Thursday, June 18, 2026

Pyramids

THINGS Seen In Egypt is not your usual travel book, or, at least, it is not the sort of travel book I usually buy.
True, it qualifies as 'history' - it was published in 1908 - but is not really an account of a single traveller's journey along the Nile and its environs.
Rather, as the title suggests, it is a guide to what visitors can expect to see, and the best ways to do so.
Clive Holland was apparently the pen name of a lawyer who turned to journalism and photography
My edition is a reprint by Forgotten Books - it makes for an interesting read, but the reproduction of the book's many photographs leaves a lot to be desired.

Wednesday, June 17, 2026

Slingshot 364

THE May/Jun issue of the magazine of the Society of Ancients arrived earlier this month.
Striking cover ...
... and great contents
I find it hard to pick out a 'most-interesting' article, but for me the frontrunners are David Harvey's on a leading (East) Roman general, Mike Maddin's on a Dark Ages battle in 616, and Phil Sabin's on refighting Cunaxa with two of his rulesets.

Tuesday, June 16, 2026

Battle Of Ulai - Afterthoughts

THREE things stand out.
1. It was an incredibly exciting battle, fittingly decided in combat between the rival monarchs and their immediate entourages.
2. Reg was very fortunate - outrageously so, at times - in his dice-throwing, as he freely and generously admitted afterwards.
3. Open-order archers need debuffing. They are far too potent as things stand.

The last point is the most important, and I must admit I always thought there was a discrepancy in the rules, in that open-order archers and close-order archers both roll one die per base for shooting, even though a unit of the latter obviously represents many more men.
Accordingly, I am reducing the potency of the former by requiring open-order archers (and bow-armed light chariots) to roll a 6, rather than 5+, to score a hit. This, on average, will cut the number of hits by half.
I am also limiting units to one change of direction per turn, so open-order archers, for example, cannot swivel 180°, move 12cm, swivel back 180°, and then shoot. This will also make them much less effective.
We think these changes should prove to be exactly what is required, but only testing will show if this is really so.
Bloodied, but victorious - King Teumman and the surviving Elamites

Monday, June 15, 2026

Battle Of Ulai - Turn Eight

Both armies are down to four units, so the next to lose a unit also loses the battle
Teumman wins the dice-off (3-2) to see who goes first.
His four-base archers shoot at my biblical infantry, inflicting a hit, but it is saved.
The one-base archers nearest my cavalry are unable to shoot from where they stand, but can shoot by advancing to near the summit. However, they fail to score a hit.
The other one-base archers flee towards East Wood, before turning and shooting at my chariots, albeit ineffectively.
King Tuemman's chariots turn and are just able to charge my royal squadron. It is only after committing to this that Reg remembers his chariots count as light in melees, meaning that while they receive one die per base, my heavy chariots get three dice per base. In addition, both sides receive one die per base for being chariots in the first round of combat. My 12 dice produce four hits, while Teumman's eight dice are good for two hits. Two of the Elamite-suffered hits are saved, but a base is lost and the survivors fall back 3cm, albeit passing their compulsory morale test. One of the two hits my men suffered is saved, but the other causes the loss of a base.
Having survived that half-turn, it is now my chance to go for victory
I start with my one-base cavalry, who turn and charge the nearby one-base Elamite archers. The latter pass the terror-induced morale test. In the melee I inflict a hit, but it is saved (Reg rolls yet another 6!). The archers also inflict a hit. It is not saved, but only forces my men back 3cm.
My two-base professional infantry swivel and shoot with half their bases at the Elamite chariots, but unsuccessfully.
My two-base royal chariots charge the three-base Elamite royal chariots. My men's eight dice produce two hits, as do the Elamites' six dice. One of the hits I inflict is saved, and the other forces the Elamite squadron to reel back 3cm. Neither of the hits I suffer is saved, and both are resolved as the loss of a base, eliminating King Ashurbanipal and the royal squadron, and so ending the battle.

Sunday, June 14, 2026

Battle Of Ulai - Turn Seven

Situation after six turns
For the third turn running, I win the dice-off (6-1) to decide who goes first.
My chariots charge the left-flank Elamites, who immediately lose a base to the terror rule. In the melee I receive three dice per base, plus another die per base for being chariots in the first round of hand-to-hand fighting. The 12 dice produce three hits, none of which is saved. Two cause the loss of a base, with the survivors falling back 3cm, although both compulsory morale tests are passed. The Elamites' four melee dice inflict one hit, but it is saved.
Under the rules I am able to immediately force another round of combat, this time receiving nine dice, which produce two hits. Neither hit is saved. One causes the loss of a base, and the other forces the remaining base back 3cm, which is just about possible despite friendly chariots being in the way of a direct withdrawal, and the subsequent morale test is again passed. The Elamites inflict no hits in reply.
My one-base cavalry advance 20cm along Ulai Hill and, thanks to a successful 50:50 roll, are able to shoot at the two-base Elamite archers, inflicting a hit, which causes the loss of a base. Despite this sudden attack from behind, the morale of the remaining bowmen holds, meaning the unit is not quite eliminated.
However. my two-base professional infantry turn and shoot at the same Elamites, scoring a hit. It is not saved, but is resolved as forcing the archers to fall back 3cm.
In the melee between my one-base professional infantry and the full-strength Elamite chariot squadron, both sides inflict a hit. Both units fall back 3cm.
Finally, my biblical infantry do their best to close with the right-flank Elamite archers.
I came agonisingly close to destroying a fifth Elamite unit, which would have given my Assyrians victory
Teumman starts by using his chariots to again charge my one-base professional infantry, scoring three hits, while I score none. One of the hits is saved, but one of the others eliminates my unit, meaning the Assyrians too are down to four units.
The one-base archers nearest my cavalry turn and shoot at the horsemen, inflicting a hit. It is not saved, but is resolved as forcing my men back 3cm.
The other one-base Elamites shoot at my chariots, but without effect.
The four-base archers move towards the big wood, but turn and shoot at my biblical infantry, inflicting two hits, neither of which is saved. My men pull back 6cm.
In the real Battle of Ulai, some Elamites fled into a wood, and that looks as if it could happen here

Saturday, June 13, 2026

Battle Of Ulai - Turn Six

Situation after five turns
For the second time, I win the dice-off (5-4) to decide who goes first.
My three-base royal chariots charge into the nearest Elamites, who understandably lose a base to the terror rule. In the melee I receive three dice per base, plus an extra die per base for being chariots in the first round of combat. I score three hits. The Elamites, with their total of three dice, score two hits. One of the three hits I inflict is saved, but the Elamites lose a base, with the survivors falling back 3cm, only to fail their morale, and so lose another base, reducing them to one base. I save both the hits my men suffered.
Since my men won the melee, they are able to surge forward and immediately force a further round of combat. The terror rule does not apply here, nor does the extra die per base for being chariots in the first round of a melee, but I inflict five hits, only one of which is saved, and, not surprisingly, the Elamite unit is eliminated. The one melee die it had did not do any damage.
In the continuing fighting between my one-base cavalry and the one-base Elamite archers, the latter inflict the only hit, but it is saved.
On the Assyrian left I start with my one-base professional infantry, who are able to shoot at King Teumman's chariots (after a 50:50 roll), and I score a hit, but it is saved.
My three-base professional infantry, thanks to move-variation, are able to charge the archers near the summit of Ulai Hill. The Elamites pass their terror test. In the melee my men receive four dice per base, scoring four hits. The Elamites get one die per base, plus one more per base for being uphill, and they score two hits. One of the four hits is saved, but the others cause the loss of two bases, and force the survivors back 3cm, only for both compulsory morale tests to be failed, eliminating the archers. One of the hits my men suffered is saved, but the other causes the loss of a base.
Both my biblical infantry units close on the extreme-right archers, although the one-base unit drags its feet, covering only 6cm.
The Assyrian plight is still desperate
The left-flank Elamite archers turn and shoot at my royal chariot squadron, scoring a hit, which is resolved as forcing my men to fall back 3cm.
King Teumman's chariots, for the second time, crash into my one-base professional infantry, scoring two hits. My men fail to score one in return, but both hits are saved.
The two-base Elamite archers turn and shoot at my three-base professional infantry, but without success.
The four-base archers withdraw from Ulai Hill, but shoot at my one-base biblical infantry, inflicting two hits, one of which eliminates my unit.
Finally, in the long-running melee between my one-base cavalry and a one-base Elamite archer unit, I force the latter to fall back 6cm. Since I suffered no hits, while inflicting two, I am able to immediately force another round of combat, finally eliminating the pesky bowmen, who manage to inflict a hit in return, but it is saved.
The Elamites are down to four units, so the loss of another would mean defeat, even though there are currently 14 remaining Elamite bases - four more than the Assyrians have

Friday, June 12, 2026

Battle Of Ulai - Turn Five

Situation after four turns
I at last win the dice-off (4-2) to decide who goes first.
I start with my royal chariots, which are just within charge range of a full-strength unit of Elamite archers ... but I roll 1 for move-variation, meaning my men come up short.
My one-base cavalry, being much closer, have no such trouble closing with the one-base Elamite archers. The latter pass their terror-induced morale test, and in the melee neither side inflicts a hit.
My extreme-left biblical infantry smash into the Elamite extreme-right archers. The latter's morale holds. In the melee my men receive three dice per base, and I inflict four hits. The Elamites receive one die per base, but nevertheless score two hits. Two of the four hits are saved, and the others are resolved as forcing the Elamites back a total of 6cm. Neither of the two hits my men suffered are saved, and both cause the loss of a base! This prompts two morale tests, one of which causes the loss of another base.
My other biblical infantry again show (understandable) reluctance to advance, only covering 6cm.
The three-base professional infantry, however, advance 8cm and shoot with two bases (rounded up from 1.5 after a 50:50 roll) at the Elamites immediately to their front, scoring two hits. One hit is saved, and the other forces the Elamites back 3cm.
The one-base professional infantry also advance 8cm, just failing to force a melee, and are unable to shoot.
I am sorely tempted to concede, but Reg has persuaded me to let the turn finish, before making any decision
King Teumman's extreme-left archers shoot at my royal chariots, scoring a hit, which causes the loss of a base. However, the squadron's morale holds steady.
The next unit of archers turns and shoots at my one-base professional infantry, scoring three hits! However, two are saved, and the third is resolved as forcing my men back 3cm.
They are then shot at by the two-base Elamite archers, who score a hit, but it is saved.
King Teumman's chariots then charge the same unit. In the melee they receive one die per base, plus one die per base for being chariots in the first round of combat. They score four hits, two of which are saved, and the other two force my men back a total of 6cm. However, my men receive two dice, scoring a hit, which forces the chariots to reel 3cm.
The four-base archers, near the summit of Ulai Hill, shoot at the professional infantry directly ahead of them, scoring three hits. One is saved, and the other two force my men back 6cm in all.
The extreme-right archers shoot at my one-base biblical infantry, scoring two hits, which also force my men back 6cm.
Finally, the melee between my one-base cavalry and the Elamites' one-base archers, on the north side of the battlefield, ie the Elamite left, again fails to bring about any significant action.  
My Assyrians are just about hanging on

Thursday, June 11, 2026

Battle Of Ulai - Turn Four

The Elamite left-flank is in danger of being turned
Teumman yet again wins the dice-off (6-1) to determine who goes first.
He starts by turning the extreme-left archers to shoot at my red chariots, scoring two hits. However, both are saved.
The next Elamite unit also turns, and advances slightly, from where it can shoot at my cavalry, scoring one hit. It is not saved, and is resolved as the loss of a base. However, the cavalry's morale holds.
The next unit of archers cannot shoot at any of my right-flank troops, so instead turns to the right and shoots at the nearest professional infantry, scoring two hits, one of which is saved. The other causes a base to be lost, but my men, being professional infantry, do not have to test morale after losing a base to bowfire.
King Teumman's chariots shoot at the same target, scoring two hits, one of which is saved. The other forces my men back 3cm.
The archers that are immediately next to the chariots shoot at the same target, scoring four hits! Two are saved, but the other two cause the loss of a base.
The next unit of archers shoots at my other unit of professional infantry, scoring a hit, which causes the loss of a base.
Finally, the extreme-right archers shoot at my three-base biblical infantry, scoring a hit, which forces my men back 3cm.
Unless the Assyrians can close quickly, there will be none left to win what should be highly favourable melees
I start with my two-base red chariots, which charge the Elamites nearest them. The terror rule causes the Elamites to lose a base immediately. In the melee-proper I receive three dice per base, plus one more per base for being chariots in the first round of hand-to-hand fighting, and I score three hits, although two are saved. The Elamites get one die per base, but score two hits, although one is saved. The result is both sides lose a base, and both units' morale fails, meaning another base is lost. That eliminates my unit, and reduces the Elamite unit to one base.
The one-base cavalry, veering more than 30° to approach the Elamite left-flank, can only advance 10cm, and this is reduced by 2.5cm thanks to me rolling a 1 for move-variation. The unit has a 50:50 chance of shooting with its one base, but my roll for that is also unsuccessful.
My royal chariot squadron, showing rather more enthusiasm for the task in hand, turns sharply left and, thanks to me rolling a 6 for move-variation, advances 12.5cm.
On the Assyrian left-flank, both biblical units advance, although the three-base spearmen only cover 6cm.
The three-base professional infantry advance and shoot with one base (I failed a 50:50 roll for a second base) at the nearest Elamites, scoring a hit, which destroys a base, and a second base is lose to poor morale.
The one-base professional infantry, showing surprising spirit despite heavy losses, advance 12.5cm, and are able to shoot at the same target, but without success.
I desperately need to move first next turn

Wednesday, June 10, 2026

Battle Of Ulai - Turn Three

Looking from behind the Elamite lines at the end of turn two
Teumman again wins the dice-off (4-2) to decide who goes first.
His left-flank archers shoot at the chariots bearing down on them, rolling 6, 6, 2, 1 - two hits. Neither hit is saved. One causes the loss of a base; the other forces the survivors to reel back 3cm.
The next unit of archers shoots at the same target, also scoring two hits - but both hits are saved (I roll 5, 4, needing 4+ for heavy chariots).
The next unit of archers shoots at my two-base cavalry, scoring a hit, but this is also saved, and the fourth left-flank archery unit shoots at the same target. This time Teumman rolls 6, 6, 6, 4, and I fail to save any of the hits, two of which are resolved as causing the loss of a base, thus eliminating my unit.
The king's squadron advances slightly down Ulai Hill in order to shoot at my further-forward professional infantry, scoring two hits. I save one, and the other is resolved as forcing my men back 3cm.
The archers immediately to the right of the king advance down the hill and shoot at the same target, scoring a hit, which I save.
The next unit of archers also advances, and shoots at the nearer biblical infantry, scoring a hit, which is not saved, and is resolved as the loss of a base. However, the unit's morale holds firm.
Finally, the extreme-right Elamite archers advance a short distance and shoot at the same target, but unsuccessfully.
A good half-turn for King Teumman and the Elamites
I start with my cavalry charging the extreme-left Elamites. Under Neil Thomas's terror rule for most Assyrian troops in Ancient & Medieval Wargaming, enemies have to test their morale at this point, and a roll of 3 (average troops need 4+) means it is dodgy, causing the Elamite unit to lose a base.
First Elamite casualties
In the melee my close-order cavalry receive three dice per base, and I duly roll three hits, one of which is saved. The Elamites recieve one die per base, but Teummann rolls 5, 5, 4 - two hits, neither of which is saved. Both hits suffered by the Elamites cause the loss of a base, although the unit's morale now holds. One of the hits my unit suffered causes the loss of a base, and the other forces the survivors to fall back 3cm, but their morale fails, causing a second base to be lost.
My two-base red chariots charge the remaining base of the Elamite extreme-left unit. This time the unit does not succumb to the terror rule, but in the melee my men again get three dice per base, compared with the enemy's one. I score two hits - one is saved, but the other causes the Elamite unit to lose its final base, and my squadron does not suffer a hit.
My royal squadron continues to swing round, our of harm's way of the Elamite archers.
My further-forward professional infantry advance and shoot with half their bases at King Teumman's chariots, but ineffectively.
The other professional infantry, thanks to move-variation, boldly advance 10cm and shoot at the Elamites directly ahead, rolling 6, 1. The hit is not saved, and forces the Elamites back 3cm, where, due to the steepness of the slope at this point, I have to use a little Blu Tack to hold them in place.
Both my units of biblical infantry advance 8cm.
Both armies have lost a complete unit, but Assyrian overall casualties are higher

Tuesday, June 09, 2026

Battle Of Ulai - Turn Two

The Assyrian right, formed exclusively of mounted troops (chariots and cavalry), has pulled well ahead of the Assyrian left
Teumman again wins the dice-off (4-2) to see who goes first.
The furthest-left Elamite archers advance slightly and fire at the Assyrian cavalry opposite them, but roll 4, 4, 4, 2 (5+ is needed for a hit).
The next unit of archers is already in range of my red chariot squadron, and so shoots, rolling 5, 4, 3, 2 - one hit. Heavy chariots have a saving roll of 4+, but I roll a 1, and when I roll to determine the effect of the hit, I throw another 1, meaning a base is lost. This forces a morale test, which the unit passes with a 4 (elite troops need 3+).
The first casualties
Another unit of archers advances slightly down Ulai Hill and shoots at the cavalry nearest East Wood, but nerves get the better of them (Teumman rolls 2, 1, 1, 1).
The archers to the left of King Teumman's chariot squadron also advance and shoot at the same target, with much better effect, rolling 6, 5, 5, 4 - three hits (thanks to being under the watchful eye of the Elamite king?). The cavalry have light protection, meaning only a 6 will negate a hit. I roll one 6, but the other two hits are not saved, and both are determined as causing the loss of a base. This means two morale tests, but both are passed.
Teumman, apparently satisfied with what his men have achieved this turn, leaves his own unit, and the Elamite right-flank, in position facing the Assyrian infantry.
The Assyrian right is somewhat depleted
I start with my far-right cavalry who advance 10cm, losing half their movement allowance, thanks to veering more than 30° from straight-ahead. Nevertheless, this easily puts them in range of the Elamite left-flank, and my men can shoot with half their bases, However I roll a pair of 3s.
My red chariots charge forward their full 20cm allowance, which almost puts them in contact with the far-left Elamites.
I send my royal squadron to the right, however, and shield it from Elamite archery with my two-base cavalry.
My professional infantry nearest East Wood get a move-variation bonus, which puts the unit within range of the Elamite archers immediately to the right of King Teumman. My unit can fire with half its bases, but I roll 4, 2.
The other three infantry units also advance, but with the second unit of professional infantry dawdling (I roll a 1 for move-variation).
Moving first next turn could provide a significant advantage