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.
Tuesday, April 28, 2026
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').
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| 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.
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.
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.
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| The 'Assyrian' is in the front row of the unit on the extreme left |
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.
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| 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
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| Map |
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| Situation after nine turns |
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 ...
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| 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 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
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| Map |
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| Situation after eight turns |
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.
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| 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 |
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.
Wednesday, April 22, 2026
Talavera In 3D - Turn Eight
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| Map |
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| Situation after seven turns |
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.
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| 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.
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| The French seem shaken by the loss of their commander |
Tuesday, April 21, 2026
Talavera In 3D - Turn Seven
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| Map |
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| Situation after six turns |
I start in area 5, where my three-base infantry shoot at the French in the copse ahead. The four dice are decreased because of the enemy being in cover, but increased thanks to supervision from Sir Arthur Wellesley. I roll 5, 4, 3, 1, eliminating a base and forcing the surviving base to leave the copse. Sir Arthur moves back diagonally right, leaving room for my one-base infantry in Talavera to withdraw a hex to a safer position.
In area 3 my infantry surmount the small hill and shoot at the French directly ahead. The four dice are decreased for moving and for firing through trees, but I roll 6, 4, eliminating an enemy base and forcing the survivors back a hex.
In area 4 my infantry enter the newly evacuated part of Talavera.
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| Another decent half-turn for the Allied cause |
The AI's four activation dice land 6, 4, 4, 1. Wildcard 6 and a 4 are rerolled, but land 4, 1.
In area 1 the infantry again have to remain in square, thanks to my cavalry being in the offing.
In area 4 the two-base infantry in the copse shoot at my men on the small hill, the three dice decreased thanks to intervening trees, but increased thanks to support from Marshal Jourdan. The dice land 6, 3, 1, eliminating a base. The marshal and the three-base infantry remain in reserve.
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| The French are not going down without a fight |
Monday, April 20, 2026
Talavera In 3D - Turn Six
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| Map |
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| Situation after five turns |
In area 2 my artillery fire at the French infantry to their front, rolling 6, 4, 1, eliminating one base and forcing the rest back a hex.
In area 3 my infantry advance to the foot of the small hill.
In area 5 my three-base infantry shoot at the French ahead of them in the copse, the four dice decreased for the target having cover, but increased thanks to the presence of Sir Arthur Wellesley. I roll 6, 3, 1, 1, destroying a base. My one-base infantry stay in Talavera.
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| The Allied army continues to make steady progress |
The AI's four activation dice land 6, 6, 1, 1. Wildcard 6s and a 1 are rerolled, becoming 6, 4, 1.
In area 1 the infantry have to remain in square because enemy cavalry are within three hexes.
In area 4 the two-base infantry shoot at my one-base infantry directly ahead, the three dice increased thanks to support from Marshal Jourdan, but decreased thanks to intervening trees. The dice land 5, 4, 2, eliminating my unit. The marshal stays where he is, as do the three-base infantry.
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| I am down to seven units, while the AI has nine |
Sunday, April 19, 2026
Talavera In 3D - Halfway Verdict
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| Situation after five turns |
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| Here is how the battle stood at the same point first-time through |
At the time I wrote: "The French look comfortable."
However, looking at the map now, and with the hindsight that it was my Allies that won comfortably, I am not sure why I was so pessimistic.
On the other hand, my infantry had taken quite a beating in the early stages of the battle, and it was the Allied cavalry that was to prove the difference.
As a reminder, to win the scenario, the human must have more units than the French on the farside, looking from the Allied lines, of the Tagus tributary La PortiƱa, at the end of turn 10.
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