Wednesday, December 31, 2025

Battle Of The Apocryphal Well - Turn Three

Situation after the second turn
I win the dice-off (5-3) to decide who goes first.
I start by again manoeuvring my chariots, so they can shoot at the Assyrian left-flank cavalry without moving in range of the Assyrian archers.
My four dice land 6, 5, 5, 3 - three hits! But, incredibly, Reg's saving-throws all land with the 6 required for troops with light protection.
I plan to advance the rest of my army cautiously, and this works on the left, where the Ra and Senekht spearmen move into the hills surrounding the well, supported to their left by the Kush archers and Lacish javelinemen.
But the Ptah spears precipitately advance 10cm, thanks to the move-variation rule, taking them past the south hill and into bowshot range of the Assyrians.
Fearing the worst, I order the Koth archers to move alongside them, but they are also carried away with excess zeal, advancing 12.5cm, instead of the 10cm I want. Again there is nothing for it but to order the Ka archers to support them, and this they do.
The Egyptians' lack of discipline could have disastrous consequences
The Hasunna close-order archers on the Assyrian left shoot at my Koth archers, who have advanced well within bowshot.The four dice land 6, 6, 3, 1 - two hits.
I fail to save either of them. One is resolved as the loss of a base, but the other causes my men to fall back 3cm, although their morale holds firm.
The first Egyptian casualties
The Zarzi cavalry advance 10cm and fling javelins at my chariots, but the three dice land 4, 4, 3 - no hits. Open-order cavalry with javelins are allowed to split-move, so they complete their move by turning and falling back to their original position beside the Hasunna archers.
On the other flank the Eshnunna cavalry start to swing to their right, supported by the Repiquum javelinmen and the Akalate archers, although the latter, being close-order infantry, can only move 4cm, as they lose half their move-distance for deviating more than 30° from straight ahead.
Both the Tutub and Tarbisa infantry advance into the hills, although the former move further than ordered, thanks to the move-variation rule.
Both armies are close to their ultimate objective - the green well - but there's fighting to be done first

Tuesday, December 30, 2025

Battle Of The Apocryphal Well - Turn Two

Looking from behind the Egyptian lines after the first turn
Reg again wins the dice-off (4-2) to see who goes first.
He straightens out the Assyrian line by getting the leading units to advance only 6cm, allowing laggards to catch up (move-variation did not affect any unit's movement this half-turn).
I start by sending my chariots forward, but to the right, so they get within mounted-bowshot of the light cavalry on the Assyrian left, but not within range of the Assyrian close-order archers.
Since light chariots can move and fire in the same turn, I shoot at the cavalry, the four dice landing 6, 4, 4, 1. Under my modifications to Neil Thomas's rules, that represents one hit.
The Zarzi horsmen have light armour, meaning a saving roll of 6 is needed, but Reg comes up one short with a 5.
To resolve the hit, he rolls a 2, which results in the compulsory loss of a base - first blood to the Egyptians. However, the unit passes its morale test, rolling the bare minimum for average troops of 4.
The first casualties
I try to straighten out the line of the rest of my army, but while the Senekht spearmen advance the required 8cm, both Ptah and Ra again drag their feet, failing to move further than 6cm.
The main bodies are just outside maximum bowshot range (24cm)

Monday, December 29, 2025

Battle Of The Apocryphal Well - Turn One

Dawn has broken on a fine day - weather will play no part in the battle
We dice to see who moves first, Reg winning 5-2.
He orders a general advance at close-order infantry speed, ie 8cm, although the move-variation rule affects the distance each unit covers.
The Assyrian line has quickly become slightly ragged
I give similar orders, but also get the army to slant marginally to the right.
However, while the archers and javelinmen advance the required 8cm, all three regiments of biblical infantry - Ptah, Ra and Senekht - drag their heels, only advancing 6cm.
The Egyptian line has become concave

Sunday, December 28, 2025

Battle Of The Apocryphal Well - Final Preparations

MY opponent for this battle will be my regular wargaming opponent, who I will call Reg.
As my guest he gets to choose which army to command, and has opted for the Assyrians, who, although outnumbered by eight units to seven, have the 'weightier' force.
We will also be using the optional terror rule, which stipulates that enemy troops in hand-to-hand combat with any but open-order Assyrian infantry have to test their morale before the first round of the melee.
Note also that the Tutub infantry have both spears and bows, and can shoot with half their bases each turn, even if also moving.
However, the advantages do not all lie with the Assyrians. An army that loses more than half its units is defeated, which for the Egyptians, who start with eight units, means they can keep going until five units are destroyed, but the Assyrians, starting with seven units, will have lost if four are eliminated.
All units must start within 3cm of the army's baseline, and between the west and east hills (given the somewhat unlikely names of Coptic and Manak in Charles Grant's account).
My general will be part of the chariot squadron, but Reg has a choice - his commander can be with either of his two elite units, the Eshnunna cavalry or the Tutub infantry. He has picked the former.
Finally, each player now makes a sketch of his initial dispositions, and then it will be time for battle.
*****
Assyrians (left-right): Eshnunna close-order elite cavalry, Repiquum levy javelinmen, Akalate close-order archers, Tutub elite professional infantry, Tarbisa biblical infantry, Hassuna close-order archers, Zarzi open-order cavalry
Egyptians (left-right): Pharoah's elite light chariots, Ka open-order archers, Koth open-order archers, Ptah biblical infantry (yellow shields), Ra biblical infantry (blue shields), Senekht biblical infantry (red shields - one base akew!), Kush open-order archers, Lacish levy javelinmen
Bird's-eye view from above the west hill - Egyptians on the right, Assyrians on the left
Looking from behind the Egyptian lines, after adding tumbleweed to break up the terrain (it will have no effect on the game)
As usual I will write up the battle as it proceeds.

Saturday, December 27, 2025

Apocryphal Well - The Egyptians

Pharoah's Chariot Squadron - light chariots, medium armour, elite

Ptah, Ra and Senekht biblical infantry - spears, light armour, average

Kush, Koth and Ka open-order archers - bows, light armour, average

Lacish open-order infantry - javelins, light armour, levy

Friday, December 26, 2025

Apocryphal Well - The Assyrians

Eshnunna close-order cavalry - spears, medium armour, elite

Zarzi open-order cavalry - javelins, light armour, average

Tutub professional infantry - bows and spears, heavy armour, elite

Tarbisa biblical infantry - spears, medium armour, average

Akalate and Hassuna close-order archers - bows, light armour, average

Repiquum open-order infantry - javelins, light armour, levy

Thursday, December 25, 2025

Apocryphal Well - Converting The Armies From WRG To A&MW

FOR refighting the Battle of the Apocryphal Well, I will use my modified version of Neil Thomas's biblical rules from his book, Ancient & Medieval Wargaming.
That means I need to convert Charles Grant's units, designed for the Wargames Research Group's ancient rules (probably the third edition), into A&MW units.
Under Thomas's rules, an army always consists of eight units, each usually made up of four bases.
At the Apocryphal Well, the Egyptians had eight units, and the Assyrians seven, so that is as near as darn it.
Grant's units, leaving aside the chariot squadron, varied in size from 18 figures for a unit of Egyptian javelinmen to 45 figures for a unit of Egyptian close-order spearmen.
The Assyrian units were more equal in size, varying from 20-man cavalry squadrons to a regiment of close-order archers numbering 31 figures.
In A&MW the number of figures on a base does not represent a certain number of soldiers. Rather, the figures tell more about the kinds of troops being represented.
There are five types of foot soldier: heavy infantry, biblical infantry, auxiliary infantry, heavy archers and light infantry.
Thomas's "heavy infantry" are effectively full-time soldiers who fight in close-order.
Generally, I have replaced the terms heavy and light with close-order and open-order, since heavy archers, for example, could easily have no armour or shield, relying on mass close-order shooting to make themselves effective.
Thomas's rules are designed primarily with 15mm figures in mind, using 40x20mm bases.
I have kept the base-size, but am using 10mm figures, so close-order infantry, including biblical infantry and close-order archers, are represented by six figures in two rows of three.
A base of auxiliaries - "disciplined troops who adopt a looser formation" - has four figures, approximately in two rows of two, and a base of open-order infantry has three figures, spaced relatively widely apart.
Mounted troops in A&MW have four categories: heavy cavalry, light cavalry, heavy chariots and light chariots.
I keep the terms heavy and light for the chariots, but usually call cavalry either close-order or open-order.
Taking the Assyrians at the Apocryphal Well first, there were two units of cavalry - one in close-order, carrying long spears and shields, as well as wearing body armour, and the other in open-order, carrying short spears and shields.
These are easily translated into an A&MW unit of close-order cavalry with medium armour (medium, rather than heavy, as the horses are unprotected) and a unit of open-order cavalry with light armour.
Leading the dismounted troops was a unit of infantry, armed with bows and spears, while wearing full mail, as well as carrying shields.
These troops translate into a "mixed unit" under A&MW special rules for the Assyrians. Such a unit, as well as fully functioning as spearmen, can shoot with half its bases each turn, even if moving.
Clearly, the men have heavy armour, and would almost certainly be rated as elite - a designation I think is also suitable for the close-order cavalry.
A second unit of close-order infantry has spears, shields and "half-armour," and are probably best rated in A&MW terms as having medium protection.
Two units of close-order archers are described as having neither shield nor armour. It could be argued that in A&MW they should not get a saving throw, but under Thomas's rules the lowest category of protection is "light armour," and, on balance, I think the Assyrians should receive this level of protection, rather than being denied a saving throw.
This can be rationalised as saying the archers had long robes, under which they would probably have worn a linen or woollen corselet.
Finally, a unit of open-order javelinmen has shields, and so under A&MW count as having light armour, and should probably be classed as levy, rather than "average."
The Egyptians at the Apocryphal Well are, if anything, easier to categorise.
"Pharoah's Chariot Squadron" becomes a unit of elite light chariots, which under A&MW rules have medium armour.
Three units of of close-order infantry, with spears and shields, become biblical infantry, "a much less effective variety of heavy infantry." Thomas classifies ordinary Egyptian spearmen as having light armour, rather than medium, despite their large shields.
The unit of open-order javelinmen, with shields, should be treated the same as its Assyrian counterpart, ie light armour, and levy rather than average.
Finally, there is the question of the three units of Egyptian open-order archers.
The only archers available in Thomas's Egyptian list are close-order bowmen with light armour.
However, Grant's three Egyptian archery units were definitely in open order, and that is what I will go with in A&MW.
The men have no protection from shield or body covering, but their open order probably entitles them to being classed under A&MW as having light armour.

Wednesday, December 24, 2025

Apocryphal Well - Rule Modifications

I DETAILED earlier this year, starting here, the modifications I was making to Neil Thomas's biblical rules from Ancient & Medieval Wargaming.
After fighting a trial battle, I summarised the rule changes as I would be using them for future battles.
Some of the changes, for example Speeding The Game, are adapted from Bob Cordery's rules in The Portable Wargame.
Here is a barebones summary of the modifications.

Move Variation
Roll a die when a unit uses 75% or more of its movement allowance. 6: add 25% to the distance covered; 1: subtract 25% from the distance covered.

Sling Range
Same as for bows on foot, ie 24 cm.

Mounted Bow Range
20cm.

Who Moves First?
Dice at the start of each turn, higher score moving first. Great general: +1; poor general: -1.

Terminology
Use heavy, medium and light as classes of defensive protection - armour and shields; use close order and open order for formations.

Speeding The Game
Hits are scored on 5+.
If a hit is not saved, throw a die to decide its effect:
Quality   Lose Base   Fall Back 3m*
Elite             1-2              3+
Average       1-3              4+
Poor            1-4              5+
A victorious unit in a melee, provided it has not lost a base, may follow up a losing unit that has fallen back, thus immediately forcing another round of hand-to-hand fighting.
*A unit that for any reason cannot fall back loses a base (this includes where falling back would take a unit off the table).

Generals
One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.

Victory
An army losing more than half its units is defeated.

Turn Mechanics
Each unit moves, shoots, tests morale, etc, before the next unit does likewise.

Battle Length
Maximum 15 turns, before nightfall usually ends fighting.

Difficult Terrain
Use the same combat table as for fighting in woods.

Cover
Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.

Tuesday, December 23, 2025

Apocryphal Well - The Forces

THE Egyptian advance guard for Charles Grant's Battle of the Apocryphal Well was an all-arms force consisting of eight units.
Three of these were close-order infantry armed with spears and shields, totalling 131 figures (two of the units had 43 figures, and one had 45 - we are not told why the numbers varied).
There were also three open-order units of archers, totalling 64 figures (two units had 21 figures, and one had 22).
Rounding off the infantry were 18 open-order javelinmen who, in addition to their throwing weapons, had shields.
That makes 213 foot soldiers in all, but in addition the advance guard was fortunate enough to have "Pharoah's Chariot Squadron," consisting of eight chariots, armed with both bows and javelins.
Since each chariot had a two-man crew, it meant the Egyptians fielded 229 figures (plus eight chariots).
The Assyrian advance guard was outnumbered in terms of both figures and units, "but the weight of the Assyrians amply made up for this deficiency."
Leading the way were two 20-man units of cavalry - one in close order, carrying long spears and shields, as well as wearing body protection, and the other in open order, carrying short spears and shields.
Heading the foot soldiers was a 26-man unit of close-order infantry, armed with bows and spears, and wearing full mail, as well as having shields.
Another unit of close-order infantry, this time having 24 figures, carried spears and shields, as well as wearing "half-armour."
There were also two units of close-order archers, carrying bows, but with no shields or armour - one having 31 figures, the other 30 - and a 27-strong unit of open-order infantry, armed with javelins and shields.
The Assyrians therefore numbered 138 infantry and 40 cavalry.
Grant acted as umpire for the battle, with four of his wargaming friends splitting the command duties.
Although the fourth edition of the Wargames Research Group's rules was out by the time Grant's book, The Ancient War Game, was published, it would seem the battle was fought using the third edition.
I still have the sixth edition, and the fourth edition is available as a PDF via a link at the WRG's website
My copy of the sixth edition
Note that nowhere in Grant's description of the two forces is there a mention of each army's commanding general, who had to be included on the battlefield under WRG rules.
However, the answer may be that the Egyptian commander was subsumed within the squadron of chariots, while the Assyrian general was similarly regarded as being part of the close-order cavalry, but Grant forgot to mention this in his account.
Anyway, this is not important for my refight as I will not be using WRG rules, but rather my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming.

Monday, December 22, 2025

Apocryphal Well - The Battlefield

THE Egyptian and Assyrian advance guards met in the middle of the Waste of Garan, where lay a well surrounded by three low hills.
To the east and west were two larger hills, each surmounted by a clump of trees, but otherwise the "rough and uneven" ground - not sandy, note - was featureless, roads being conspicuous by their absence.
The battlefield, viewed from the south, which is where the Egyptians will emerge
Looking from above the west hill
Charles Grant specifies that the hills around the well are low, which, under the rules I will be using - a modified version of Neil Thomas's biblical rules in Ancient & Medieval Wargaming - have no effect on movement.
But they still affect line-of-sight, and, in the first round of a melee, allow those on higher ground to roll an extra die per base.
The large hills on the east and west extremities of the battlefield are unlikely to come into play, but if by chance they do, they are only accessible to open-order infantry.
Otherwise the "rough and uneven" ground does not affect movement.

Sunday, December 21, 2025

Battle Of The Apocryphal Well

ANYONE active in wargaming in the 1970s will remember it as a time of great popularity for ancients, particularly in 20/25mm scale.
This popularity was largely due to the success of the Wargames Research Group's innovative rules for the ancient period, helped by the increasing availability of cheap plastic figures from Airfix.
But while many players yearned to refight the great battles of history, one of the best-known ancient battles at that time was a fictional one, the Battle of the Apocryphal Well.
It owed its fame to being the first battle in Charles Grant's 1974 book, The Ancient War Game.
I got this copy secondhand for £16.95 - considerably more than it would have cost 51 years ago when published by Adam & Charles Black
The book is billed as an introduction to wargaming in the ancient period, but is really more of an introduction to the WRG's rules.
In the early chapters Grant bases his discussions of movement, combat and morale on how they are handled by the group's rules, which by 1974 were in their fourth edition.
I no longer have the fourth edition, but it is available in PDF format as a link at a website dedicated to the history of the WRG.
The next two chapters of Grant's book give short potted histories of the Egyptian and Assyrian empires, before getting on to the meat of the matter - miniatures clashing on the tabletop.
As an aside, it is interesting that Grant chose a completely fictional battle to illustrate the clash of Egyptian and Assyrian arms, while in later chapters, featuring Greeks and Persians, Romans and Macedonians, and Romans and Celts, he refought real battles.
The reason, presumably, was that details of actual conflicts from millennia ago were particularly hard to come by in the pre-internet age.
Whatever the reason, Grant matched advance guards from Egyptian and Assyrian armies, clashing over a well lying in the centre of a desert known as the Waste of Garan.
As luck would have it, the two advance guards arrive within equal striking distance of the well, late on the same day, lay down their arms and await the dawn to commence the inevitable battle.

Saturday, December 20, 2025

A History Of The World

A RACEY read, it is not, but Diodorus of Sicily's Bibliotheca makes up for that with quantity, covering the history of the known world - known, that is, to Ancient Greeks - from mythical times to shortly before the birth of Jesus.
It originally appeared in 40 'books', of which less than half survive, and was based on the work of earlier historians.
This is volume one - I have a second to go through
An introduction, probably written by historian Giles Laurén, who is listed as having edited the work, admits Diodorus's compilation method "made it almost impossible ... to write either a readable story or an accurate history."
That is somewhat off-putting, to say the least, but, with the proviso that everything needs to be checked before re-use, it nevertheless should make a good reference book.
It does not help that the history starts with ponderous retellings of myths, but the pace does pick up when Diodorus reaches the firmer ground of genuine historical events.

Friday, December 19, 2025

Serbia In The Early 1900s

BACK in August I highly praised Edith Durham's High Albania, a riveting account of her travels in Albania in 1908.
It prompted me to hunt down a copy of her earlier major work, Through The Lands Of The Serb, which has proved an equally entertaining read.
A reprint by Forgotten Books, which includes the author's revealing pencil sketches - the sort of illustration often omitted in reprints
Edith - she preferred her middle name over her first name, Mary - travelled through free Serbia and across the border into Turkish-occupied lands at a time when the Ottoman Empire was very much the sick man of Europe, albeit a sick man nursed by Britain and other powers opposed to Russian expansion.
She does not try to hide on which side of the fence her sympathies lie.
"I was brought up to consider the Turk a virtuous and much-injured individual," she writes, adding: "Now I never cross his frontier without hoping soon to be able to witness his departure from Europe."
Her adventures are not as life-threatening, perhaps, as her later journey through Albanian lands, but they still offer a fascinating first-hand and close-up account of a largely vanished world, albeit one whose heirs seem never all that far from strife today.

Thursday, December 18, 2025

Light Cavalry

OPEN-ORDER cavalry were more noted in biblical times for their absence from armies than from their presence.
But they were sometimes involved in the fighting, and they played a part in a famous 'biblical' battle I plan to recreate on the tabletop.
Accordingly I have painted these 10mm figures from Newline Designs, configured for Neil Thomas's rules in Ancient & Medieval Wargaming

Wednesday, December 17, 2025

Slingshot Issue 361

THE Nov/Dec edition of the Society of Ancients' journal Slingshot arrived last week, and proved, at least to me, an even better read than normal.
Top-notch issue
It is hard to pick out just one highlight, but I am going for Mick Hession's The Jagged Black Banner, explaining how the Anglo-Norman militia in Dublin organised, operated and fought.

Tuesday, December 16, 2025

Summing Up Corunna In 3D

I SUMMARISED my first playthrough of Corunna by calling it "by far the easiest and most convincing victory I have had in all my battles" from Mike Lambo's Battles Of Napoleonic Europe.
My latest playthrough could not have been in starker contrast - almost from the first roll of the dice the British were in trouble.
The two very different experiences are surely a testament to the flexibility and replayability of Lambo's gaming system.
My 3D score against the AI is now 6-4, or 6-5 if you include the scenario I started a unit short.
At this stage first-time through I was tied 6-6, having played one scenario twice, but if the replay is excluded, I was losing 5-6.

Monday, December 15, 2025

Corunna in 3D - Turn Seven

Map

Situation after six turns
My activation dice land 6, 4, 2. I reroll the 2, but get another 4, and I change wildcard 6 into a 3.
I start in area 4 by moving Sir John Moore to the outskirts of Corunna, and I pull the two-strength infantry into the cover of the trees.
In area 3 I leave the infantry in Corunna.
The AI's activation dice land 6,5, 5, 3. Wildcard 6 and a 5 are rerolled, but become two 6s.
In area 3 the infantry climb onto high ground and shoot at Sir John, the three dice decreased for moving, but increased for being on higher ground. The dice land 6, 3, 1, killing Sir John and so winning the battle.

Sunday, December 14, 2025

Corunna In 3D - Turn Six

Map

Situation after five turns
My activation dice land 3, 2, 1. I reroll the 2 and 1, but get another 3 and another 1.
There is nothing I can usefully do, so I await my fate.
The AI's activation dice land 6, 5, 3, 1. Wildcard 6 is rerolled, but becomes another 1.
From now on the French infantry, if they cannot attack any enemy unit, advance towards my commander.
In area 1 this takes the infantry obliquely forward to their left, and the cavalry choose to similarly advance two hexes obliquely forward to their left.
In area 3 the infantry advance to the foot of the high ground.
In area 5 the infantry also advance, and the cavalry advance two hexes into the copse.
Can Sir John Moore somehow survive four more turns?

Saturday, December 13, 2025

Corunna In 3D - Halfway Verdict

How the battle stood after five turns when I first played it
As can be seen, first-time through I had more units than the AI at the halfway point, and I completely controlled Elviña and its adjacent high-ground.
This time it is surely only a matter of time before the AI succeeds in following historical precedent by killing the British commander, Sir John Moore

Friday, December 12, 2025

Corunna In 3D - Turn Five

Map

Situation after turn four
My activation dice land 6, 5, 3, meaning I can activate all my units without even using wildcard 6.
In area 5 I pull my troops back a hex, and I leave the unit in Corunna where it is.
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, but do not change.
In area 2 both infantry units advance.
In area 4 the forward infantry advance to the foot of the high ground, and the rearward infantry form up behind them. The artillery advance a hex, and so does Marshal Soult, putting him next to three friendly units.
The quietest turn yet

Thursday, December 11, 2025

Corunna In 3D - Turn Four

Map

Situation after turn three
My activation dice land 6, 5, 2. By changing wildcard 6 into a 3, I can activate all my units.
I start in area 5  where my three-strength infantry shoot at the French cavalry, the three dice increased for being on higher ground and for support from Sir John Moore, but decreased for the target being in cover. I roll 6, 3, 1, 1, eliminating a base. My one-strength infantry fire at the same target, the two dice increased thanks to the British commander's presence, but decreased due to the cavalry being among trees. I roll two 4s, forcing the French back two hexes. Sir John stands pat.
In area 3 my infantry take up defensive positions in Corunna.
The AI's activation dice land 6, 3, 3, 3. Wildcard 6 and two 3s are rerolled, landing 5, 5, 2.
In area 2 the forward infantry advance obliquely right, and the rearward infantry occupy the space their comrades vacated.
In area 3 the infantry advance a hex.
In area 5 the two-strength infantry advance to the edge of the hill and shoot at my men on the opposite high ground. The three dice are reduced for moving, but land 6, 3, eliminating a base. The cavalry stand still as there is no enemy within three hexes.
A quiet turn, but the British position remains desperate

Wednesday, December 10, 2025

Corunna In 3D - Turn Three

Map

Situation after turn two
My activation dice land 4, 3 and 2. I reroll 3 and 2, but get another 4 and 3.
In area 4, Sir John Moore falls back behind the hill, and in area 3 I withdraw my infantry obliquely right.
My revised plan is to avoid, or at least delay, combat as much as possible
The AI's activation dice land 6, 6, 2 and 1. Wildcard 6s are rerolled, becoming 4 and 3.
In area 1 the infantry advance obliquely right to the edge of the sea. The cavalry advance to the river bank.
In area 2 the forward infantry advance and shoot at my retiring troops. The four dice are decreased for the unit having moved, landing 6, 4, 1, eliminating a base and forcing the rest of my unit back a hex to the outskirts of Corunna. The rearward French infantry in area 2 advance a hex.
In area 3 Marshal Soult withdraws obliquely left two hexes on to high ground, putting him adjacent to four French units. The infantry advance a hex.
In area 4 the forward infantry advance down from the hill, and the rearward infantry follow suit. The artillery also advance a hex.
Keeping Sir John Moore alive for the next seven turns is looking a tall order

Tuesday, December 09, 2025

Corunna In 3D -Turn Two

Map

Situation after turn one
My activation dice land 5, 1, 1. I reroll the 1s, getting 6 and 2, and turn wildcard 6 into a 4.
I start in area 5 by sending my right-flank infantry to clear the wood of French cavalry. The three dice are increased for attacking at close range after moving, but decreased for the target being in cover. I roll 4, 4, 1, forcing the French back two hexes. My other infantry in area 5 shoot at the French infantry directly ahead, the dice landing 5, 4, 2, 1, removing one base and forcing the survivors back a hex.
In area 4 my three-strength infantry occupy Elviña and shoot at the nearest French, the four dice reduced for moving. I roll 4, 3, 3, forcing the enemy back obliquely left. My one-strength infantry advance obliquely left, staying on high ground, and shoot at the French directly ahead. The two dice are decreased for moving, but increased for being on higher ground, and fall 4, 3, forcing the French back a hex. Sir John Moore advances onto high ground so as to be adjacent to two friendly units.
The French suffered no losses this half-turn, but at least their attack has been temporarily stymied
The AI's activation dice land 6, 4, 2, 2. Wildcard 6 and a 2 are rerolled, landing 6, 5.
In area 2 the forward infantry shoot at my one-strength unit (chosen over my nearby three-strength unit as the former is nearer Sir John Moore). The four dice are decreased for firing from a river hex, but increased thanks to support from Marshal Soult, landing 6, 4, 2, 1, destroying my unit's final base. The marshal remains where he is, as do the rearward infantry, whose path to directly advance is blocked.
In area 4 the forward infantry shoot at my men in Elviña, losing one die thanks to the target being in cover, but gaining one from being on higher ground. The dice land 5, 5, 2, 2, eliminating two bases. The rearward infantry advance and shoot at the same target, losing a die for having moved. The remaining dice land 6, 2, 2, just enough to finish the job of destroying my unit. The artillery want to advance, but their way is blocked.
In area 5 the infantry want to advance obliquely right, but their way is also blocked. The cavalry charge down from the high ground, burst through the trees and attack my right-flank infantry, rolling 6, 6, 4, 4, 2, 1, eliminating two bases and causing the survivors to flee two hexes.
This is going so much worse than in my triumphant first playthrough