Monday, April 29, 2024

First Hebrews

WHEN I started my Biblical project I planned to buy the vast majority of 10mm figures from Magister Militum.
But after I completed my Egyptian army, designed to fit in with Neil Thomas's rules, the owners of Magister Militum announced their retirement.
That meant no more casting of figures, at least until a buyer of the business was found.
I held on for some weeks, but while parts of Magister Militum were sold, the company's extensive range of 10mm ancients was not among them.
In the end I bought figures for an Early Hebrew army from Newline Designs, although I will probably be mixing in some spare figures from my Magister Militum purchases.
Hebrew slingers - all from Newline Designs
As can be seen, I have painted in what might be called an understated style - vivid colours were not a feature of most upland-based tribes.

Sunday, April 28, 2024

Fabulous Read

ONE of the most remarkable, entertaining and informative books I have read in a long time is Fire And Sword In The Sudan by Rudolf Slatin.
He was an Austrian-born junior officer who, becoming known to General Charles Gordon (of Gordon of Khartoum fame), was appointed Governor of Dara, a region of the Sudan, at the age of 21 in 1879.
That put him in the firing line when a local religious leader was proclaimed the promised Mahdi, leading a revolt against foreign - mainly Egyptian - rule in Sudan.
The book tells of Slatin's battles and skirmishes against the Mahdi's forces, particularly the feared dervishes, how he pretended to convert to Islam to inspire his troops, and was eventually captured.
Slatin was held prisoner for 11 years, alternately experiencing torture and relatively favourable treatment.
Hefty - more than 400 pages - and brilliant
The story of his years of fighting, imprisonment and eventual escape is about as exciting as such a book can get.
It will be of particular value to anyone with an interest in Victorian history, colonial wargaming and/or the interaction of educated Westerners with a mass of less-educated, but more deeply religious, Muslims.

Wednesday, April 24, 2024

Slingshot Issue 352

THE March/April 2024 edition of the journal of the Society Of Ancients arrived yesterday.
The cover shows a first-century terracotta head of Jupiter adorned with the curling ram horns of the Egyptian god Ammon
Perhaps the most interesting article to me was Dave Watson's on the early generalship of Alexander the Great.
But, unfortunately, what stands out the most from the magazine as a whole is the disappointing tabletop battle scenes.
Some photos are marred by very poor miniatures (see page 11), others by obtrusive markers (page 24) or irrelevant paraphernalia (is that a Filofax on page 40?), and one by no fewer than five sets of rulesheets (page 19).
If such things have to be strewn across a battlefield, they could at least be moved for the few seconds it takes to snap a picture.

Saturday, April 20, 2024

Summing Up My French Playthrough Of Fuentes De Oñoro

THERE is no doubt this is a tough scenario.
But I severely limited my chances by failing to properly allow for the fact that to win I had to get the French commander into Almeida at the top of the map.
That meant he had to be in the vicinity of the village by turn eight at the latest, I would suggest.
Perhaps the best plan would have been to have advanced the commander behind the cavalry on the right flank, while also advancing the French infantry as quickly as possible to distract the AI.
I suspect good activation dice are a necessity.
Anyway, my final score against the AI is 11-10, which includes one scenario fought twice.
If the 'replay' is excluded, the final score is 10-10.

Friday, April 19, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Eight

Situation after turn seven
My activation dice are 6 and two 3s. I reroll a 3, but it becomes another 3, and I turn the wildcard 6 into a 5.
In area 5 the front cavalry advance two hexes and charge the Allied cavalry, the four dice increased for being on higher ground. I roll 6, 5, 4 and two 2s, reducing the enemy unit to one-strength, but it does not retreat as it is supported by Viscount Wellington. My other cavalry advance and frontally charge the enemy infantry in the trees. The five dice are decreased for the target being in cover, but I roll two 5s, 3 and 1, eliminating the unit.
Marshal Masséna, as he must if he is to have any chance of reaching Almeida before the end of the battle, advances directly one and hex and then obliquely right.
The French commander makes a juicy target for the Allied infantry
The AI's activation dice are 4, 3 and two 1s. A 1 is rerolled, becoming a 2.
In area 1 the artillery roll 1, which has no effect (they could not fire at my men in the trees as San Pedro blocks their line-of-sight).
In area 3 the infantry cannot fire, thanks to the plateau effect of high ground, and so automatically move towards Almeida.
In area 4 the one-strength infantry fire at Marshal Masséna (my commander is their preferred target). The two dice are increased for being on higher ground and next to Wellington. The result is 6, 5, 4 and 3, killing the marshal and so winning the game.

Thursday, April 18, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Seven

Situation after turn six
My activation dice land 5, 3 and 1. I reroll the 1, but get another 3.
In area 1 my infantry fire at the enemy directly ahead, the two dice increased thanks to the presence of Marshal Masséna. I roll 6, 5 and 1, easily eliminating the one-strength enemy. Masséna remains where he is.
In area 5 my rear cavalry charge the infantry directly ahead, rolling 6, 5, two 4s and two 2s, eliminating the enemy unit. The other cavalry advance one hex.
A lot will depend on how active the AI is able to be in the coming half-turn
The AI's activation dice land 6, two 4s and 2. The 6 and a 4 are rerolled, but become 4 and 2.
From this turn on Allied infantry that cannot attack an enemy unit head towards Almeida. But that does not affect the infantry in the trees as they can fire at the nearest French cavalry. They roll 5 and 4, reducing my unit to two-strength and forcing it back a hex. The one-strength infantry fire at my one-strength infantry, the two dice increased for being on higher ground and next to Viscount Wellington. The result is two 6s, 4 and 1, eliminating my unit. Wellington remains where he is. The three-strength infantry in area 4 leave the hill to be nearer Almeida.
In some respects I am doing OK, but the victory condition (getting the French commander into Almeida before the end of turn 10) is now all but impossible

Wednesday, April 17, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Six

Situation after turn five
My activation dice land 4, 3 and 1, I reroll the 1, getting a 5.
In area 4 the infantry enter the trees ahead of them and fire at the enemy in the river, the four dice reduced for moving. I roll 6, 5 and 3, reducing the Allied unit to one-strength. Marshal Masséna advances to behind the three-strength infantry in area 3, who fire at the enemy directly ahead. The four dice are increased thanks to the presence of the French commander, and I roll two 5s, two 2s and 1, reducing the Allied unit to one-strength.
Also in area 3 the artillery advance obliquely right, and the infantry in San Pedro fire at the two-strength enemy directly ahead, rolling 6, 5 and 1, and so eliminating the Allied unit.
In area 5 the forward cavalry advance one hex, keeping out of charge-range of the Allied infantry, and the rear cavalry advance two hexes.
A much-needed good half-turn for the French cause
The AI's activation dice land 5, 4, 3 and 1.
In area 1 the artillery fire at San Pedro, the three dice reduced for the target being in cover, but two 6s and a 4 easily eliminate my one-strength unit.
In area 3 the one-strength infantry fire at my unit directly ahead, the two dice increased for being on higher ground, but the result is 3 and two 2s. The rear infantry roll 4, advancing obliquely left.
In area 4 the two-strength infantry fire at the same advanced French unit, rolling 6, 5 and 4, reducing my unit to one-strength, but it does not retreat as it is supported by Marshal Masséna. The one-strength Allied infantry fire at my men in the trees, the two dice increased for being on higher ground, but decreased for the target being in cover. The result is 6 and 4, reducing my unit to two-strength, but it does not retreat thanks to Masséna's presence. The three-strength Allied infantry roll 3, withdrawing a hex to be on higher ground.
In area 5 the infantry's preferred target is infantry, and the further up the map the better, so they fire at my one-strength unit. The two dice are reduced for being in a river hex, and they roll 4, but Masséna negates the requirement to withdraw. The cavalry roll 6, and so want to move towards the French commander. However, I believe the correct way of working this out is to take each hex movement individually, and since on the first move the cavalry cannot get closer to my commander, they remain still. Viscount Wellington advances obliquely right to be adjacent to four friendly units.
The Allies also enjoyed a decent half-turn

Tuesday, April 16, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Five

Situation after turn four
My activation dice land 4, 3 and 1. I reroll the 1, but get another 3.
In area 4 my infantry advance.
In area 3 Marshal Masséna moves to occupy the high ground vacated by the infantry in area 4. The artillery fire at the Allied infantry opposite them, the three dice increased thanks to the marshal. I roll 6, 4 and 1, reducing the unit to one-strength and forcing it obliquely back a hex. The infantry in San Pedro fire at the enemy directly ahead, rolling a disappoint two 3s and 2. The other infantry advance obliquely right and fire at the enemy wading the river, the four dice decreased for moving. I roll 6, 4 and 1, reducing the enemy unit to two-strength and forcing it obliquely back into trees.
If the AI gets the right activation dice, the effect could be devastating for my chances
The AI rolls 6, 3 and two 2s. The 6 and a 2 are rerolled, both landing as a 5,
In area 2 the infantry roll 1, edging towards Almeida.
In area 3 the two-strength infantry fire at San Pedro, their three dice increased for being on higher ground, but decreased for the target being in cover. They roll 6, 2 and 1, reducing my unit to one-strength. The three-strength infantry roll 4, advancing and firing at the enemy furthest up, ie my men in San Pedro. The four dice are increased for being on higher ground, but decreased for the target being in cover, and they roll a miserable 2 and three 1s.
In area 5 the infantry roll 4, advancing obliquely into the river. The cavalry roll 5, but cannot move closer to the nearest enemy.
It is the halfway point, and the Allied army still looks formidable, but the French have hope if the rest of the army can quickly advance to support the leading units around San Pedro

Monday, April 15, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Four

Situation at the end of turn three
My activation dice are two 6s and 3. I keep the 3, but turn the wildcard 6s into 4 and 2.
In area 3 the artillery fire at the Allied infantry opposite them, the three dice increased thanks to support from Marshal Masséna. I roll 4, two 3s and 1, forcing the infantry back a hex. Masséna stays where he is. The front infantry enter San Pedro and fire at the nearest Allied infantry wading the river. The four dice are decreased for moving, and I roll 6, 4 and 2, reducing the enemy to two-strength and forcing them back onto the hill. The rear infantry advance, as do the infantry in areas 2 and 4.
My infantry in San Pedro have cover, but are out on a limb
The AI's activation dice are two 2s and two 1s. One of each pair is rerolled, landing 4 and 1.
In area 1 the artillery roll 6, advancing.
In area 2 the infantry roll 1, withdrawing obliquely left in the direction of Almeida.
In area 4 the two-strength infantry cannot fire at my men in San Pedro because of the plateau effect of high ground. Instead they roll 4, meaning they move obliquely right towards the French commander. This puts them in position to fire at San Pedro, their three dice increased for being on higher ground, but decreased for moving and for the target being in cover. The AI rolls 6 and 3, reducing my unit to two-strength. The rear infantry roll 5, advancing.
The fighting around San Pedro could be pivotal for my chances of assaulting Almeida

Sunday, April 14, 2024

Battle Of Fuentes De Oñoro - French Playthrough: Turn Three

Situation after turn two
My activation dice land 5, 4 and 3, which I keep.
In area 4 my infantry fire at the Allied cavalry in the copse, the three dice increased for being on higher ground and next to Marshal Masséna, but decreased for the target being in cover. I roll 5, two 2s and 1, eliminating the Allied one-strength unit. Masséna moves behind the French artillery.
In area 3 the artillery fire at the Allied infantry opposite them, the three dice increased thanks to support from the marshal. I roll 5, 4 and two 2s, reducing the infantry to two-strength and forcing them back a hex. Both French infantry units advance.
In area 5 both cavalry units advance to behind the ridge.
The AI's activation dice are two 6s, 4 and 3. The 6s are rerolled as 2 and 1.
In area 1 the infantry roll 2, moving obliquely back left to be nearer Almeida, preferring to take high ground. The artillery roll 4, but cannot advance obliquely right.
In area 3 the three-strength infantry cannot fire through San Pedro, and instead roll 1, moving obliquely left towards Almeida. The two-strength infantry roll 3, occupying the hex their comrades just vacated.
In area 4 the front infantry roll 4, advancing. The rear infantry roll 1, moving obliquely back to the left to be on the edge of Almeida.
A lot of Allied blood will have to be spilt if Almeida is to be captured