Monday, March 23, 2026

Biblical Update - Egyptians

THE Egyptian army list in the biblical section of Neil Thomas's Ancient & Medieval Wargaming is designed for New Kingdom Egypt and is dated 1200-800 BC.
That is because Thomas is using Egyptologist David Rohl's controversial - putting it mildly - new chronology, which has not found mainstream acceptance, but is popular with conspiracy theorists.
More conventional dates are found in version 3.0 of De Bellis Antiquitatis, where Phil Barker and Sue Laflin-Barker give 1543-1069 BC.
The dates are not important for my current purposes - what counts are the units in the A&MW list, which is as follows (using my terminology, where it differs from Thomas's).

CHARIOTS Bow-armed light chariots, elite 1-3 units
SPEARMEN Biblical infantry, light protection, average 2-4 units
ARCHERS Close-order bows, light protection, average 1-2 units
SHERDEN GUARD Auxiliary infantry, medium protection, elite 0-1 unit

The list has a special rule that allows one unit of spears to be upgraded to medium protection, thanks to the men having body armour as well as shields.
This mostly strikes me as very reasonable, except for one thing - the defensive protection of the spearmen.
Under Thomas's biblical rules, all troops are classified as having light, medium or heavy protection.
He writes: "If a soldier is equipped with a breastplate or a shield, he counts as having light armour; if he has a breastplate and a shield, he has medium armour. These ratings can be augmented if the man has extra armour, horse armour, or an unusually large shield."
To my mind Egyptian spearmen, at least the ones in my collection, have unusually large shields, and so I am going to classify all such units as enjoying medium protection.
That makes the corrected list as follows.

CHARIOTS Bow-armed light chariots, elite 1-3 units
SPEARMEN Biblical infantry, medium protection, average 2-4 units
ARCHERS Close-order bows, light protection, average 1-2 units
SHERDEN GUARD Auxiliary infantry, medium protection, elite 0-1 unit

This incidentally does away with the special rule for upgrading the protection of one unit of spears.
An Egyptian army using the deployment suggested in A&MW

Sunday, March 22, 2026

Biblical Update

MY long-term major project of fighting battles from the Bible with 10mm-scale figures is progressing nicely.
There is still a fair bit of painting to do, but I have been reading and researching the period, and, importantly, have settled on a ruleset.
I will be using Neil Thomas's biblical rules from Ancient & Medieval Wargaming, but incorporating ideas from Bob Cordery's Portable Wargame, as well as modifications of my own.
You will need both books to fully understand the concepts, but especially A&MW.
Here I want to discuss how the armies will be organised.
Under Thomas's rules, an army always consists of eight units, and each unit almost always consists of four 40x20mm bases, aligned in two ranks of two bases.
I like this approach, especially for the pre-classical ancient period, when information on army sizes is very limited, and usually very biased.
In addition, knowledge of unit organisation and tactics are usually extremely limited - guesswork is the order of the day.
So normally I will follow Thomas, albeit reserving the right to vary unit numbers when I feel it is necessary.
In my experience the rules work perfectly well with more units on the table, and with rival armies fielding different numbers of units.
Thomas has nine types of unit for his biblical armies.
Five are on foot: heavy infantry, biblical infantry, heavy archers, auxiliary infantry and light infantry.
Four are mounted in one way or another: heavy cavalry, light cavalry, heavy chariots and light chariots.
I have discussed before why I disagree with some of the terms he uses as I think they can be inappropriate and confusing.
For example, Thomas's heavy archers often have neither shields nor armour - the defining criterion for them is that they fight in close order.
Below I list Thomas's nine types of troops, my names for them, how many figures there should be per base, and the basic characteristics of each type.

THOMAS'S NAME     MY NAME                 FIGURES
Heavy infantry            Professional infantry       6
Well-drilled, fulltime, close-order, often with heavy protection, ie shield and body armour.

Biblical infantry          Biblical infantry              6
The great bulk of close-order melee infantry.

Auxiliary infantry       Auxiliary infantry            4 
Disciplined melee infantry, but in looser formation. They move quickly, and are a match for biblical infantry (but not professional infantry) in hand-to-hand fighting in, and are especially effective in difficult terrain.

Heavy archers           Close-order archers           6
Bows in close-order formation. Do not carry shields, but can have full mail armour, but can also have just medium or light protection.*

Light infantry            Open-order infantry          2
Skirmishers equipped with bows, slings or javelins.

Heavy cavalry           Close-order cavalry          3
Usually melee troops. Often, but not always, protected with shield and body armour, and the horse may have protection too.

Light cavalry             Open-order cavalry          1
Mounted version of open-order infantry.

Heavy chariots           Heavy chariots                 1 (plus crew)
Chariots designed for close combat.

Light chariots             Light chariots                   1 (plus crew)
Chariots designed for shooting, usually with bows.

*Troops have heavy, medium or light protection, needing a saving throw to negate a hit of 4+, 5+ or 6 respectively.
Six units of javelin-armed open-order cavalry - figures from Newline Designs

Saturday, March 21, 2026

Handy Find

AM visiting Bad Wörishofen, a Bavarian spa town that seems to cater to upmarket hypochondriacs.
That may be a little unfair, but there is no doubting the numerous health facilities and swanky hotels.
This is very much off-season as most of the town's medical treatments are based around hydrotherapy, which requires walking through water troughs that only fully operational in the summer months.
As well as hotels, spas and smart restaurants, there is a large toy shop that I suspect does a good trade with indulgent grandparents.
It has also done a decent amount of business with me this year.
These four palm trees will enhance a desert oasis
A pack of 15 deciduous trees that could make a small wood or orchard
The palms have stability issues that I should be able to solve fairly easily, but there is no such problem with the 15 green 'uns
I cannot deny that the palm trees were expensive, but I have found it difficult to obtain suitable such models for 10mm-scale battle scenes.

Friday, March 20, 2026

More Hittite Infantry

Four more units of 10mm Hittite infantry
These are again from Newline Designs, and painted using my new glued-to-the-base method.

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 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.
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
The second find, costing £1.99 for the pair at Age Concern, was these approximately 10mm-scale boats
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.
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.
10mm figures from Newline Designs
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.
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

Situation after six turns
I roll for reinforcements, but fail to bring the final Bavarian infantry brigade to the table.
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.
The French are hanging on, but time seems to be against them
MacMahon, perhaps hoping to get the bad news over first, starts with the ongoing artillery-v-cavalry melee, and his men duly suffer another hit, without being able to inflict one in return, and it becomes the compulsory loss of 1SP, meaning the French have lost a second unit.
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.
Another bloodthirsty turn - each side lost 3SP - means the French, in addition to losing two of their six units, have lost exactly half of their starting strength points, while the Germans have lost a relatively modest one unit and 10SP (out of 38)
With defeat inevitable - an army is beaten once its starting total of strength points or of units falls below 50% - MacMahon concedes.

Sunday, March 15, 2026

Wörth - Turn Six

Situation after five turns
I roll for reinforcements, receiving a brigade of Prussian infantry.
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.
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.
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

Situation after four turns, looking from above the Prussian-controlled east bank of the Sauer, with Bavarian reinforcements arriving from the north
I do not receive any reinforcements this turn.
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.
The crunch point of the battle seems near
The artillery in Frœschwiller fire at the Bavarian infantry, but without effect.
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.
With both armies losing 2SP this turn, the French have lost 6SP and the Germans 4SP