Friday, May 01, 2026

Hittites

The core of almost any Hittite army: five units of biblical infantry and two squadrons of heavy chariots
Both the infantry and chariotry can be used in other contemporary armies.

Thursday, April 30, 2026

Midianites

Front row: four-and-a-half units of open-order archers; middle row: five units of camels and one of slingers; rear row: four units of camels and two of slingers 
These troops can easily be used in the armies of other nations, if only, in the case of camelry, as allies.

Wednesday, April 29, 2026

Hebrews

Left to right, front row: open-order javelins, three units of slingers, two more units of open-order javelins; middle row: six units of auxiliaries; rear row: five chariot squadrons
The 17 units allow me to field any Hebrew army for Neil Thomas's biblical rules in Ancient & Medieval Wargaming up to the end of the reign of David's son Solomon.
After him, Thomas recommends using the Canaanite & Philistine list for both the northern kingdom (Israel) and the southern kingdom (Judah).
The troops' lack of uniforms, and generally undistinguished clothing, means all the units could easily be fielded in many other Middle Eastern forces without looking out of place.

Tuesday, April 28, 2026

Egyptians

Left to right, front row: close-order archers, two units of spear-armed biblical infantry, bow-armed chariots, the royal chariot squadron, bow-armed chariots, marine archers; back row: spear-armed biblical infantry, Sherden, marine spears
Egyptian clothing was distinctive, which means, with the exception of the Sherden, none of these troops can stand in as part of other nations' armies.

Monday, April 27, 2026

Assyrians

TAKING stock of my collection has, as it turns out, meant regluing several figures that had managed to work themselves loose from their bases.
Here are my specifically Assyrian troops, most (all?) of whom have already seen action on the tabletop in one of the various trial battles I have fought against my regular wargaming opponent ('Reg').
Left to right, front row: two units of close-order armoured archers and three of close-order infantry with spears and bows; rear row: two units of close-order cavalry and two of close-order spears

Sunday, April 26, 2026

First Canaanites Painted

I FOUND it difficult sourcing suitable Canaanite infantry for my biblical project, until I came across Pendraken's Great Fyrd Anglo-Saxons from the company's 10mm Dark Ages range.
The spearmen, suitably painted, would clearly make ideal Canaanites, and so I ordered four packs of 30 figures.
The order arrived in one large pack, but unfortunately there were only 119 figures.
However, this turned out to be a blessing in disguise, as I made up the shortfall with a leftover Assyrian standard-bearer.
His distinctive appearance, having scale-bronze body armour, will come in handy should I need to designate one unit as of superior quality to its brethren.
The 'Assyrian' is in the front row of the unit on the extreme left
I have been steadily painting figures for my project, but I have been doing it largely without a specific plan, painting more-or-less what takes my fancy.
So I reckon it is time to go through what I have ... and what I still need.
(to be continued)

Saturday, April 25, 2026

Summing Up Talavera In 3D

WHAT a fantastic battle!
It could hardly be possible to wish for a more exciting finish, although I certainly hoped for a better outcome, only to lose by the narrowest possible margin.
It is games like this that make Mike Lambo's Battles Of Napoleonic Europe such a stimulating experience.
Analysing the battle, I think I seriously mishandled the Allied cavalry. One unit was lost in a precipitous advance, and the other played virtually no part in the proceedings.
Anyway, my 3D score against the AI is now 7-5, or 7-6 if you include the scenario I started a unit short.
At this stage first-time through I led 8-6, having played one scenario twice, but if the replay is excluded, I led 7-6.
A dejected Sir Arthur Wellesley cuts a lonely figure as he retreats from the field of battle

Friday, April 24, 2026

Talavera In 3D - Turn 10


Map

Situation after nine turns
To win there have to be more Allied units on the French side of the river than French units. At present we both have seven units, but only five of mine are across the river.
My three activation dice land 5, 5, 2. I reroll a 5, but it becomes another 5.
In area 2 my artillery shoot at the one-base French infantry, rolling 6, 5, 3, eliminating the unit, which reduces the French to six units.
In area 5 my three-base infantry shoot at the enemy directly ahead, the four dice decreased for firing through trees. I roll 5, 5, 4, again eliminating the enemy unit, which reduces the French to five units.
My one base infantry in Talavera advance into the adjacent trees and shoot at the one-base French directly in front, the two dice decreased for moving. I roll a 2 - no effect. Finally, Sir Arthur Wellesley advances into Talavera.
That means I have six units on the French side of the river - one more than the French. But the turn is not over ...
If the French can eliminate one Allied unit, the number of units on French side of the river will be equal, and the AI will have won
The AI's four activation dice land 6, 4, 3, 2.
The 6 is wasted as the French commander is dead, but in area 2 the artillery can shoot at my two-base infantry beside Talavera. However, the three dice are decreased by two lots of intervening trees, and the remaining die lands as a 4, which would normally force a retreat, but is ignored thanks to support from Sir Arthur.
In area 3 the two-base French shoot at my two-base men on the small hill, the three dice decreased for firing through trees. The result is 5, 2, eliminating a base.
In area 4 the three-base infantry have a choice of three targets to shoot at, the decisive tiebreaker being "unit furthest up," which is my one-base men in the copse beside Talavera. The four dice are decreased for firing through trees and for the target being in cover, but the dice land 5, 4, eliminating my unit, and so resulting in victory for the French with the last roll of the game.

Thursday, April 23, 2026

Talavera In 3D - Turn Nine

Map

Situation after eight turns
My three activation dice land 4, 4, 3. I reroll both 4s, getting 4, 2.
In area 2 my artillery shoot at the advancing French infantry, rolling 6, 1, 1, thus eliminating a base.
In area 3 my two-base infantry on the hill shoot at the one-base French in the copse. The three dice are increased for being on higher ground, but decreased for firing through trees, and for the enemy having cover. However, I roll 6, 3, eliminating the French unit.
I have no troops in area 4, so that die is wasted.
The French are reduced to seven units, but I too have only seven, and I must have more units across the river than the French at the end of turn 10 to win
The AI's four activation dice land 6, 6, 5, 4, with the wildcard 6s wasted as the French commander is dead.
In area 4 the infantry advance into the nearby copse and shoot at my men in the trees beside Talavera. The four dice are decreased for moving, for firing through intervening trees and for the target being in cover, but a 5 is rolled, eliminating a base.
In area 5 the forward one-base infantry shoot at my three-base unit, the two dice decreased thanks to firing through trees, and a 1 is rolled. The other one-base French shoot at my men in the copse, the two dice decreased because of cover. A 4 is rolled, forcing my men back diagonally left.
I will need good activation dice next turn to have any chance of snatching victory from likely defeat

Wednesday, April 22, 2026

Talavera In 3D - Turn Eight

Map

Situation after seven turns
My three activation dice land 5, 5, 4. I reroll a 5 and the 4, getting 4, 3.
I have no troops in area 4, so that die is wasted, but in area 3 my men on the small hill shoot at the French in the copse. The three dice are increased for being on higher ground, but decreased for shooting through trees and for the target having cover. I roll 5, 1, eliminating an enemy base.
In area 5 my three-base infantry in Talavera enter the copse in front of them and shoot at Marshal Jourdan, the three dice decreased for firing after moving. I roll 5, 2, killing the French commander, which means the AI no longer gets to reroll wildcard 6s. My one-base infantry in area 5 enter the newly vacated part of Talavera, and the other three-base infantry advance a hex, and shoot at the one-base French behind the trees. The four dice are decreased for firing after moving and for the intervening trees, and I roll a pair of useless 3s. Finally, Sir Arthur Wellesley advances one hex diagonally left, thus leaving a hex open for my extreme right-flank infantry to fall back into if needed.
The death of Marshal Jourdan could prove a turning point
The AI's four activation dice land 6, 6, 5, 2, which means that, since the AI can no longer reroll wildcard 6s, it can only activate troops in two areas.
In area 2 the artillery can theoretically shoot at my one-base infantry in Talavera, but the three dice are cancelled out by two lots of intervening trees and the cover provided by the town. So, instead, an action die is rolled, and that lands as a 3, which has no effect. The French infantry in area 2 advance towards my artillery.
In area 5 the forward one-base infantry shoot at my men directly ahead, the two dice decreased thanks to intervening trees, and the remaining die lands as a 3. The other one-base infantry shoot at my men in the copse, and this time the one die lands as a 1.
The French seem shaken by the loss of their commander