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| Four more units of 10mm Hittite infantry |
10mm and all that!
My wargaming is almost as diverse as my interest in history, but my most-recent big project was the War of the Austrian Succession with 10mm armies of nine combatant nations. I have also recently played many scenarios from Mike Lambo's solo battle books, created Franco-Prussian War armies with plastic 54mm toy soldiers, and fought scenarios from Airfix Battles with plastic green-and-tan Army Men. My latest big project is biblical-era battles in 10mm.
Friday, March 20, 2026
More Hittite Infantry
Thursday, March 19, 2026
Charity Begins At Orpington
WHENEVER I find myself with spare time in a place I have not visited for a while, I like to tour the charity shops.
I very much hope the lefthand tube will make an acceptable flesh colour, while white is always useful, and I am sure I will find uses for the purple.
I am mostly looking for unusual history and travel books, but at the Kent town of Orpington earlier this month I made two finds much more directly related to wargaming.
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| First up, and costing 50p each, were these 75ml tubes of acrylic paint - compare their size with the regular 18ml Citadel pot - from children's charity Demelza |
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| The second find, costing £1.99 for the pair at Age Concern, was these approximately 10mm-scale boats |
The boats may only play a decorative role, but will be none the worse for that.
Wednesday, March 18, 2026
New Painting System
I HAVE painted my first unit of Hittite infantry, arranged for Neil Thomas's biblical rules in Ancient & Medieval Wargaming.
Previously I have painted 10mm figures by first fixing them with Blu Tack to coffee stirrers - the type easily obtainable in Costa, Caffè Nero, etc.
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| 10mm figures from Newline Designs |
But recently I took a new approach, at least when painting troops in open-order, gluing them to already-painted bases.
This worked so well that I decided to try the same technique for close-order infantry, the result being the figures above.
As usual with 10mm troops - at least, with my 10mm troops - it does not pay to inspect them too closely.
However, to be fair, 10mm figures are not meant for close scrutiny. Spears, for example, are almost as thick as legs, and facial features are very limited.
But I like the from-a-distance look, and there is no doubt that painting figures glued to bases, rather than Blu Tacked to thin strips of wood, leads to far fewer messy accidents.
Tuesday, March 17, 2026
Summing Up Our Refight Of Wörth
THE original Battle of Wörth saw the Germans suffer about 10,000 casualties, a third less than the French.
This was in stark contrast to Spicheren and, to a certain extent, Wissembourg/Weissenburg, where, although the Prussian-led armies were victorious, they suffered high casualties.
Our refight of Wörth started slowly, but as German, especially Prussian, reinforcements reached the battlefield, the casualty rate swiftly climbed.
It ended with a German victory, but with strength-points lost only just higher for the French, although the latter lost two complete units to the Germans' one.
Reg and I agreed the refight seemed quite realistic, despite the toy-soldierish nature of the affair, and it was certainly enjoyable, a testament to the rules, based largely on those of Neil Thomas, but with a major input from the writings of Bob Cordery.
Monday, March 16, 2026
Wörth - Turn Seven
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| Situation after six turns |
Both my guns are still masked by friendly troops. There seems no point in manoeuvring the forward, Prussian gun, but I order the other gun to advance, although the gunners do not respond (I roll a 2 for activation - one less than is required for non-Prussian Germans).
My four-base infantry south of Niederwald finish crossing the Sauer, advance two hexes and fire at the two-base French infantry, but a -1 modifier for shooting in the same turn as moving means no hit is inflicted.
My two-base infantry bayonet-charge the same French unit, but only the French inflict a hit, and it becomes the compulsory loss of a strength point.
My three-base infantry north of Niederwald are ordered to charge the French infantry directly ahead, but fail to activate, and so shoot instead. However, their morale is clearly shaky as they fire wildly, causing no damage.
The Bavarian infantry are similarly unsuccessful in shooting at the French opposite them.
I next choose to fight the melee between my lancers and the French gun crew in Frœschwiller. I roll a 4, which, thanks to the lancers being cavalry in hand-to-hand combat with artillerymen, is enough to score a hit, despite a -1 modifier for the French being in cover. MacMahon fails to score a hit, but the hit his men suffer can be resolved as withdrawing a hex, and this is what he chooses.
This means the artillerymen, with their gun, leave Frœschwiller, and my unit immediately occupies the village, and initiates another round of combat. Again I score an unanswered hit, and this time MacMahon accepts the loss of 1SP, rather than have the unit retreat to the edge of the battlefield, where it would inevitably suffer another round of meleeing.
My unit directly west of Wörth, now that the cavalry are not blocking its line-of-sight, can shoot at the three-base French northwest of Niederwald. A hit is scored thanks to the +1 modifier for my unit having more than 3SP, and the hit causes the compulsory loss of 1SP.
The other Prussian infantry west of Wörth cannot advance, but the Prussian unit that arrived on the battlefield last turn advances two hexes.
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| The French are hanging on, but time seems to be against them |
The infantry melee south of Niederwald is inconclusive.
The three-base French west of Frœschwiller fail to activate, and so have to settle for shooting at the Bavarian infantry (MacMahon explained that he had hoped to have them melee with my lancers). However, there is good news for the French when his men score a hit, which eliminates the Bavarian infantry's last strength point.
The two-base French west of Niederwald advance obliquely right to take partial shelter behind the wood, from where they shoot at the nearest Prussian infantry. MacMahon rolls a 5, but -1 modifiers for having moved, and for having fewer than 3SP, mean no hit is scored.
The four-base infantry west of Niederwald turn and advance a hex, getting them off the edge of the battlefield, and shoot at the same Prussian target, this time scoring a hit. My men have nowhere to withdraw, meaning I must accept the loss of 1SP.
Sunday, March 15, 2026
Wörth - Turn Six
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| Situation after five turns |
Neither of my guns can fire as both are masked by friendly troops.
My three-base unit south of Niederwald fires at the two-base French, but I roll a 1. The other Prussian unit south of Niederwald spends this half-turn crossing the Sauer.
My three-base unit north of Niederwald shoots at the French directly ahead, scoring a hit, which proves to be the compulsory loss of a strength point.
The infantry in Wörth leave the village, and line up to shoot at the same French unit, but another 1 means no damage is done.
The infantry east of Wörth pass through the village, but have no suitable target as they are partially masked by the ongoing cavalry melee.
The Bavarian infantry in the northwest charge the French nearest them, but the melee is inconclusive.
I leave my artillery where it is.
Finally, the cavalry melee is also inconclusive.
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| The Prussian attack is gaining momentum |
The French gun does not have a target, so MacMahon orders it to swivel within Frœschwiller in the hope of having a clear line-of-sight next turn.
The infantry south of Niederwald shoot at my three-base unit opposite them, scoring a hit, which I choose to resolve as the compulsory loss of 1SP, rather than have the unit fall back into a river hex.
The three-base French immediately northwest of Niederwald shoot at the Prussians advancing on them, scoring a hit which becomes the forced loss of a strength point.
The four-base unit northwest of Niederwald fails to activate as a 2 is rolled.
In the infantry melee the French score a hit, which I choose to resolve as making my men fall back a hex (my men fail to score a hit in return). MacMahon orders his victorious unit to follow up their success by occupying the vacated hex (this does not require an activation roll), so instigating another round of meleeing. This time both units inflict a hit. MacMahon has a choice as how to resolve the hit his men suffer, and decides to let them fall back a hex. I also have a choice, but since falling back would take the unit off the battlefield, I suffer the loss of 1SP.
In the cavalry melee, my men score a hit, and do not suffer one, and the hit is resolved as the compulsory loss of 1SP, meaning the French hussars become the first unit eliminated. My men occupy the vacated hex, and initiate a round of hand-to-hand combat against the French artillery in Frœschwiller. However, despite my unit receiving a +2 modifier for being cavalry fighting artillery, I fail to score a hit thanks to rolling a 2, as there is a -1 modifier for the enemy being in cover. MacMahon rolls a 5, but a -2 modifier for being artillery fighting cavalry means the French also do not score a hit.
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| A relatively bloodthirsty turn means the French have now lost 8 strength points (out of a starting total of 22SP) and one unit, while the Germans have lost 7SP, having started with 38SP |
Saturday, March 14, 2026
Wörth - Turn Five
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| Situation after four turns, looking from above the Prussian-controlled east bank of the Sauer, with Bavarian reinforcements arriving from the north |
My rearward artillery fire at Frœschwiller, but I roll a 1. My forward artillery fire at the infantry next to Frœschwiller, but again I roll a 1.
The Bavarian infantry in the northwest corner of the battlefield shoot at the French infantry nearest them, scoring a hit - just - with a 4. The hit is resolved as either the loss of a strength point, or falling back a hex, and MacMahon chooses the latter.
The Bavarian lancers advance to the outskirts of Frœschwiller.
My Prussian infantry south of Niederwald shoot at the two-base French opposite them, but the die lands as a 2.
The Prussians in Wörth shoot at the French infantry beside Frœschwiller, easily scoring a hit, which is resolved as the French falling back a hex.
The Prussians in the river hex emerge and shoot at the only target in range, the French artillery in Wörth, rolling a 5. There are -1 modifiers for having moved and for the target being in cover, but a +1 modifier for having more than three strength points, so a hit is scored, which is resolved as the compulsory loss of 1SP.
The brigade behind Frœschwiller remains where it is. Really I should have ordered the unit in Frœschwiller to advance, so the other brigade could enter the village.
Finally, my rearward infantry on the left flank start to cross the Sauer.
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| The crunch point of the battle seems near |
The French infantry south of Niederwald shoot at the Prussians nearest them, but also unsuccessfully.
The hussars charge the Bavarian lancers, but soon think better of it after failing to score a hit in the melee, while suffering one themselves. The hit is resolved as the compulsory loss of 1SP.
The three-base French infantry move so as not to block the line-of-sight of the unit next to them, and turn to shoot at the Bavarian infantry, but miss.
The unblocked infantry fire at the same target, scoring a hit, which I choose to resolve as the loss of a strength point, rather than have the unit leave the battlefield (Reg and I, after a quick conflab, agreed the unit would not be able to re-enter).
Finally, the other full-strength French infantry brigade advances to shoot at the Prussians who have just crossed the Sauer. A roll of 5 is enough for a hit, despite a -1 modifier for moving. The hit is resolved as the compulsory loss of 1SP.
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| With both armies losing 2SP this turn, the French have lost 6SP and the Germans 4SP |
Friday, March 13, 2026
Wörth - Turn Four
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| Situation after three turns |
My rearward gun fires at the French artillery in Frœschwiller, scoring a hit, which MacMahon this time chooses to resolve as being unable to take action this turn.
My other gun successfully fires at the hussars, but MacMahon lets the unit fall back a hex rather than lose a strength point.
The Bavarian infantry shoot at the French infantry nearest them, but a 2 is insufficient despite a +1 modifier for being at full-strength.
My infantry south of Niederwald continue their shooting match with the French unit there, scoring a hit which becomes the compulsory loss of 1SP.
The infantry in Wörth shoot at the French directly ahead, scoring a hit thanks to the +1 modifier for being at full-strength. MacMahon again gets to choose how to resolve the hit, and he lets the unit fall back diagonally left to the only hex open to it.
Both my recently arrived brigades on the east edge of the battlefield activate and advance two hexes.
Finally, my infantry in the river hex have to remain there for this turn.
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| The French are outnumbered on the battlefield by nine units to six, and there are still two more German units - one Prussian, one Bavarian - that could arrive after marching to the sound of the guns |
The four-base infantry facing the Bavarian infantry shoot at the latter, scoring a hit which becomes the compulsory loss of 1SP.
The hussars, unable to reach a target this turn, take shelter behind Niederwald, but the four-base infantry beside them fail to activate.
Finally, the French south of Niederwald fail to score a hit on the Prussians opposite them.
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| With both armies losing a strength point this turn, the French have now lost 4SP and the Germans 2SP |
Thursday, March 12, 2026
Wörth - Turn Three
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| Situation after two turns |
My Prussian gun advances a hex to beside Wörth, and so be in position to shoot next turn.
The infantry in Wörth shoot at the French directly ahead. A roll of 3 is just enough to score a hit as there is a +1 modifier for being at full-strength. The resolution throw allows MacMahaon the option of having the unit fall back, rather than lose 1SP, and that is what he chooses, another die-throw indicating the unit retreats to behind Frœschwiller.
My left-flank forward infantry exit the river hex, and shoot at the French south of Niederwald, rolling a 6, and so easily inflicting a hit, despite having moved. The hit is resolved as the compulsory loss of a strength point.
The other infantry crossing the Sauer and emerge on the west bank, north of Niederwald, and shoot at the French in Frœschwiller. There are -1 modifiers for firing while moving and for the target having cover, but +1 modifier for being at full-strength, and that proves vital as I roll a 5. MacMahon has a choice as to how it is resolved, and decides the best thing is to give up shooting rights this turn.
The Bavarian infantry in the northwest of the battlefield successfully activate, and shoot at the three-base French infantry beside Frœschwiller. However, a roll of 2 is insufficient, despite a +1 modifier for having the full 4SP.
Finally, the Prussian infantry that arrived last turn, fail to activate (I rolled a 1).
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| A successful half-turn for the German cause in that I inflicted the loss of 2SP, rendered the French artillery unable to fire this turn, and got units across the Sauer |
He then successfully activates the hussars, who emerge from behind Niederwald to charge my infantry that have just crossed the Sauer near Wörth. In the melee the cavalrymen receive a +1 modifier for being mounted troops fighting infantry, while my unit gets +1 for having 4SP. We both score a hit, and both hits are resolved as losing 1SP or falling back a hex. We both choose to fall back a hex. That takes my infantry into a river hex, which they will have to spend next turn in before trying to leave it.
The three-base French behind Frœschwiller move so as to shoot at my men in Wörth, but roll a 1.
The four-base infantry beside them shoot at the Bavarians, but also roll a 1.
The remaining infantry unit, west of Niederwald, fails to activate.
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| After three turns the Germans have lost 1SP and the French 3SP |
Wednesday, March 11, 2026
Wörth - Turn Two
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| Situation at the end of turn one |
My non-Prussian gun again fires at the French artillery in Frœschwiller, but I again roll a 3, which has no effect. My other gun has no target, so I successfully activate it, and the crew advance with their gun two hexes (Prussian aggressive use of artillery was a hallmark of the Franco-Prussian War from its early stages).
My right-flank infantry also activate, and enter Wörth (there is no penalty for crossing the river if using the village to do so), and shoot at the French directly ahead. I roll a 6, which is easily enough to score a hit, especially with a +1 modifier for being at full-strength, and despite a -1 modifier for having moved. My opponent rolls a 2 to resolve the hit, meaning the first French strength point is lost.
My other two advancing infantry units enter the Sauer, where they will have to remain next turn, unable to shoot, before emerging on the far side.
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| The Prussians are advancing boldy, much as they did in the real battle, without too much regard for minimising casualties |
The three-strength infantry behind the artillery shoot at my men in Wörth, but fail miserably with a 1. The infantry next to them shoot at my Bavarians, but also roll a 1.
The French south of Niederwald no longer have a target in my three-strength unit as the thick wood obstructs their line-of-sight, but MacMahon successfully activates them, so the unit can move and shoot. However a 2 is rolled.
MacMahon does not try to activate the hussars, and the infantry adjacent to them fail to activate.
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| At the end of turn two both armies have lost 1SP |
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