Monday, October 13, 2025

Slingshot 360

The Sep/Oct issue includes a brief retrospective of the journal's first 60 years
As usual there is plenty in the magazine to interest me, but the best for me this time is the review section at the rear, especially a look at a game I knew of, but knew little about, The Cousins' War.
It covers the Wars of the Roses, and can supposedly be finished by two players in 30 minutes, although, according to reviewer David Mortimer, it is impossible to play solo.

Sunday, October 12, 2025

A Bit Of All White

EARLIER this year I read journalist Tom Parfitt's High Caucasus, his telling of therapeutic walking in the Caucasus after being traumatised covering the 2004 Beslan school siege.
I think it may have been there that I got the idea of reading Florence Grove's The Frosty Caucasus - An Account Of A Walk Through Part Of The Range And Of An Ascent Of Elbruz In The Summer Of 1874.
Clumsy title - far-from-clumsy writing
The book, which I got as a reprint, turned out to be entertaining, informative and full of cliffhangers, in more ways than one.
An interesting aspect is that the author refers to fellow mountaineers and travelers by their initials, rather than first names, and uses initials on the cover of the book - perhaps due to his own first name being Florence.
The year 1874 does not seem all that long ago, but, with the benefit of hindsight, some of Grove's views seem quaint, even though he was one of the top mountaineers of his day and a president of London's Alpine Club.
To quote but one example: "It may be taken for granted that no human being could walk to the top of Mount Everest."
That was proved wrong in 1953 by Edmund Hillary and Tenzing Norgay, and possibly Everest was first ascended even earlier, in 1924, by George Mallory and Andrew Irvine, but they did not live to tell the tale.
Anyway, I thoroughly enjoyed the book and sped through it, which was just as well as at nearly 350 pages it was quite a hefty tome to tote in my backpack.

Saturday, October 11, 2025

Housing Update

LAST month I told how I bought two 10mm-scale houses, meant as decorations, for £1.50.
I thought they would be particularly suitable for my mid-18th century wargaming, albeit they might need a lick of paint.
I have merely painted the roofs, leaving the rest of the houses as-purchased (for comparison purposes, the hexes are 100mm across, with sides approximately 60mm long)
The houses make me yearn to return to refighting battles from the War of the Austrian Succession!

Friday, October 10, 2025

Astonishing!

I SPENT a recent weekend in York, but failed to take a book with me to read.
I could not find anything I fancied in the bookshops, so I ended up buying the latest issue of History Today, which I formerly subscribed to but gave up because I found the writing rather shallow.
It proved generally quite interesting, but the most interesting thing to me was one of the answers given in the magazine's On The Spot section, where "we ask leading historians why their research matters, what history has taught them, and what we should be reading."
What interested me - astounded, would be a better word - was the answer given by Richard Butterwick-Pawlikowski, professor of Polish-Lithuanian history at University College London and historian of Warsaw's Polish History Museum, to the question: "Is there an important historical text you have not read?"
Astonishing content
His reply: "I've been meaning to read Tacitus' Histories for a long time."
I do not know what astounds me more - that a "leading historian" has not read Tacitus, or that a "leading historian" should publicly admit to having not read Tacticus.

Thursday, October 09, 2025

More Chariots

10mm-scale Syrian chariots
The figures are from Tenth Legion (formerly Magister Militum).
I have painted them with Israel and Judah's Syrian enemies in mind, but they could also form part of a Canaanite or Philistine army, or, indeed, a Hebrew one.

Wednesday, October 08, 2025

Slingshot 359

I ALWAYS enjoy reading Slingshot, the six-times-a-year journal from the Society of Ancients, but am quite happy to bin the magazine as soon as I have finished it.
However, I kept issue 359 because there was something I wanted to refer back to ... only for the life of me I cannot recall which article it was that so attracted me.
Great content ... but what was it that stood out?
It could have been Steven Neate's DBA campaign to save Byblos, or Jens Peter Kutz' army lists for what might be thought of as a prequel for the Age of Hannibal rules, or either of two articles giving painting tips.
Whatever it was, I am holding on to the magazine in the expectation/hope that it will prove useful one day.

Tuesday, October 07, 2025

Summing Up My French Playthrough Of Cacabelos In 3D

CLEARLY I am no nearer cracking this scenario, having suffered two comprehensive defeats.
My 3D score against the AI is now 6-3, or 6-4 if you include the scenario I started a unit short.
At this stage first-time through I was losing 5-6, having played one scenario twice, but if the replay is excluded, I was losing 4-6.

Monday, October 06, 2025

Cacabelos In 3D - French Playthrouh: Turn Eight

Situation after seven turns
My activation dice land 5, 5, 1. I reroll a 5 and the 1, getting 6 and another 5. I turn wildcard 6 into 3.
In area 3 the infantry advance diagonally right.
In area 5 General Colbert-Chabanais advances two hexes.
The AI's activation dice land 6, 4, 4, 3. Wildcard 6 and a 4 are rerolled, becoming 5, 1.
In area 1 the cavalry move along the river, somewhat vainly hoping to intercept my commander. The infantry fall back a hex.
In area 3 the infantry also fall back a hex.
In area 4 the two-strength cavalry charge General Colbert-Chabanais, the dice landing 6, 5, 1, killing my commander and therefore winning the game as none of my remaining units can exit the top of the battlefield in the time remaining.

Sunday, October 05, 2025

Cacabelos In 3D - French Playthrough: Turn Seven

Situation after six turns
My activation dice land 4, 3, 1.
I start in area 3, where the infantry in Cacabelos shoot at the two-strength Allied cavalry, the dice landing 4, 4, 3, forcing the enemy unit to fall back two hexes.
In area 4 General Colbert-Chabanais advances diagonally right two hexes.
In area 1 my cavalry advance two hexes.
French hopes are still alive
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 1.
In area 1 the one-strength infantry shoot at my cavalry, rolling 6, 5, eliminating two bases.
In area 2 the two-strength infantry also shoot at my cavalry, but roll an ineffective 3, 2. The forward Allied cavalry charge my cavalry, albeit not head-on, so their four dice are decreased for attacking from a river hex. The dice land 4, 4, 3, forcing my men to fall back two hexes, which means they can no longer exit the top of the battlefield before the end of turn 10. The one-strength Allied infantry in area 2 want to withdraw straight up, but their way is blocked by another Allied cavalry unit, which also remains stationary, as does General Edward Paget.
In area 4 the Allied cavalry also stay where they are, as do the artillery.
In area 5 the infantry advance diagonally left.
Only my general can theoretically exit the top of the battlefield before the end of turn 10, and the practical chances of that happening are almost zero

Saturday, October 04, 2025

Cacabelos In 3D - French Playthrough - Turn Six

Situation after five turns
My activation dice land 5, 4, 4. I reroll all three, getting 6, 6, 4. I change the wildcard 6s into 3, 1.
In area 4 my two-strength infantry bravely advance and shoot at the nearby French cavalry, the two dice decreased for firing after moving. I roll a 4, forcing the enemy back a hex.
In area 3 General Colbert-Chabanais uses the above-mentioned infantry as a screen while he advances diagonally right two hexes. The infantry in Cacabelos shoot at the enemy in the river hex, rolling 5, 4, 3, 2, eliminating a base and forcing the survivors back a hex.
In area 1 my cavalry advance two hexes along the edge of the battlefield.
Death-or-glory advances are my only hope
The AI's activation dice land 6, 6, 6, 5. The wildcard 6s are rerolled, becoming 6, 6, 3.
In area 3 the two-strength cavalry charge my infantry that just bravely left the cover of trees. The five dice are decreased for attacking from a river hex, but land 6, 5, 5, 3, easily eliminating my unit. The Allied infantry withdraw a hex.
In area 5 the infantry leave the high ground by advancing diagonally right. 
The odds are stacked against the French, but victory is theoretically still possible

Friday, October 03, 2025

Cacabelos In 3D - French Playthrough: Halfway Verdict

Map

Situation after five turns
To win I have to get a French unit off the top of the map in the next five turns.
Clearly infantry cannot do that, and it looks next-to-impossible for both the remaining cavalry unit and General Colbert-Chabanais.
Here is how things stood at the halfway stage last time
I think I was doing slightly better last time, but victory for the French had become impossible in that scenario just two turns later.

Thursday, October 02, 2025

Cacabelos In 3D - French Playthrough: Turn Five


Situation after four turns
My activation dice land 5, 5, 2. I reroll both 5s, but get two more 5s.
In area 2 my two-strength infantry shoot at the right-flank Allied infantry, rolling 6, 6, 4, eliminating two bases and forcing the remaining one to fall back a hex. My three-strength infantry advance to the edge of the trees and shoot at the nearby enemy cavalry. The three dice are decreased for firing after moving, and land 5, 1, eliminating a base.
The French cause still looks bleak
The AI's activation dice land 6, 5, 5, 1. Wildcard 6 and a 5 are rerolled, becoming 4, 1.
In area 1 the infantry withdraw a hex, while the cavalry advance diagonally left and then straight down a hex.
In area 3 the infantry want to withdraw a hex, taking them off the battlefield. At first thought that seems silly, but it should be remembered the Allied army is fighting a rearguard delaying action, so there is no reason why a unit should not be commanded to withdraw from the battlefield, and that is what it does. The artillery stays where it is.
In area 5 the infantry withdraw on to high ground.
A strange half-turn

Wednesday, October 01, 2025

Cacabelos In 3D - French Playthrough: Turn Four


Situation after three turns
My activation dice land 4, 3, 2, meaning I can activate the whole French army.
I start in area 4, where my two-strength infantry, supported by General Colbert-Chabanais, shoot at the left-flank French cavalry, rolling 4, 3, 2, forcing the enemy back a hex.
In area 2 I order my forward infantry to advance a hex, remaining in cover of trees, from where they shoot at the Allied infantry who are in range, but just beyond the river. The four dice are decreased for firing after moving, landing 6, 3, 1, eliminating a base. The rearward infantry advance into the trees that have just been vacated by their colleagues, and the cavalry move to behind the left-flank copse.
I do not move any troops in area 3.
A quiet half-turn
The AI's activation dice land 6, 5, 4, 2. Wildcard 6 is rerolled, becoming a 3.
In area 2 the two-strength Allied infantry shoot at my men in the trees ahead of them, the three dice decreased for the target being in cover. The dice land 6, 4, 2, eliminating a base and forcing the survivors to fall back out of the copse. The one-strength Allied infantry want to withdraw a hex, but their way is blocked by friendly cavalry, who also do not move. General Edward Paget also remains where he is.
In area 3 the infantry advance diagonally right and shoot at my men in Cacabelos. The four dice are decreased for firing after moving, for firing from a river hex and for firing at a target in cover, and the one remaining die lands as an ineffective 2.
In area 4 the cavalry move diagonally right two hexes, the infantry fall back to the edge of the battlefield, and the artillery remain where they are.
Both armies have, inadvertently or otherwise, drifted to the same side of the battlefield

Tuesday, September 30, 2025

Cacabelos In 3D - French Playthrough: Turn Three


Situation after two turns
My activation dice land 6, 5, 3. I reroll the 5, which becomes a second wildcard 6, so by changing the 6s into 4 and 2 I can activate my whole army.
I start in area 4, where my one-strength cavalry attack the Allied one-strength infantry, rolling an excessive 6, 5, 5, 5, eliminating the enemy unit.
In area 3 the infantry in Cacabelos shoot at the Allied infantry diagonally ahead of them, the four dice increased thanks to support from General Colbert-Chabanais. However I roll a miserably ineffective 3, 3, 2, 1, 1. The other infantry in area 3 advance diagonally left and shoot at the same target, the four dice decreased for firing after moving and for shooting through trees. The dice land 4, 3, forcing the enemy unit to withdraw a hex.
The Allied army remains formidable
The AI's activation dice land 4, 2, 2, 1. A 2 is rerolled but becomes a useless - in this context - 6.
In area 1 the forward infantry advance diagonally left into a river hex. The rearward infantry also advance diagonally left. The cavalry remain where they are.
In area 2 the one-strength infantry fall back a hex. The cavalry remain where they are, as does General Edward Paget.
In area 4 the cavalry charge my one-strength cavalry, the four dice decreased for attacking from a river hex. The dice land 6, 5, 1, eliminating my unit. The one-strength infantry advance diagonally right. The artillery remain where they are.
It is already looking near-hopeless for the French

Monday, September 29, 2025

Cacabelos In 3D - French Playthrough - Turn Two


Situation after turn one
My activation dice land 6, 6, 4. I turn wildcard 6s into 5 and 3.
I start in area 5 by sending the cavalry to charge the nearest Allied infantry, the dice landing 5, 5, 2, 1, 1, 1, eliminating two enemy bases.
In area 4 the two-strength infantry fire at the one-strength Allied infantry beyond the river, the dice increased thanks to support from General Colbert-Chabanais. I roll 4, 4, 4, 3, forcing the enemy unit to retreat to the edge of the battlefield. I take a risk with the general by advancing him diagonally left into trees, where he might prove vulnerable but can support my forward infantry in area 3, who enter Cacabelos and shoot at the three-strength Allied infantry in the river hex. The four dice are decreased for firing after moving, but increased thanks to support from the commander. I roll 6, 5, 3, 1, eliminating two bases.
The rearward infantry in area 3 advance diagonally left to behind the town.
The AI's activation dice could be critical in the next half-turn
The AI's activation dice land 5, 4. 3, 3. A 3 is rerolled, but becomes another 4.
In area 3 the infantry shoot at my right-flank cavalry, rolling 6, 1, 1, therefore eliminating a base.
In area 4 the one-strength infantry attack my cavalry, the two dice decreased for attacking from a river hex. However the one die lands as a 6, eliminating a base. The Allied cavalry advance two hexes. The one-strength infantry advance diagonally left.
In area 5 the infantry fall back a hex. The artillery move right onto high ground.
My right-flank cavalry have become a forlorn hope

Sunday, September 28, 2025

Cacabelos In 3D - French Playthrough: Turn One


Situation at the start
My activation land 5, 5, 4. I reroll both 5s, getting 5, 2.
In area 2 my infantry advance into the copse by Cacabelos.
In area 4 my infantry advance into the cover of trees and shoot at the Allied infantry directly ahead, the four dice decreased for firing after moving. I roll 6, 6, 2, eliminating two bases. General Colbert-Chabanais moves diagonally left a hex. He could have advanced a hex earlier in order to support the infantry, but that would have put him in danger of being shot at by Allied infantry in the next half-turn.
In area 5 my cavalry move into the trees.
A reasonable start for my French
The AI's activation dice land 6, 6, 5, 2. The 6s are rerolled, becoming 5, 4.
In area 2 the infantry advance into the river hex and shoot at my men in the copse beside Caacabelos. The four dice are decreased for firing after moving, for firing through trees and for the target being in cover. However the surviving die lands as a 4, forcing my unit to fall back a hex. The cavalry stay where they are, as does General Edward Paget.
In area 4 the one-strength infantry shoot at my unit directly ahead, the two dice decreased for the target being among trees. However the die lands as a 6, eliminating a base. The three-strength infantry advance into the river hex and want to shoot at my cavalry in the trees. However the three dice would be reduced for firing after moving, for firing from a river hex and for the target being in cover. So instead they shoot my two-strength infantry, which means they get one die (a full-strength infantry unit shooting at infantry start with four dice, rather than the three they get when shooting at cavalry). The die lands as a 3, having no effect. The Allied cavalry in area 4 stay where they are.
In area 5 the infantry fall back a hex, while the artillery move right to put my right-flank cavalry in range and line-of-sight - they cannot shoot as artillery cannot move and fire in the same turn.
The Allied infantry are going to be hard to beat, but even if that can be accomplished, my men will then somehow have to get past the Allied cavalry and artillery

Saturday, September 27, 2025

Cacabelos In 3D - French Playthrough

THE 10th scenario in Mike Lambo's Battles Of Napoleonic Europe is the battle of Cacabelos fought from the French side.
Map
Map converted to 3D using a grid composed of Hexon II hexes from Nottinghamshire-based Kallistra 

The human receives General Colbert-Chabanais, four units of infantry and two of cavalry, all of which have to be deployed below the blue dashed line
The AI receives General Edward Paget, seven units of infantry, three of cavalry and one of artillery
Much of the Allied deployment is decided by dice throws, but the siting of five units of infantry is fixed on the seventh hex down of all five areas.
Here is how I set up when I first played through the scenario
To win I have to get one of my units off the top of the map before the end of turn 10.
I lost my first playthrough in seven moves, as by then it had become impossible for any of my units to complete the mission in the time left.
Last time I overloaded the left flank, but now I have gone for a more conventional setup
The AI's array is nothing if not formidable
Last time the setup was somewhat different, particularly as regards the artillery, which have swopped flanks
As usual I will write up the battle as it progresses.

Friday, September 26, 2025

£1.50 Well Spent

A nice find in a branch of The Works

The houses should go nicely with my mid-18th century European armies, although a little painting may be required

Thursday, September 25, 2025

Wednesday, September 24, 2025

More Churchill

BACK in July I read Winston Churchill's My Early Life, which I spotted in an East London branch of Oxfam.
The book proved to be a rollicking read, and made me want to buy more by the famous war-time leader.
First up: The Story Of The Malakand Field Force - An Episode Of Frontier War, published in 1898.
In it Churchill describes a campaign that he took part in on India's Northwest Frontier that pitted a British-led army against recalcitrant tribesmen.
The book deliberately goes into fairly minute detail of the preparations and actions, intended originally to give the British public an insight into how its troops engaged in one of the empire's so-called 'little wars'.
I rarely if ever use the term "must-read," but that is what this book is for anyone interested in colonial wargaming, at least as such warfare occurred in the late-1800s.
A reprint by Alpha Editions

Tuesday, September 23, 2025

Summing Up New Empire

THERE was a stage, round about turn 16, when I thought my Romans were cruising to victory, as they had every right to be after not being greatly troubled by the Carthaginians early in the game.
But the Persians were equally never really troubled by the Macedonians, meaning they never had to recover their homeland and return to the game as Parthians.
This was doubly bad news for the Macedonians as they were squeezed by two great powers, with the Persians triumphing fairly comfortably in the end, thanks to the last-turn capture of rich AEGYPTUS.

Here are the updated standings (four points for a win, three for coming second, etc).

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Game Seven: 3pts (Romans)
Total: 20.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Game Seven: 1pt (Macedonians)
Total: 20pts

REG
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Game Seven: 4pts (Persians)
Total: 16pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Game Seven: 2pts (Carthaginians)
Total: 13.5pts

SCORES BY PEOPLES
Persians/Parthians: 23pts
Romans:20.5pts
Carthaginians: 16.5pts
Macedonians: 10pts

The main takeaways:
*I have narrowly regained the lead..
*Both my outright wins have come in command of the Persians/Parthians, including game three where Parthia never fell and so my people were Persians throughout.
*Richard's second place in game six is his best score..
*Looking at the peoples' stats, the Persians/Parthians have easily scored more than twice as many points as the Macedonians.
*Only the Carthaginians have failed to win a game, but they and the Romans are the only peoples never to have come last.

Monday, September 22, 2025

New Empire - Turn 20 (160-150 BC)

Situation after 19 turns
As we start the last round, Andy's Macedonians have five provinces, including double-scoring AEGYPTUS, to potentially add to their eight victory points, meaning a total of 14pts.
Richard's Carthaginians are stuck on 17 victory points.
My Romans have nine provinces, including double-scoring IBERIA and 'AFRICA', and triple-scoring ITALIA, to add to our seven victory points, meaning 20pts.
Finally, Reg and his Persians have five provinces, none double-scoring, to add to their 16 victory points, meaning 21pts.
The revolt dice land 1-1, meaning AEGYPTUS expels the Macedonians, making it a juicy target for the Persians.
Reg is drawn first, and naturally he invades AEGYPTUS, conquering it with a 5, and so raising the Persians' total to an unassailable 23pts.
I retake Macedonia, raising my total to 21pts and reducing the Macedonians, who have already lost double-scoring AEGYPTUS, to 11pts.
Richard fails to free his Carthaginian homeland, so the Carthaginians finish on their halfway score of  17pts.
Finally, Andy, for the second turn running, rolls a 6 to free Macedonia, taking his score to 12pts and reducing mine to 20pts.
The final picture, with peoples' scores much more spread out than usual

Sunday, September 21, 2025

New Empire - Turn 19 (170-160 BC)

Situation after 18 turns
The revolt dice land 4-5, meaning Sicilia - not for the first time - expels my Roman legions.
Richard is drawn first, but rolls a 2 while trying for the 6 necessary to free Carthage's homeland.
I reconquer Sicilia, just - I needed both of Rome's +1 modifiers as I only rolled a 2.
Reg attacks AEGYPTUS, but narrowly fails with a 3.
Andy's Macedonians cannot launch a campaign, so have to try to promote rebellion in their captured homeland, succeeding with a 6.
I fear my Romans will be pipped by the Persians

Saturday, September 20, 2025

New Empire - Turn 18 (180-170 BC)

Situation after 17 turns
The revolt dice land 6-2, meaning Gallia throws off Roman rule.
Richard is drawn first, but fails to free 'AFRICA'
I easily reconquer Gallia with a 4.
Andy's Macedonians fail to free their homeland.
Reg takes advantage of the Macedonians fighting on two fronts by capturing Syria, splitting the four remaining Macedonian provinces into three isolated sections.
The Macedonians are effectively eliminated from any chance of winning, but the other three peoples are still in with a shout, even if a Carthaginian victory seems unlikely

Friday, September 19, 2025

New Empire - Turn 17 (190-180 BC)

Situation after 16 turns
I no longer have Scipio as a great captain, but for the remaining four turns of the game my Romans receive a +1 modifier for Scipio's legacy, and another +1 modifier as part of the Roman bonus when without a great captain on turns 11-20.
But first the revolt dice land 3-3, having no effect as that pinpoints independent Illyria.
Reg is drawn first, and his Persians attack Syria, but fail with a 1.
Andy chooses to try to expel my legions from Graecia, but rolls a 2.
Richard's attempt to free his Carthaginian homeland fails with a 1.
Finally, I attack Macedonia, rolling a 3, which is enough as the -1 modifier for attacking a controlled province is more than overturned by Rome's two +1 modifiers.
Rome has captured two enemy homelands - Macedonia and 'AFRICA'