Tuesday, December 31, 2024

Four Go To War - Turn 13 (230-220 BC)

Situation at the end of turn 12
Turn 13 is the last before the arrival of first Hannibal and then Scipio as great captains.
The revolt dice land 5-2, but that pinpoints already independent Cisalpina.
Reg is drawn first, and his Macedonians conquer Persian-held Mesopotamia, which has become quite a battleground between Macedon and the Persians.
Andy's Persians try to hit back, but his roll of 4 is not enough as there is a -1 modifier for attacking a controlled province.
Richard's Romans conquer Cisalpina, and hold on to it when my invasion is repelled after I roll a feeble 1.
Just Illyria and INDIA remain independent

Monday, December 30, 2024

Four Go To War - Turn 12 (240-230 BC)

Situation at the end of turn 11
The revolt dice land 5-1, meaning Cisalpina throws off Roman rule.
The Macedonians attack independent AEGYPTUS, conquering it when Reg rolls 4.
Richard's miserable dice-throwing continues, when he rolls 2 while trying to regain Cisalpina. That is not enough, despite Rome's second-half +1 modifier when without a great captain.
Andy's Persians narrowly fail to capture Syria, and I come nowhere close to seizing Cisalpina.
Rome's troubles are good news for Carthage in the short term, and for Macedon in the medium and long term

Sunday, December 29, 2024

Four Go To War - Turn 11 (250-240 BC)

Situation at halfway
From now on Richard's Romans receive a +1 modifier for every campaign without a great captain, ie every turn except turns 15 and 16, when they get Scipio.
But first the revolt dice land 1-1, meaning AEGYPTUS successfully revolts against the Macedonians.
Richard's Romans are drawn first, but while attacking Sicilia he rolls a 3, which is not enough, despite Rome's new +1 modifier as there is a -1 modifier for attacking a controlled province.
I am drawn next, and I attack independent Gallia, which no longer has a -1 modifier for tribal unrest. I roll a 5, which is enough despite a -1 modifier for attacking outside of Carthage's starting empire.
Reg leaves AEGYPTUS independent, and instead attacks Persia, but a 4 is not enough, thanks to the -1 modifier for attacking a controlled province.
Andy conquers Mesopotamia with a 5.
Carthage is doing well, and will get Hannibal as a great captain in turn 14

Saturday, December 28, 2024

Four Go To War - Turn 10 (260-250 BC)

Situation at the end of turn nine
At the end of turn 10, which marks the halfway point, victory points, based on each people's holdings, are added to the victory point tracker at the bottom of the map (Macedon and Rome start the game with no victory points; Carthage and Persia, thanks to their imperial legacy, start with 12).
First the revolt dice land 4-3, but that pinpoints independent INDIA.
Andy is drawn first, but he again fails to conquer Syria.
I am next, and a 6 means Carthage captures Magna Graecia, and so once again borders the Roman homeland of ITALIA.
Richard immediately counterattacks, and succeeds with a 6 of his own, meaning Rome has at last conquered all of mainland Italy.
Finally Reg rolls a 5, and so takes back Mesopotamia, despite a -1 modifier for attacking a controlled province.
VICTORY POINTS
Carthage earns two each for AFRICA and IBERIA, and one each for Numidia and Sicilia, making six, thus bringing Carthage's total to 18.
Rome gets three for consolidated ITALIA, and one each for Cisalpina and Magna Graecia, moving to five.
Macedon gets two for AEGYPTUS, and one for each of its eight other provinces, making 10 in all.
The Persians have three one-point provinces, bringing their total to 15.
Halfway standings
Below is how the situation compares with the peoples' standings at the halfway point in our five previous games.

                                    Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                       18                        15                        10                  5             48
Game Five                            18                        15*                         8                  4             45
Game Four                            17                        13                        11                  5*            46
Game Three                          14                        16*                         6                  5             41
Game Two                             17                        17*                         9                  7*            50
Game One                             17                        12                        11*                 5             45
*Eventual winner(s)

My Carthaginians are matching their best-ever score in our series, but that previous halfway total was not turned into victory.
Andy's Persians (the people have not been revived as Parthians as the Persian empire has not been eliminated in this game, despite its homeland falling) have matched the minimum score that has always seen them come at least equal first.
The Macedonians are doing better than usual, and Reg can expect to benefit from the fact Rome will probably take longer than usual to defeat Carthage, before turning east.
Richard's Romans, despite expanding very slowly, have their normal score at this stage.

Friday, December 27, 2024

Four Go To War - Turn Nine (270-260 BC)

Situation at the end of turn eight
The revolt dice land 4-6, but have no effect as Sicilia is already independent.
The Macedonians no longer receive a +1 modifier for having had a great captain within the past five turns, but it would not have been enough anyway as Reg rolls 3 while attacking Mesopotamia, suffering a -1 modifier for attacking a controlled province.
Andy's Persians retaliate by attacking Syria, but also come up short.
Richard's Romans yet again fail to conquer Magna Graecia, but I cross by sea to Sicilia (a roll of 6) and conquer the island, thanks to rolling 5, which is enough despite a -1 modifier for attacking outside of Carthage's starting empire. It is the first Carthaginian presence in Italy since a revolt saw my men expelled from Sicilia more than a generation ago in 300 BC.
The biggest surprise must be the poor showing of Richard's Romans

Thursday, December 26, 2024

Four Go To War - Turn Eight (280-270 BC)

The map looks the same as it did at the end of turn six
The revolt dice land 6-4, meaning Mesopotamia becomes independent and so forms a sort of buffer state between the Macedonians and the Persians.
Richard is drawn first, but again fails to conquer Magna Graecia.
My naval crossing to Sicilia succeeds, but the invasion is repelled when I roll a 3.
The Macedonians easily reconquer Mesopotamia, thanks to Reg rolling a 6, but then Andy also rolls a 6, meaning the province falls to the Persians.
The Persian comeback looks ominous

Wednesday, December 25, 2024

Four Go To War - Turn Seven (290-280 BC)

Situation at the end of turn six
The revolt dice land 3-2, meaning 'Asia' throws off Macedonian rule.
Andy's Persians are drawn first, and he attacks Mesopotamia, but rolls a 1.
I am next, and I attack Sicilia, but the naval crossing fails.
The Macedonians reconquer 'Asia', but only just - Reg rolls a 3, which is enough thanks to Macedon's continuing +1 modifier for having had a great captain within the past five turns.
Finally Richard's Romans fail to take Magna Graecia, meaning the map looks the same in 280 BC as it did at the start of the turn 10 years earlier.

Tuesday, December 24, 2024

Four Go To War - Turn Six (300-290 BC)

Situation at the end of turn five
The revolt dice land 5-3, meaning I lose control of Magna Graecia.
Reg is drawn first, conquering independent Pontus.
Andy's Persians take Macedonian-controlled Persia, and I recapture Numidia, but Richard's Romans fail to take Magna Graecia.
In the East the Persians are eating into the Macedonian empire, but in the West there is neutral territory between Rome and Carthage

Monday, December 23, 2024

Four Go To War - Turn Five (310-300 BC)

Situation at the end of turn four
The revolt dice land 1-6, meaning Numidia throws off Carthaginian control.
Andy is drawn first, and rolls a 6, regaining control of the Persians' homeland Parthia.
Richard's Romans conquer Cisaplina, and Reg's Macedonians successfully invade Persian-controlled Armenia, but I fail to reconquer Numidia.
The Persians have regained their homeland, and the Romans have started expanding, but perhaps Macedon is doing best, despite having failed to emulate its historical achievement of eliminating the Persian empire

Sunday, December 22, 2024

Four Go To War - Turn Four (320-310 BC)

Situation at the end of turn three
The revolt dice land 4-5, meaning the Sicilians throw off Carthaginian rule.
I am drawn first. I would like to invade Sicilia from Magna Graecia, as that would not involve a naval crossing (at least not as defined in the rules), but campaigns can only be launched from provinces that include a homeland or four connected provinces. Accordingly I attack from AFRICA, but the army is lost at sea.
Andy narrowly fails to foment rebellion in his occupied homeland of Parthia (he rolls a 5, one short of the required score), and Richard's Romans, turning north, fail to conquer Cisalpina.
For this and the next four turns the Macedonians receive a +1 modifier for no longer having a great captain but having had one in the past five turns. Reg attacks Armenia, but a 3 is not quite enough, despite the +1, as there is a -1 for attacking a controlled province.
Independent Sicilia forms a glaring hole in the Carthaginian empire

Saturday, December 21, 2024

Four Go To War - Turn Three (330-320 BC)

Situation at the end of turn two
The revolt dice land 3-5, meaning Pontus, apparently taking advantage of Persian setbacks at the hands of the Macedonians, becomes independent.
Reg uses Macedon's five campaigns to conquer Mesopotamia, Persia and the Persians' homeland Parthia (at the third attempt), splitting the Persian empire into two parts.
The Persians are up next. Since their homeland has been captured, and their two remaining provinces are not allowed to launch a campaign, Andy has to try to free his homeland, but rolls a miserable 1 (6 is needed).
Richard's Romans attack Carthage-controlled Magna Graecia, conquering it with a 5.
I could try to reconquer Magna Graecia, but would suffer -1 modifiers for attacking outside of Carthage's starting empire and for attacking a controlled province. However, the odds are no worse than attacking Gallia, as that too is outside of Carthage's starting empire and has a -1 modifier on the first 10 turns because of tribal unrest. I decide to attack Magna Graecia, and succeed against the odds by rolling a 6.
Carthage and Macedon continue to make the early running

Friday, December 20, 2024

Four Go To War - Turn Two (340-330 BC)

Situation at the end of turn one
The revolt dice land 3-4, and so have no effect as that combination pinpoints Ilyria, which is already independent.
This is the first of two turns in which Macedon has Alexander as a great captain, meaning it starts the turn by launching five campaigns instead of the usual one, and each with a die modifier of +2. Reg heads east, conquering independent Thracia, the Persian-controlled provinces of 'Asia' and Syria (the latter at the second attempt), and independent AEGYPTUS. The result is the east Mediterranean seaboard has effectively become a Macedonian lake.
I am drawn next, and I conquer Magna Graecia with a 6.
Andy's Persians attack Syria, but a 3 is nowhere near enough as there is a -1 modifier for attacking a controlled province.
Finally Richard rolls a 1, meaning he consolidates Roman control of ITALIA (shown by adding a second counter to the province). This is the earliest Rome can gain such control, but maybe the threat of a rampant Carthage helped concentrate minds.
Carthage and Macedon are early expanders, but Rome is ready to join them

Thursday, December 19, 2024

Four Go To War - Turn One (350-340 BC)

350 BC
The revolt dice land 6-2, meaning Mesopotamia throws off the rule of Andy's Persians.
My Carthaginians are drawn first, and I attack Sicilia, succeeding with a naval-crossing throw of 5 (3+ is needed) and an attack throw of 6, which succeeds (4+ is needed) despite a -1 modifier for attacking outside of Carthage's starting empire.
Reg's Macedonians are drawn next, and he conquers Graecia with a 4, which is important for making the most of Alexander as a great captain in the next two turns.
Richard's Romans effectively miss a turn as they first have to consolidate their control of ITALIA, and that can only happen by rolling lower than the turn number.
Finally Andy's Persians retake Mesopotamia by rolling a 4.
Carthage and Macedon have expanded

Wednesday, December 18, 2024

Four Go To War

FOUR imperialists have come together again to play a sixth game of Philip Sabin's Empire.
The four are myself, my regular wargaming opponent ('Reg' - he does not want his real name used), security consultant Richard Johnson, and Andy, a serving officer in Britain's armed forces.
Here is how we prospered in the previous five games.

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Total: 15.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Total: 15pts

REG
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Total: 11pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Total: 8.5pts

SCORES BY PEOPLES
Persians/Parthians: 15pts
Romans: 14.5pts
Carthaginians: 12.5pts
Macedonians: 8pts

We draw for peoples, the one proviso being no one can have the same nation as in game five.
I get Carthage, Andy draws Persia/Parthia, Reg has Macedon, and Richard gets Rome.
Starting position in 350 BC - as usual I will write up the game as it proceeds

Tuesday, December 17, 2024

Slingshot Issue 355

THE November/December edition of the Society of Ancients' magazine, Slingshot, arrived on Saturday.
Always welcome
The most interesting article for me is John Hogan's look at how Celtic warbands are represented in rulesets, and how they performed in real life.
In four-plus pages it is hard to cover the subject in depth, but I was entertained, and left with things to think about.

Monday, December 16, 2024

First Assyrians

Mixed unit of spearmen and archers - 10mm figures from Newline Designs

Sunday, December 15, 2024

Brilliant Book

I WAS put on to E F Knight's Where Three Empires Meet by a passing reference to it in Peter Fleming's News From Tartary.
The book's subtitle, A Narrative Of Travel In Kashmir, Western Tibet, Gilgit And Other Adjoining Countries, hints at the three empires in question, which are British, Russian and Chinese.
Great read
Knight was a barrister who gave up lawyering to become a journalist, specialising in wars and travel.
He toured Kashmir and neighbouring lands in the early 1890s, just in time to for a minor campaign on the Northwest Frontier, during which he was put in charge of a contingent of native troops.
Knight has views that even in his day were probably regarded as old-fashioned, as in the following description of a region where polyandry (the female version of polygamy) was the rule.

It was then that her miserable slave and magpa [dogsbody, ie minor husband] slouched up, and she proceeded to heap abuse on him in a shrill voice all the while we were at breakfast, as if the accident had been his fault, poor wretch. He wisely replied nothing to the scold who ruled him. He looked like a man whose spirit had been completely broken by much ill-usage. If I were he, I should try and summon up sufficient courage to beg her - since she evidently no longer loved her poor magpa - to give me the customary parting rupee or sheep, and discharge me. It was a sad sight, and set one thinking to what depths women's rights, as advanced by some extreme ladies at home, would drag down the hapless male. Unless we look to it we shall all be magpas some day.

But it soon becomes clear Knight is often writing tongue-in-cheek, as in the following passage two pages later.

At Bazgo I saw a praying-waterwheel for the first time, a cylinder full of rolls of prayers fixed across a stream upon an axle, and turned by the running water. It is indeed strange, if these people really believe in the efficacy of their praying-machinery, as they are said to do, that they put up so few of these waterwheels. The traveller in Ladak seldom comes across them, and yet, revolving day and night as they do unceasingly, it stands to reason that they must perform more work than the praying-flags and hand-wheels. An enormous amount of praying power is wasted in the rushing Indus, which, properly utilized, might be made to insure Nirvana on death to every soul in the country. Good missionaries from Lasa should see to this.

The book climaxes with a British-led campaign in the Gilgit area of north Kashmir, during which two VCs are won.
This is one of the most entertaining books I have read for a very long time.

Saturday, December 14, 2024

Three Houses

These desert homes, which painted easily, were £13.50, plus £3.95 post, from Battlescale via eBay

Friday, December 13, 2024

Summing Up Our Biblical Dry Run

IT was a shame, at least from the viewpoint of my winning chances, that we ran out of time and were unable to finish the game.
Under Neil Thomas's rules victory goes to the player who reduces the opponent's army to two units (from a starting total of eight).
After 12 turns the Hebrews were down to four units, while my Egyptians still had six units, so in terms of units destroyed I was leading 4-2.
The difference in bases was also stark, in that my army ended with 14, against the Hebrews' six.
There can be little doubt that, given a few more turns, the Egyptians would have won.
In Thomas's book, the refight given for the biblical section of the Ancient & Medieval Wargaming rules took 15 turns to resolve.
However, his refight of Ipsus in the classical section was over in eight turns, as was Mount Badon under the dark-age rules, although the medieval refight of Agincourt lasted 15 turns.
I guess an average of 10.5 turns is fair enough, although in our biblical battle we both felt some of the melees rather dragged on.
We also agreed that using green beads as hit markers makes for easy totting up, but spoils the table top - almost as badly as in photos of wargames with dice and rulers clearly visible among the troops.
I will need to devise something less obtrusive if we use the rules again, which we almost certainly will.
Generally speaking, our consensus was that they made for a reasonable game, with more problems caused by bad generalship than by bad rules.
Whether they will be our main set for refighting battles from the Bible remains to be seen.

Thursday, December 12, 2024

Biblical Dry Run - Turn 12

Situation at the start of turn 12, which we have agreed must be the last one
Hebrews
No units move, so the action starts with the four-base Benjaminite slingers shooting at my chariots on the hill, scoring two hits, neither of which is saved, so under totting up my unit loses a second base, and a third one when its morale fails (I roll a 1).
As for the melees, we start with the one-base auxiliaries against my royal chariot squadron. The auxiliaries score a hit, but suffer two in return, although one of those is saved. The same auxiliaries also have to deal with a flank attack from my marine spearmen, the latter inflicting one hit to nil, but Reg again rolls a 6, negating the hit.
In the fight between my middle chariot squadron and another one-base band of auxiliaries, I inflict one hit but suffer three (auxiliaries receive three dice per base when meleeing against light chariots). However, I save all three of the hits the chariots suffered, while Reg fails to save the one his men suffered.
Finally, in the melee between my close-order marine archers and yet another one-base band of auxiliaries, I inflict one hit but suffer two (auxiliaries receive two dice per base against close-order archers). I save one hit, so both units sustain a hit. 
Egyptians
I declare a charge by my righthand chariots against the flank of the auxiliaries that are fighting my central chariot squadron. My one-base chariots get three dice, which include bonuses for attacking in flank and for being chariots in the first round of a melee. The auxiliaries also receive three dice - the normal number for auxiliaries fighting light chariots. My men inflict a hit, which is not saved, but suffer two hits, one of which is saved. The result is that under totting up the Hebrew unit's last base is removed.
That frees my central chariot squadron to charge the four-base Benjaminite slingers from the rear. My unit has two bases, which means six dice, again thanks to bonuses for attacking non-frontally and for being chariots in the first round of a melee. The slingers receive four dice, but outscore my men with three hits against two. None of the hits is negated, so under totting up the slingers lose a base.
Finally, my marine archers inflict three hits on their opponents, suffering none in return, although one of the hits is saved.
The final scene as night falls

Wednesday, December 11, 2024

Biblical Dry Run - Turn 11

Situation at the start of turn 11
Hebrews
The one-base Benjaminite slingers fall back to near the source of the river, presumably to reduce the chance of being attacked and eliminated.
The four-base band of auxiliaries moves away from my royal chariots, and the four-base Benjaminite slingers approach the melee involving my marine archers.
The auxiliaries, charged last turn in the flank by my central chariot squadron, are able to turn and flight the melee on more-equal terms as they are not otherwise engaged in fighting. My chariots roll one die per base as they no longer get bonuses for attacking from the flank and for being chariots in the first round of a melee. They score one hit, but the auxiliaries, thanks to fighting light chariots, get three dice for their one base, scoring two hits. However, I save both of them.
Both sides in the one-on-one melee score a hit, but my marine spears save theirs, while under totting up the Simeonites are eliminated, at last bringing the melee to a close.
Finally, my three-base marine archers roll a miserable 2 and two 1s, while their one-base auxiliary opponents, with two dice, roll an equally useless 3 and 1.
The writing seems, to paraphrase the Bible, to be on the wall for the Hebrews
Egyptians
I declare two charges - by my recently victorious marine spearmen against the flank of the four-base auxiliaries, and by my royal chariot squadron against the same target.
The chariots could not have held off and fired at the auxiliaries as they would be shooting into a melee, and we agreed that such shooting should not be allowed unless carried out from the opposite side of the melee to that on which friendly troops were engaged.
We fought the flank attack first. The spearmen are biblical infantry, which means they receive one die per base, but receive an extra die for attacking in the flank. I roll two 1s, while the auxiliaries roll two 4s, 3 and 2, meaning two hits. Neither hit is negated (I roll another pair of 1s as saving throws), meaning the spearmen are a hit away from elimination.
The royal chariots get eight dice (the normal one-per-base being doubled thanks to being chariots in the first round of a melee), and they score five hits. The auxiliaries, receiving three dice per base against light chariots, score six hits. Light chariots have a saving throw of 5+, and I manage to negate two hits, but still lose a base. Being elite, they pass a morale test with a throw of 3+, which I easily achieve. Auxiliaries need a saving throw of 6, but Reg fails to save even one. Since the unit had previously accumulated three hits, it loses two bases. That requires two morale tests as the rules state: "For every base removed, the victim must roll a die." The auxiliaries are average troops, and so need 4+ as a saving throw. Reg rolls 5 and 2, so another base is removed.
My other chariot squadron advances to the edge of the hill, from where it can shoot at the four-base Benjaminite slingers, scoring one hit. However this is cancelled by Reg rolling the necessary saving throw of 6.
My regular archers stand still.
In the melee between my central chariot squadron and the one-base auxiliaries, I get one die per base, and score one hit, which is not saved. The auxiliaries get three dice for their one base, scoring two hits. One is saved, but under totting up my unit loses a base and, despite being elite, their morale fails them, causing another base to be removed.
Finally, my marine archers score a hit in their melee, but suffer two when Reg rolls a pair of 6s (auxiliaries get two dice per base in hand-to-hand fighting against close-order archers). To add insult to injury, Reg rolls another 6 to negate the hit on his unit.
Four of the five surviving Hebrew units are down to a single base

Tuesday, December 10, 2024

Biblical Dry Run - Turn 10

Situation at the start of turn 10
Hebrews
Reg declares a charge by the auxiliaries in the rocky outcrop against my marine archers. In the subsequent melee my archers get the usual one die per base, but auxiliaries get two dice per base against close-order archers. Clearly it was a mistake on my part to advance my men so far forward, especially when their bows have a range of 24cm. Nevertheless the archers put up a creditable fight, scoring three hits while suffering four. One hit on each side is negated by a saving throw of 6. However, under totting up, my unit loses a base, although its morale holds good.
The three-base auxiliaries in the centre turn to line up a future charge against my Sherden, and the four-base auxiliaries behind them move diagonally right to try to cover their comrades' exposed flank.
The four-base Benjaminite slingers fall back through the rocky ground they are hiding in and emerge on the other side, apparently to get involved in the central fighting, while at the same time getting out of range of my regular archers.
The one-base Benjaminite slingers in the other patch of rocky ground also fall back, leaving the rocks between themselves and my royal chariot squadron.
No hits are scored in the melee between my marine spears and the Simeonites.
In the melee beside the hill my charioteers score three hits, the Gadites replying with one. I succeed in saving the hit on my men, but the Gadites are not so fortunate, and so, undeer totting up, lose their last base.
Both armies are down to six units (victory is declared when one side is down to two units, time permitting)
Egyptians
I wrote "time permitting" because the day is getting on, both in the real world and on the wargaming table.
We more-or-less agreed before starting the game that 12 turns would represent a day's fighting, and it looks like we will anyway not have time for more turns.
I, partly in an attempt to speed things along, declare a charge by my central chariot squadron on the exposed flank of the nearest Hebrew auxiliaries. Light chariots always get one die per base in a melee, but here an extra die per base applies thanks to hitting the auxiliaries from the side, and another extra die for being chariots on the first round of a melee. However, I had forgotten that auxiliaries get three dice per base against chariots (I mistakenly thought it was two). My 12 dice score three hits, while the auxiliaries' nine dice (the unit has lost a base) score four hits. Chariots have a saving throw of 5+, and I do save one hit. The auxiliaries, needing 6s, are very unlucky when Reg rolls three 5s. So both sides take three hits, which under totting up means the auxiliaries lose a base, and a further one goes when their morale fails (Reg rolls a 2).
Both my other chariot squadrons head for the main fighting in the centre of the battlefield, with the royal squadron on the Egyptian left halting to fire at the nearest band of Hebrew auxiliaries. The dice land 6, 5, 4 and 3, meaning three hits, none of which is saved.
My regular archers are rather out of things, so I get them to just turn and await the outcome of the melee involving my marine archers. Incredibly, in that melee the latter score one hit from three dice while suffering none from the auxiliaries' six dice. What is more, the one hit is not saved, so under totting up the auxiliaries lose a base, and a further one when Reg rolls 1 for the compulsory morale check.
No hits are scored in the one-on-one melee.
It has been an excellent turn for my Egyptians

Monday, December 09, 2024

Biblical Dry Run - Turn Nine

Situation at the start of turn nine
Hebrews
Reg declares a charge against my marine archers by the auxiliaries that have just defeated my ordinary spears. But to do so the auxiliaries will have to turn more than 30 degrees, which would use half of their move distance, reducing their maximum move to 6cm, which is not enough (measuring from the middle of the front of the unit to any part of the marine unit). Bearing in mind there are Egyptian chariots in the vicinity, Reg decides instead to order the auxiliaries to take cover in the adjacent rocky ground.
Since the auxiliaries now block the line-of-fire of the Benjaminite slingers in the rocky ground, he orders these to turn to face an expected attack from my regular archers.
The auxiliary band between the rocky outcrops shuffles slightly to its left.
The single base of Benjaminite slingers on the Hebrew right shoot royal chariot squadron, but roll a 1.
In the melee between my Sherden and another band of Hebrew auxiliaries, my men suffer two hits to nil. Neither hit is saved, so the Sherden lose a third base and are a hit towards losing their fourth and final base. But this becomes academic when their morale fails (I roll a 1), meaning the unit is eliminated.
In the one-on-one melee, both sides score a hit, and neither is saved.
Finally my chariots on the slope of the hill inflict a hit on the Gadite javelins, without suffering one in return.
The Hebrews have seven units left, comprising 19 bases, while my Egyptians have six units, comprising 20 bases
Egyptians
My chariot squadron near the centre of the battlefield could turn and charge the auxiliaries that have just defeated my Sherden, but that would be a big mistake as in such a melee the charioteers would get the normal one die per base, but the auxiliaries would get three times as many. Instead the chariots move away from the auxiliaries, and then turn and shoot (this is possible for light chariots). Two hits are scored, neither of which is saved, and since the auxiliaries have already suffered three hits, a base is lost. No morale test is needed, since auxiliaries (and close-order infantry) do not need to test when losing a base to missile fire.
I was planning  to continue advancing my regular archers, but there is no need since the four-base Benjaminite slingers have moved within my unit's arc-of-fire (no such arc is specified in the rules, but we decided a target could be fired at if within 45 degrees of the front-centre of the shooters' unit). Reg muttered that he had forgotten foot bows have a range of 24cm, which is 8cm more than mounted bows. I score two hits, which are halved for the slingers being in cover, and Reg fails to negate it with a successful saving throw (lightly armoured slingers require a 6).
My marine archers shoot at the auxiliaries who have just taken cover in the rocks, also scoring two hits, which are halved. Reg again fails to save it, which means under totting up the auxiliaries lose a base.
My royal squadron on the Egyptian left shoots at the one-base Benjaminites, scoring two hits, which are halved, the remaining hit not being saved. The Hebrew unit is now one hit away from elimination.
In the one-on-one melee, my marine spears score a hit to nil. It is not saved, and so another Hebrew unit is one hit away from elimination.
Finally, my chariot squadron on the Egyptian right inflicts two hits on the Gadite javelins, suffering one in return. I negate the hit my men suffered, but there is no such luck for Reg, meaning yet another Hebrew unit is a hit away from elimination.
The Hebrew infantry have gained the upper hand in the centre, for now, but the Egyptian archers are poised to come into their own, and my chariots are on the brink of eliminating two enemy units
Looking from behind the central chariot squadron

Sunday, December 08, 2024

Biblical Dry Run - Turn Eight

Situation at the start of turn eight
Hebrews
The unengaged auxiliaries between the two bits of rocky ground advance towards the ongoing melees.
The one-base Benjaminite slingers shoot at the royal chariot squadron, but inflict no damage.
The four-base Benjaminite slingers in the other rocky ground shoot at the marine archers, scoring two hits, which are halved since their line-of-sight is partly obscured by the uneven ground, and the hit stands.
The Gadites hurl their javelins at the chariots rushing down the hill, scoring one hit. Light chariots have a saving throw of 5+, but I roll 1.
In the largest melee my Sherden inflict a hit, but suffer two. The Hebrew auxiliaries negate their hit, but my men are not so lucky, despite having medium armour.
There is some action in the one-base melee, when my men inflict a hit, only for it to be saved.
Finally, my unit of ordinary spears is eliminated, although managing to inflict a hit.
The Hebrew breakthrough in the centre leaves my archers looking vulnerable
Egyptians
I declare a charge by my righthand chariots against the Gadites. The latter are armed with javelins, which can have defensive fire in such circumstances, but only if the charge starts from more than 8cm away. Light chariots against open-order infantry is an even fight under the rules, ie each side receives one die per base. The charioteers inflict two hits and only suffer one. None of the hits is negated, which means that under totting up the Gadites are reduced to one base.
On the other flank I decide, perhaps belatedly, that my chariots have been spending a lot of time doing very little, so I order the righthand squadron to rush behind my lines to try to intercept the recently victorious Hebrew auxiliaries.
My marine archers turn to face the same auxiliaries, so as not to be charged in the flank by them, and my other close-order archers advance slightly to the left, but not deviating more than 30 degrees from a straight line (otherwise they would lose half their move-allowance of 8cm).
The royal squadron shoots at the one-base Benjaminite slingers, inflicting one hit, which is halved because of the latter's cover, and lost completely on a 50:50 chance.
My Sherden inflict a hit and suffer one in their continuing melee, neither hit being negated.
At last there was some real action in the one-base melee, with my men inflicting a hit that Reg is unable - for a change! - to cancel.
The next turn looks crucial

Saturday, December 07, 2024

Biblical Dry Run - Turn Seven

Situation at the start of turn seven
Hebrews
Reg declares a charge against my Sherden by the full-strength Hebrew auxiliaries that have been waiting for just this chance. Reg rolls 5, 4, 3 and 2 - two hits. I roll 5, 2 and 1 - one hit. We both negate one hit, meaning my men are the only ones to suffer a hit.
The Gadites flee down the hill and turn (open-order infantry suffer no penalty for turning).
The auxiliaries in the rocky ground leave it, heading for the main infantry melees. The one-base Benjaminites, who were beside them, move to the edge of the rocky ground and shoot at the lefthand (from their view) chariots, but miss.
The other band of Benjaminite slingers fires at my marine archers, scoring two hits. These are halved because they are shooting through rocky ground, but the remaining hit is not saved.
The bloody melee between the Simeonites and my marine spearmen, both units being down to one-base, continues, but no hit is scored.
Finally, the melee between my two-base ordinary spears and a four-base unit of Hebrew auxiliaries sees my men inflict a hit, but suffer two. No hit is negated, meaning my unit is down to one base.
The Egyptians are not having it all their own way

Close-up from behind the Egyptian lines of the three melees in the centre of the battlefield
Egyptians
My chariots on the hill are just out of charge range of the Gadites, but approach close and shoot, scoring a hit, which is not saved.
The close-order archers on the hill move out of their defensive circle, and advance down the slope, their move halved to 4cm.
The royal chariot squadron on the extreme left shoots at the one-base Benjaminite slingers, scoring two hits, which are halved thanks to the latter having cover (the hit is not saved).
The other chariot squadron shoots at the same target, also scoring two hits, which are halved and, this time, the one remaining hit is negated by me rolling a 6 saving throw.
The marine archers fire at the other Benjaminite slingers, also scoring two hits, which are halved, the remaining one also being saved.
In the largest melee my three-base Sherden score a hit, but suffer two, one of which is saved. However, under totting up, my Sherden lose a second base.
In the middle melee, with just one base a side, not hits are inflicted.
Finally, my one-base spears inflict no hits on the Hebrew auxiliaries they are fighting, but suffer three. I negate one of them by rolling a 6, but the unit is now one hit away from being completely destroyed.
It has been a better turn for the Hebrews, although they are still the only side to have lost a complete unit
Nevertheless the Gadites look to be in trouble - down to two bases, with two hits suffered by the remaining men, as shown by the green beads