun, pushed on to set up camp on high ground overlooking Kadesh from the west, apparently hoping to take the city by assault, or preferably by intimidation, as soon as the rest of the Egyptian army arrived.
However, Muwatalli had been nearby all the time, and now led his army around the east side of Kadesh, to where possibly as many as 2,500 chariots were to launch a sudden flanking assault on the second Egyptian corps, Re.
Grant's map of the preliminary manoeuvres
This chariot attack is the point at which the battle in the book commences.
Grant's Re consists of three 40-man units of close-order infantry, armed with spear and shield, three 20-man units of open-order archers, a 20-strong unit of open-order javelinmen, and the Royal Chariot Squadron, consisting of eight chariots, each with a two-man crew.
That makes 216 figures (plus eight chariots), and is almost identical to the Egyptian army fielded at the Battle of the Apocryphal Well, although the names of some of the units have changed.
The wargames version of Muwatalli is given five squadrons of chariots, each squadron having eight chariots, to represent the 2,500 chariots of the initial attack.
But in the original battle there was a reserve, or second wave, apparently of 1,000 chariots, which under normal circumstances would be represented by two more squadrons of eight chariots.
However, Grant gives this second wave three such squadrons - the third being added "just for good measure, one might say, so that the follow-up force amounted to 1,500, not 1,000 - just a little bit of juggling, of course."
What seems to have escaped Grant's notice is the implication of giving Re eight units totalling 216 figures (plus eight chariots).
This implies that the whole Egyptian force consisted, in wargames terms, of 864 figures (plus 32 chariots).
Actually, the full total would be even more as those totals do not include the Sherden or the Ne'arin.
Never mind - what I am intending is to refight the engagement from Ancient Battles For Wargamers, rather than trying to refight the real Battle of Kadesh.
In effect this will be a scenario based on the battle, but should be none the worse for that.

Thursday, February 05, 2026

More 10mm Figures Painted


My second batch of javelin-armed open-order cavalry from Newline Designs

Wednesday, February 04, 2026

Summing Up Our Ninth Game Of Empire

RICHARD's Macedonians were runaway winners, despite their lands being wracked by revolts.
The keys to victory were twofold: first, they captured the Persian homeland early; second, although Andy twice returned as the Parthians, each time Richard recaptured the Parthian homeland before the Parthians could launch a single campaign.

Here are the updated standings (four points for a win, three for coming second, etc).

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Game Seven: 3pts (Romans)
Game Eight: 1pt (Macedonians)
Game Nine: 3pts (Romans)
Total: 24.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Game Seven: 1pt (Macedonians)
Game Eight: 3pts (Carthaginians)
Game Nine: 1pt (Persians/Parthians)
Total: 24pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Game Seven: 2pts (Carthaginians)
Game Eight: 4pts (Persians/Parthians)
Game Nine: 4pts (Macedonians)
Total: 21.5pts

REG
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Game Seven: 4pts (Persians)
Game Eight: 2pts (Romans)
Game Nine: 2pts (Carthaginians)
Total: 20pts

SCORES BY PEOPLES
Persians/Parthians: 28pts
Romans:25.5pts
Carthaginians: 21.5pts
Macedonians: 15pts

The main takeaways:
*I have retaken the lead from Andy in our ding-dong battle for top spot.
*Richard, having gone seven games without so much as coming equal first, has won two games outright on the trot.
*The Carthaginians have still not won a game, but they and the Romans are the only peoples never to have come last.
*Despite the Macedonians winning their second game, they remain adrift from the other three peoples.

Tuesday, February 03, 2026

Empire Time - Turn 20 (160-150 BC)

Situation in 160 BC
This is the last turn, but only second place is up for grabs as first and fourth are already decided.
Reg's Carthaginians have 18 victory points, with nothing to add as they no longer control any provinces.
My Romans control 10 provinces, including double-scoring IBERIA and 'AFRICA', and triple-scoring ITALIA. That would give 14 victory points, taking my total to 18, the same as Carthage's.
Andy's Parthians are stuck on 12 victory points as they currently control no provinces.
Richard's Macedonians have 10 provinces, including double-scoring AEGYPTUS and 'INDIA', which would give 12 victory points on top of the 14 they already have.
The revolt dice land 3-6, meaning Pontus regains its independence.
I am drawn first, and since I cannot possibly catch Richard, I attack Illyria, capturing it and so boosting my victory points to 19.
Richard's Macedonians try to retake Pontus, but fail with a 3.
Neither Andy nor Reg free their respective homelands of Parthia and 'AFRICA'.
Final map, with victory points added

Monday, February 02, 2026

Empire Time - Turn 19 (170-160 BC)

Situation in 170 BC
The revolt dice land 3-6, but that pinpoints Pontus, which is already independent.
I am drawn first, and my Romans retake Graecia.
Both Andy and Reg roll a 5, meaning they come up one short of freeing their respective homelands.
Finally, Richard's Macedonians take Pontus.
One turn to go

Sunday, February 01, 2026

Empire Time - Turn 18 (180-170 BC)

Situation in 180 BC
The revolt dice land 1-4, meaning Graecia maintains its fierce reputation for desiring independence, at least in this playthrough, by throwing off Roman rule.
Andy is drawn first, and at last rolls a 6, meaning the Parthians again get back their Parthia homeland. Reg is not so fortunate, when he tries to free the Carthaginian homeland of 'AFRICA'.
The last time the Parthians appeared, Richard's Macedonians immediately eliminated them, and it happens again when Richard rolls a 6.
Finally, I go for the 'easy' option of attacking Cisalpina, and take it, but only thanks to Rome's two +1 modifiers.
The Roman steamroller has considerably slowed


Saturday, January 31, 2026

Empire Time - Turn 17 (190-180 BC)

The situation in 190 BC
The revolt dice land 5-2, meaning Cisaplina expels Rome's legions.
Andy is drawn first, but cannot free his Parthia homeland.
I am drawn next, and attack Thracia. For the rest of the game my Romans have a +1 modifier as part of Scipio's legacy, and another +1 modifier for not having a great captain (this modifier has been in effect since turn 10, apart from turns 15 and 16, when I did have Scipio). I roll a 2, which is not enough as there is a -1 modifier for attacking a controlled province.
Richard's Macedonians, instead of trying to recapture 'Asia', go for Pontus, but also meet with failure.
Finally, Reg fails to roll the 6 needed to free his 'AFRICA' homeland.
It is very unusual to have only two peoples active - normally by this time the revived Parthians are taking on the Macedonians from the East, at the same time as the Romans are attacking the latter from the West

Friday, January 30, 2026

Empire Time - Turn 16 (200-190 BC)

Situation in 200 BC
The revolt dice land 5-3, but that pinpoints already independent Magna Graecia - lucky I decided against attacking it last turn!
My Romans again have five campaigns, thanks to Scipio. I start by taking 'AFRICA' with a 3 - the great captain's +2 modifier overcomes the -1 modifier for attacking a homeland. This means the Carthaginians are out of the game, unless Richard subsequently rolls a 6 to create a rebellion.
With my second campaign I retake Magna Graecia, and then successfully cross the sea to capture Graecia. However, it requires two campaigns to take Macedonia, but its capture means the Romans are the only people in possession of their own homeland.
Richard's Macedonians attack 'Asia', but again fail to take it, and neither Andy nor Reg can free their homelands.
The West is Roman red, and it surely can only be a matter of time before chunks of Asia fall too

Thursday, January 29, 2026

Empire Time - Turn 15 (210-200 BC)

Situation in 210 BC
The revolt dice land 5-5, meaning Magna Graecia throws off Roman rule.
This is the first of two turns in which my Romans get Scipio as a great captain. I ignore Magna Graecia for the time being, instead taking Cisalpina, double-scoring IBERIA and Numidia from the Carthaginians. However, my first attack on Numidia fails (I roll a 1), but I take it at the second attempt.
Andy fails to free Parthia, Reg's Carthaginians are unable to reconquer Numidia (despite having a +1 modifier on this and the next four turns as part of Hannibal's legacy), and Richard's Macedonians again are unable to retake independent Graecia.
The Carthaginians are reduced to controlling only their homeland

Wednesday, January 28, 2026

Empire Time - Turn 14 (220-210 BC)

Situation in 220 BC
The revolt dice land 6-1, meaning Gallia throws off Carthaginian rule.
But this is the turn in which the Carthaginians receive Hannibal as a great captain. That means five turns, each with a +2 modifier, and without a -1 modifier for attacking a controlled province that is not a homeland. However the Carthaginians still get a -1 modifier for attacking outside of their original empire, which means most attacks require 3+ to be successful.
Reg conquers Gallia with a 3, but requires two campaigns to take Cisalpina. His fourth campaign, against Sicilia, narrowly fails - the naval crossing is not a problem, but he only rolls a 2 for the land battle. He tries again, but this time the naval crossing fails.
Richard's Macedonians unsuccessfully try to retake Graecia, and I narrowly fail to recapture Cisaplina.
Andy again is unable to roll the 6 needed to lead rebellion in Parthia.
Hannibal has not had the impact the Carthaginians would have hoped