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

Monday, December 08, 2025

Corunna In 3D - Turn One

Map

Bird's-eye view from behind the British lines 
My activation dice land 6, 2, 2. I reroll the 2s, but get the equally useless 2 and 1.
I turn wildcard 6 into a 3, so my artillery can fire at the French directly ahead. Their three dice are increased by two for firing at short range, and by a further one for being on higher ground than the target. I roll  6, 5, 5, 5, 1, 1, easily eliminating the enemy unit.
The AI's activation dice land 4, 3, 2, 1.
In area 1 the infantry advance a hex, but the cavalry remain still as no enemy are within three hexes.
In area 2 the forward infantry move down from the high ground to ford the river, shooting at my artillery as they do so. The three dice are decreased for firing from a river hex and for firing at range after moving, but the remaining die lands as a 5, eliminating one of my artillery's two bases. The rearward infantry in area 2 advance obliquely to behind their comrades.
In area 3 the infantry move obliquely left, into the river hex, from where they also shoot at my artillery. The three dice are decreased by two for having moved into a river hex, but the remaining die lands as a 6, eliminating my unlucky artillerymen.
Marshal Soult boldly advances two hexes to be adjacent to three French units.
In area 4 the forward infantry advance obliquely right, staying on the high ground, and shoot at my men directly ahead, who are also on high ground. The four dice for infantry shooting at infantry are decreased by one for having moved, but they land 6, 5, 1, reducing my unit to one base. The rearward infantry want to advance, but their way is blocked. The French artillery advance across the high ground.
In area 5* the infantry advance to the edge of the high ground and shoot at my men directly ahead, the four dice decreased for having moved, but increased for the target being on lower ground. The dice land 4, 3, 3, 3, forcing my unit back obliquely right. The cavalry advance into the trees.
A good turn for the French
*The AI should not have been allowed to activate its units in area 5, but I have no one to blame for this error but myself - clearly I was not thinking straight.

Sunday, December 07, 2025

Corunna Setup

I have concentrated my British forces on the high ground beside Elviña, in a similar formation to the one I used in my first playthrough 

The French setup is nothing if not impressive, but will they be able to kill Sir John Moore in the 10 turns available?

Saturday, December 06, 2025

Corunna In 3D

THE 11th scenario in Mike Lambo's Battles Of Napoleonic Europe is Corunna (aka Coruña, or similar, in various versions of Spanish), fought from the British side.
Sir John Moore was fleeing before French forces commanded by Marshal Jean-de-Dieu Soult, heading for the coast, where the British hoped to be evacuated by the Royal Navy.
The British set up between the red dashed lines
In addition to Sir John, the human receives six units of infantry and one of artillery.
The real battle saw the British army successfully escape, but at the cost of Sir John being fatally wounded.
To win the refight, the human has to keep Sir John alive for 10 turns.
The French approach from the top of the map, with the AI receiving, in addition to Marshal Soult, eight units of infantry, two of cavalry and one of artillery.
The starting positions of the French infantry and cavalry are pre-determined, but dice decide where the artillery and Marshal Soult start.
I won this battle comfortably when I first played Corunna, using the map and counters provided in Lambo's book.
Here is how the forces set up
wrote after the battle: "This was by far the easiest and most convincing victory I have had."
For this 3D version of the scenario, I am using 10mm figures from Transylvania's Wofun, with Hexon II hexes from Nottinghamshire-based Kallistra.
The battlefield, with the four sea hexes on the left created by using "picture beads" from a Hobbycraft store
Sir John Moore and the British troops
Marshal Soult and the French
As usual I will write up the battle as it proceeds.

Friday, December 05, 2025

Spanish Steps VI

This tower, from about the 16th century, guarded a royal road that passed by Benidorm
The entrance - now bricked-up - on the ground floor suggests the building was not expected to withstand serious attack, but was probably more used to regulate traffic and collect tolls.

Thursday, December 04, 2025

Spanish Steps V

MUCH of modern Altea is spread along the seafront, but when taken from the Moors in 1244 it was mostly a hilltop settlement.
The Virgen del Consuelo (Virgin of the Consolation) Church was erected in the1600s, and quickly became a local landmark.
Most of what can be seen today dates to the late 1800s and early 1900s 

The church was at least partly built with defence in mind

Picturesque house facade

Wednesday, December 03, 2025

Spanish Steps IV

FURTHER along the coast from Benidorm is Altea, once a Greek colony but now a centre for tourism, thanks to its climate and picturesque old town.
Altea, like most of the rest of Alicante, was Republican in the Spanish Civil War, and its coast was blockaded by the Italian and German navies in support of Franco's Nationalists.
Miles of flat beaches were easily accessible from the sea
Eight machinegun pillboxes, called búnquers in Catalan (bunkers or búnkeres in Spanish) were built in the Altea area.
This pillbox near Cap Negret is one of three survivors, and only two of those are now above sea level
Another view - none saw action, but they are believed to have had a deterrent effect

Tuesday, December 02, 2025

Spanish Steps III

THE trek from Cala de Finestrat to Villajoyosa is enjoyable in its own right, but also has a fair bit of historical interest.
Known as the Colada de la Costa, the route was originally a livestock trail, which makes for easy walking for most of the way between the two towns
Old terracing is evidence of farming in harder times

Abandoned farmhouse

Cacti have no complaints about the quality of the soil

Old military barracks, a forward post for anti-smuggling patrols in Franco's times

Monday, December 01, 2025

Spanish Steps II

I AM staying in Cala de Finestrat, which officially is "three kilometres from Benidorm," but "also borders the town of Villajoyosa" to the southwest.
Now I am pretty sure if you asked most visitors, they would regard Cala de Finestrat as a part of Benidorm, if admittedly on the western fringe.
This month I have twice walked from Cala de Finestrat to Villajoyosa, and back again, which is a great and relatively easy cliffside trek, but there is no  way the former is even close to the habitations of the latter, although the official borders may be another matter.
However, that is by-the-by - more interesting from a historical perspective is that on a hill overlooking Cala de Finestrat is a stone watchtower, which you might just be able to make out in this photo
Approaching Torre de l'Aguiló, built in the 1500s to act as an early-warning system against raids by Muslim slavers
The metal staircase is a modern addition - entrance would originally have been by rope-ladder, or a similar device

Looking from the watchtower at today's Benidorm

Sunday, November 30, 2025

Spanish Steps

AM making the second of two visits in quick succession to the province of Aliante on Spain's southeast Mediterranean coast.
It has given me the chance to inspect steps taken by the local population to erect various coastal defences, or at least to look at what remains of them.
First up is El Castell, on a rocky promontory of what is today Benidorm old town.
It was built in the early 1300s when Benidorm was a small fishing village with little financial worth.
But the four miles of sandy beach stretching away from the promontory proved a tempting landing site for African slavers who frequented the sea in search of human and other valuables.
How Benidorm Castle is believed to have looked - it remained garrisoned even after most of the civilian population fled further inland 
These four cannons may have helped defend the castle, although an undated document in the archives of Castile refers to "three iron cannons," of which "one is unusable, having burst"
Remains uncovered in a dig six years ago

A surely fanciful reconstruction of the castle's well