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10mm figures from Newline Designs |
My wargaming is almost as diverse as my interest in history, but my most-recent big project was the War of the Austrian Succession with 10mm armies of nine combatant nations. I have also recently played many scenarios from Mike Lambo's solo battle books, created Franco-Prussian War armies with plastic 54mm toy soldiers, and fought scenarios from Airfix Battles with plastic green-and-tan Army Men. My latest big project is biblical-era battles in 10mm.
Monday, March 31, 2025
Sunday, March 30, 2025
Summary
HERE is a summary of rule changes (to Neil Thomas's biblical rules) that may prove particularly relevant for the upcoming Egyptians v Hebrews battle.
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.
Same range as for bows on foot, ie 24cm.
Dice each turn to decide. Great general: +1; poor general: -1.
'Heavy' and 'light' refer to degrees of armour, while 'close order' and 'open order' refer to formations.
Hits are scored on 5+, not 4+.
If a hit still stands after a saving throw, dice to determine its effect.
Unit Quality....Lose a base....Fall back 3cm
Elite 1-2 3-6
Average 1-3 4-6
Poor 1-4 5-6
A victor in a melee that has not lost a base may follow up a loser that has fallen back 3cm, thus immediately forcing another round of hand-to-hand fighting.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.
An army losing more than half its units has lost the battle.
A unit moves and shoots before before another unit moves and shoots, etc.
A battle will usually last no more than 12 turns before night falls and combat ends.
Use the same combat table as for fighting in woods.
Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.
Troops armed with javelins can hurl these immediately before contact, provided the chargers started more than 8cm away.
Saturday, March 29, 2025
Professional Job
THERE are five categories of infantry in the biblical rules in Neil Thomas's Ancient & Medieval Wargaming: heavy infantry, biblical infantry, auxiliary infantry, light infantry and heavy archers.
I have already explained I prefer close-order and open-order, rather than heavy and light, when referring to formations, and I reserve the terms heavy and light for degrees of protection, ie body armour and shields.
It is easiest to think of auxiliary infantry as what are often termed warband.
Indeed Thomas states that auxiliary infantry is simply a different name for what in his first book, Wargaming: An Introduction, was called warband.
However the difference between his categories of heavy infantry and biblical infantry needs more detail.
His heavy infantry are "well-drilled, often quite heavily armoured, and extremely formidable in hand-to-hand combat," whereas biblical infantry are "essentially a much less effective variety of heavy infantry."
I like the term biblical infantry, but I think Thomas's heavy infantry are better labelled professional infantry.
Since my ancient armies are composed of 10mm figures on 40x20mm bases, intended for figures up to twice as tall, I have different numbers from the 'official' ones on each base.
So a base of professional and biblical infantry has six figures in two rows of three (as do close-order archers), rather than the recommended four figures.
Similarly a base of auxiliary infantry has four figures rather than three, and a base of open-order infantry has three figures rather than two.
Friday, March 28, 2025
Shooting When Being Charged
UNDER Neil Thomas's biblical rules in Ancient & Medieval Wargaming each half-turn starts with charges being declared.
There is no bonus for charging, but charges have to be worked out before all other actions.
This means 1) declaring each charge, ie each move intended to bring about hand-to-hand combat, 2) allowing defensive fire from javelin-armed troops who were more than 8cm away at the start of the half-turn, 3) fighting the melee.
Once all charges are carried out, the half-turn continues with phases for normal movement, shooting, meleeing and morale testing.
Since I am replacing these phases with each unit completing its movement, firing, meleeing, etc before the next unit does likewise (the player choosing the order in which units do this), Thomas's charge phase is redundant.
But the ability to hurl javelins immediately before contact remains.
Thursday, March 27, 2025
Cover
ALMOST no mention is made in Neil Thomas's biblical rules in Ancient & Medieval Wargaming of any combat bonuses for troops behind cover, whether the fighting be hand-to-hand or by missiles.
The exception is that "units in woods only suffer half the number of hits registered" by missiles.
It is a simple matter to extend this to troops in rocky ground, built-up areas and the like.
However there is a complication in that the illustrative battle for the biblical section, Kadesh, features a "well-defended" Egyptian camp.
This is reflected by allowing Egyptian troops defending the camp one extra die per base in hand-to-hand combat.
A further rule makes the Hittite units spend a complete turn crossing the walls of the camp before they can "assault the defenders behind them."
These two rules make the camp a formidable fortification, although it is implied that the defenders' extra die per base does not apply against Hittites that have succeeded in entering.
I think that in general troops behind cover should receive an extra die per base in the first round of hand-to-hand fighting, but this might be extended to subsequent rounds if the cover is deemed above the ordinary, in which case it might also be appropriate to make attackers spend a turn crossing the cover before being able to inflict casualties.
Wednesday, March 26, 2025
Fighting In Rocky Ground
MELEES in the biblical rules in Neil Thomas's Ancient & Medieval Wargaming are decided by rolling a set number of dice per base.
Usually this means one die per base, but it can rise to two, three or even four dice per base, eg heavy chariots roll three dice per base in hand-to-hand fighting with light infantry.
The number of dice can also be increased because of the situation of the combatants, so troops on higher ground roll an extra die per base in the first round of a melee, as do troops defending a riverbank if their opponents are in the water.
All these numbers apply when fighting takes place in "open terrain."
However, melees in woods use a completely different combat table, one in which most troops get one die per base, but auxiliary infantry get two dice if fighting troops other than auxiliary infantry.
Nothing is mentioned about combat in other non-standard terrain, such as rocky ground.
I think it right that the same combat table as for woods should be used, and it might be easiest to call this the table for difficult terrain (as opposed to the one for open terrain).
Tuesday, March 25, 2025
Armour Classes
TROOPS in Neil Thomas's biblical rules in Ancient & Medieval Wargaming are considered to have light, medium or heavy armour.
By light he means "breastplate or shield," and by medium he means "breastplate and a shield."
Thomas adds: "These ratings can be augmented if the man has extra armour, horse armour, or an unusually large shield."
Such soldiers, although it is not explicitly stated, count as having heavy armour.
A hit can be negated by a saving roll, using a normal six-sided die: 6 is required for light armour, 5+ for medium and 4+ for heavy.
But should there by an extra class, or sub-class, for troops without any protection?
Completely unarmoured men were certainly not unknown, especially among nomads skirmishing in open order, and they could be represented by not being allowed a saving throw.
For now I do not intend amending the rules in such a way, but I might if a specifically compelling scenario arises.
Monday, March 24, 2025
More On Slings
FURTHER to my post on the relative ranges of slings and bows, I came across this reference in William Hamblin's Warfare In The Ancient Near East To 1600 BC - Holy Warriors At The Dawn Of History.
"The sling made its first appearance as a significant weapon among the Egyptians in the martial murals from the tombs of Beni Hasan [a cemetery near Memphis].
"It is perhaps not coincidental that the weapon is associated with Canaanite mercenaries, since the weapon is a favourite of nomads.
"While several Canaanite mercenaries are shown with slings, only one native Egyptian is shown using the weapon.
"In the siege scene at Beni Hasan slingers are shown standing behind the archers, possibly indicating that their effective range was greater than that of the Egyptian bow."
All in all I feel I am right in amending the ranges in Neil Thomas's biblical rules in Ancient & Medieval Wargaming so slingers have the same range as archers on foot, ie 24cm, rather than the 16cm of mounted archers.
Sunday, March 23, 2025
Chariot Classes
MY understanding is that chariots in biblical times were generally divided into two classes: light and heavy.
Light chariots were mobile shooting platforms, fast-moving and manned by warriors armed with bows and/or javelins.
Heavy chariots were sturdier vehicles, designed to intimidate by bulk, and manned by warriors armed with spears and, usually, javelins.
The former were popular with Egyptian armies and their imitators, especially in the Levant, while heavy chariots were a feature of the Hittites.
Neil Thomas in his biblical rules in Ancient & Medieval Wargaming sticks to these two categories.
But there is an argument for introducing a third category of ultra-light chariots that sacrifice protection for more speed.
Egyptian chariots would probably fall into this category as their light chariots had very low walls.
But in drawing up wargaming rules it is all too easy to get bogged down into making fine distinctions that were perhaps not all that significant in practice.
Accordingly I will stick with Thomas's two chariot categories.
Saturday, March 22, 2025
How Elite Were The Elite?
OR, to put it another way, what proportion of an ancient army should be regarded as above average?
In Neil Thomas's biblical rules in Ancient & Medieval Wargaming, armies have eight units, each classed as elite, average or poor.
The number of elite units can vary a lot.
An army from the pre-Solomon Hebrew list, for example, will have one or two elite units, both being bands of auxiliary infantry.
But an Egyptian army can have four elite units, namely three squadrons of chariots and a band of Sherden.
That means half the army can be elite, which to me is way too high a proportion.
It gets even worse with Thomas's Assyrian army, which can have six elite units, ie 75% of the army.
I mean to modify army lists for future conflicts, but I will stick with the ones in the book for the upcoming battle in which we will use the book's suggested army compositions and deployments for Hebrews versus Egyptians.
Friday, March 21, 2025
How Many Turns?
WARFARE in ancient times tended to have a campaign season running from spring to autumn, which in the northern hemisphere means roughly March to October.
Daylight hours varied by month, although in those lands covered in the Bible the variation is not as much as further north.
Roughly speaking there are 13 hours of daylight per day from May to July, dropping to below 12 in March and October.
A fairly common convention in old-school wargaming rules is to let a turn represent the action that takes place in an hour.
Unless a battle is taking place very early or very late in the campaigning season, it is probably best, or at least convenient, to allow it to last 12 turns.
An equally valid argument could be made for 13 turns, but unless there is strong reason for deciding otherwise, I will go with the former for battles using Neil Thomas's rules in Ancient & Medieval Wargaming.
Thursday, March 20, 2025
Important 10mm News
MAGISTER Militum, which announced its closure last year, has at last revealed to whom its 10mm ranges of historical figures, including extensive ancients, have been sold.
The new owner is Baccus 6mm, who, as the name suggests, is famous for its 1:285-scale figures.
The company has set up a new website to sell the Magister Militum ranges under the name Tenth Legion.
Wednesday, March 19, 2025
Move & Fire
ONE of the interesting mechanisms in Bob Cordery's ancient rules in Developing The Portable Wargame is the resolution of moving and firing.
In most sets of rules, including those in Neil Thomas's Ancient & Medieval Wargaming, there are separate moving and shooting phases.
But in Cordery's rules each unit completes its moving and firing, then another unit follows, and so on.
This worked well in my On The Table battle, and I think it is worth testing with Thomas's rules.
Tuesday, March 18, 2025
Victory
VICTORY in Neil Thomas's rules in Ancient & Medieval Wargaming goes to the player who reduces the enemy army to a quarter of its starting strength, ie two two units (armies in A&MW always begin with eight units).
I intend modifying this to makjng the aim being to reduce the enemy to below 50%, which I think is more realistic. In other words, an army is defeated once it has lost five of its eight units.
Monday, March 17, 2025
Number Of Units
ANYONE who widely reads accounts of ancient battles will, sooner or later, be struck by the realisation that the smaller army nearly always wins.
So frequently does this happen that one wonders why generals of the time did not do their best to shed as many of their men pre-battle as possible.
However, a not unconnected fact is that contemporary, or relatively near-contemporary, accounts of ancient battles are nearly always written by, or based on the sources of, the victors.
Since numbers given in such accounts are so unreliable, I have much sympathy with Neil Thomas's approach in Ancient & Medieval Wargaming of having all armies consist of eight units.
I will generally try to follow this, except where to do so would be bordering on the absurd, a possible example being one of the earliest battles in the Bible, namely Abraham's night ambush of the Elamite alliance following the Battle of Siddim.
I write "possible" because I am still pondering the best way of refighting the ambush, and anyway I have not yet decided for certain to use Thomas's rules in my biblical project.
Sunday, March 16, 2025
Generals
ARMY commanders played a hugely important role in ancient battles, especially in biblical times when a general was often also a king.
Neil Thomas's rules in Ancient & Medieval Wargaming do not reflect this.
One way of doing it would be to add a general (and bodyguard) as a separate unit.
But with armies consisting of eight units, I believe that would be disproportionate.
My plan is to instead rule that one of an army's elite units should be declared as having the general with it.
In the unlikely event that an army only has average and poor units, the general should be appointed to one of the average units, which will then count as elite.
The presence of the general means the unit gets a +1 modifier when testing morale.
The downside for an army is that if the general's unit is eliminated, every friendly unit within line-of-sight must immediately test its morale, and every other friendly unit must test its morale at the start of the next turn.
Saturday, March 15, 2025
Speeding The Game
IN my biblical dry-run battle we, ie I and my regular wargaming opponent, felt the melees dragged on too long.
And generally speaking I think it would be good to resolve all combat quicker.
Under Neil Thomas's rules in Ancient & Medieval Wargaming a unit loses a base after suffering four hits, which means 16 hits are needed to destroy a unit (all units start with four bases).
My plan is to speed this by removing a base after a single hit.
This will also do away with unsightly markers used to record how many hits a unit has suffered.
However I will water this change down by ruling that a die score of 5+ is required, rather than Thomas's 4+.
And I will further mitigate the effects by adapting an idea from Bob Cordery's Developing The Portable Wargame.
When a unit has suffered a hit (assuming it remains a hit after a saving roll), throw a die to determine the effect of the hit.
Unit Quality....Lose a base....Fall back 3cm*
Elite 1-2 3-6
Average 1-3 4-6
Poor 1-4 5-6
*A unit that cannot fall back 3cm, eg if it has impassable terrain behind it, is surrounded by enemy troops, or has friendly troops not in open-order directly behind it and preventing even retreat diagonally, loses a base.
When an enemy unit falls back in a melee, the victor, if it has not lost a base in the same turn, may choose to follow up by advancing 3cm and immediately instigating another round of hand-to-hand fighting.
These are quite radical changes to the rules. Only testing in a battle will determine whether they are for good or bad.
Friday, March 14, 2025
Terminology
NEIL Thomas in his biblical rules in Ancient & Medieval Wargaming uses the terms Heavy and Light in a rather confusing way.
You might think Heavy Infantry, Heavy Cavalry and Heavy Archers would, by definition, have substantial protection in the form of body armour and/or shields.
Similarly you might think Light Infantry and Light Cavalry would necessarily have little or no protection.
However he is using Heavy and Light in cases where the terms close order and open order are more appropriate.
An example is the New Kingdom Egyptian army, which is allowed up to two units of archers.
These are defined as "Heavy Archers, Light armour, Average."
The last classification refers to their quality, which can be elite, average or poor, but by Heavy he means close-order.
Accordingly I will use the terms close order and open order when referring to formations, and heavy, medium and light when referring to body armour and shields.
Thursday, March 13, 2025
Command & Control
ONE thing notably absent from Neil Thomas's rules, in Ancient & Medieval Wargaming and other books, is restrictions on how many units a player may move in a turn.
He argues that players make enough mistakes on their own without the need for extra uncertainty.
I am not sure about this, and for my mid-18th century rules, which owed a lot to Thomas's ideas on horse-and-musket wargaming, I eventually adopted the pip system pioneered by the Wargames Research Group.
Armies of the period were generally divided into two wings and a centre, and by allocating different dice - a 10-sided one for the centre, six-sided dice for the flanks - I restricted the number of actions, including moving and firing, that could take place in a single turn.
However my armies for refighting the War of the Austrian Succession contained many more units than are allowed in Thomas's rules.
In Ancient & Medieval Wargaming armies consist of eight units, and, as I have mentioned before, I think this works well for battles where numbers are a matter of much speculation.
My move-variation rule already adds some uncertainty to a battle, and I propose to add more by adapting an idea from Bob Cordery's ancient rules in Developing The Portable Wargame.
He has players rolling dice at the start of each turn, higher thrower moving first.
This means that, not infrequently, an army will get to have two turns, or two half-turns to be more precise, in a row.
I will slightly modify this by awarding a great general a +1 modifier, and a poor general a -1 modifier.
With any luck these additions to Thomas's rules will do away with the need for command & control, but, to borrow a common expression from chess when discussing new moves in an opening, tests are needed.
Wednesday, March 12, 2025
Sling v Bow
THERE are four types of hand-held missiles in the biblical rules in Neil Thomas's Ancient & Medieval Wargaming - javelins, slings, bows on foot and bows on horseback.
Their ranges are, respectively, 8cm, 16cm, 24cm and 16cm, which, presumably, are effective ranges rather than maximums.
The difference between bows on foot and on horseback is easily explained: "A mobile horse is inevitably not as stable a firing platform as the earth on which the footman stood."
Unfortunately Thomas does not specifically mention whether the range of bow-armed charioteers should be 16cm or 24cm.
On the one hand charioteers are standing upright, rather than on horseback, but cannot be regarded as "on foot" in the normal sense of the phrase as a chariot floor is not stable.
I think the shooting range of bow-armed charioteers should be the same as for horse archers, namely 16cm.
So far, so simple, and in accordance with the spirit of the rules, I believe.
But the question of the range of slings is another matter.
It might be thought obvious that a bow is more powerful and so will have a longer range.
But my reading of authorities on the subject suggests that the ranges of bows and slings were compatible, especially when it came to effective range, ie the range at which weapons were typically used.
Some bows had longer ranges than other bows, but the same was true for slings, whose ranges were strongly influenced by the size of shot.
There were times when slings considerably outranged bows.
The following speech from Xenophon's Anabasis is informative: "The enemy can shoot arrows and sling stones so far that neither our Cretan bowmen nor our javelinmen can reach them in reply.
"We need slingers ourselves at once, [and] I am told there are Rhodians in our army, that most of them understand the use of the sling, and that their missiles carry no less than twice as far as those from the Persian slings.
"The latter have only a short range, because the stones used in them are as large as the hand can hold. The Rhodians, however, are versed also in the art of slinging leaden bullets."
"The latter have only a short range, because the stones used in them are as large as the hand can hold. The Rhodians, however, are versed also in the art of slinging leaden bullets."
It might be wondered, if slingers were as good as good as archers, and at times better, why they were by medieval times more-or-less completely replaced by bowmen.
This was partly due to slingers requiring many years of habitual use and practice to become proficient, which was why slingers from certain areas, for example the Balearic islands, were especially sought after. Archery also required dedicated practice, but to a lesser extent.
Also, more widespread use of armour made archery less effective - so much so that in most of Europe traditional archery died out, with the crossbow replacing ordinary bows, until both were superseded by gunpowder weapons.
A further complication is that the sling was a concussion weapon, while the arrow was a piercing weapon, which again made their effectiveness vary.
However, the main point is that slingers should, in my opinion, have the same range as bows on foot, ie 24cm.
Tuesday, March 11, 2025
Move Variation
IN wargaming it is regarded as normal to use dice to help determine such major things as shooting, hand-to-hand fighting and morale.
Dice, or perhaps drawing cards, are also often used for the weather and special events.
But everyone seems happy with troops moving at a strictly regimented pace, which means that if, for example, two units from rival armies are heading for a particular feature, perhaps a hill top, it is easy to see which should get there first.
I like to shake this up in my rules by introducing what I call the move variation.
This has it that if a unit is ordered to advance at least 75% of its permissible move distance that turn, roll a six-sided die.
If the die lands 2-5, all proceeds normally, but a 6 means 25% is added to the distance to be covered, while a 1 means 25% is deducted from the wished-for distance.
This represents the unexpected effects of terrain and other possible factors that may catch a unit by surprise.
The rule should not be enforced too zealously. For example a regiment sent to guard the bank of a river should not have to enter the river thanks to the move-variation rule.
Monday, March 10, 2025
Next Up
I PLAN in my next tabletop battle to use Neil Thomas's biblical rules from Ancient & Medieval Wargaming, pitting Egyptians against Hebrews.
However, before proceeding further there are some adjustments I want to make to the rules that will in my opinion improve the game.
As a twist, I think it will be fun to set up the two armies using the suggested deployments in the book.
That means the Egyptians will consist of three elite chariot squadrons, two units of spearmen (one upgraded to medium armour), two units of close-order archers and a unit of elite Sherden.
The suggested deployment for a pre-Solomon Hebrew army involves two elite units of Simeonite and Ephraimite auxiliary infantry, two units of javelinmen (Gadites and Issacharites), two units of Benjaminite slingers and two units of ordinary auxiliary infantry.
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The two armies - Egyptians on the right |
Sunday, March 09, 2025
Full Hebrew Army
UNDER Neil Thomas's rules in Ancient & Medieval Wargaming, an army always starts with eight units, each consisting of four bases.
Left to right are two units of Simeonites and Ephraimites (auxiliary infantry, light armour, elite), two units of Gadites and Issacharites (javelin-armed open-order infantry, light armour, average), two units of Benjaminites (sling-armed open-order infantry, light armour, average), four units of Other Seven Tribes (auxiliary infantry, light armour, average) and three squadrons of Light Chariots (bow-armed, elite).
I think this system works well for ancient battles, particularly for biblical-era ones where army strengths are usually a matter of speculation.
Having completed painting my latest batch of chariots from Old Glory, I now have enough troops to field the options from Thomas's Israelite Army (1220-940 BC) list.
For Post-Solomonic armies (740-587 BC) he suggests using his Canaanite/Philistine list as "later [Israelite] armies seem to have lost their cutting edge."
Thomas adds: "This can be accounted for by allowing for the increased prominence of the chariot arm, and decline in the quality of foot soldiers."
Note that there is a 200-year between the main list and the start of Post-Solomonic armies.
It is hard to tell whether this is a typo, or perhaps deliberate, allowing the player to gradually move from early Hebrew to later monarchy.*
Anyway, so far I have troops to cover the Hebrew invasion of the Promised Land and the start of the united monarchy, before the split under Solomon's son Rehoboam into the twin monarchies of Israel, aka Samaria, and Judah (the reason I prefer to use Hebrew over Israelite is that it avoids confusion as to what exactly is meant).
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My Hebrew forces |
The pre-Solomon list reads:
Simeonites & Ephraimites 1-2 units
Gadites & Issacharites 1-2 units
Benjaminites 1-2 units
Other Seven Tribes 2-4 units
This army has the Guerrilla Warfare rule, which allows the Hebrew general to place extra rocky terrain and set an ambush.
That rule is lost for King Solomon's army, but the general instead gets to choose from 1-3 chariot squadrons.
*A typo seems more likely, especially as on the previous page Issachar is spelt Issacher.
Saturday, March 08, 2025
Chariotry
Friday, March 07, 2025
Prince Bruncvik
NEAR the south end of the Charles Bridge, ie on the Lesser Town side, is a statue erected in 1884.
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It depicts the legendary Prince Bruncvik, who is famed for setting off on an adventure with a magical sword |
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The lion can be seen at the statue's feet |
Thursday, March 06, 2025
Powder Power
WORK on Prague's imposing Powder Gate began in 1475, and was intended as a grand entrance to the Old Town rather than a practical defensive structure.
Originally called New Tower, it was modelled after the 14th century Old Town Bridge Tower.
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Gunpowder made tall fortifications largely redundant, but they still looked good |
The building was used to store gunpower in the 1600s, hence its modern name of Powder Gate or Powder Tower.
It was badly damaged in 1757, during Frederick the Great's attempt to capture Prague after conquering Saxony to open the Seven Years War, but was quickly repaired, and received its most recent major restoration last year.
Wednesday, March 05, 2025
Signing Off
A FINAL set of shouse signs from Prague Old Town.
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This stone carving of an elephant dates back to the 1300s, and was placed on an inn - now a hotel - as a symbol of wealth and prestige |
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The House At The Black Bear - now the Beer Restaurant - was built in 1428 in a merchants' courtyard that had its own high walls and moat to separate it from the rest of the old town |
Tuesday, March 04, 2025
Signing On
MORE signs from Prague Old Town, and the stories behind them.
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No one seems to know the significance of the blue horse - it may have just been a way of identifying the building in days before house numbers became common |
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The Golden Jug underground hostelry dates back to medieval times, but the name of the next-door Golden Kettle Irish bar is presumably more modern |
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These three ducks may indicate the building was also used as a restaurant, but probably was just a house sign symbolising family and nurturing |
Monday, March 03, 2025
Signs Of The Times
WALKING around Prague Old Town I have had a lot of fun looking at the district's many house signs from the days of mass illiteracy, and trying to guess what they signify.
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I guessed this golden animal represented a lion, and indeed the house - now a pub-restaurant - previously had a lion as its emblem, but this was changed in 1713 to what is apparently a tiger |
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Snakes and their venom were associated with Asclepius, the Greek god of medicine, and this one indicates the building was once a pharmacy |
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This mermaid is a long way from the sea, but has had plenty of time to contemplate her fate, having been installed in 1439 for reasons no longer known |
Sunday, March 02, 2025
Lesser Prague
OPPOSITE Prague Old Town on the opposite bank of the Vltava is the Lesser Town, which in modern times has become the embassy district.
Access to the Charles Bridge is through an arched gateway guarded by the Lesser Town Bridge Tower, built in the second half of the 15th century and modelled on the Old Town Bridge Tower.
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The Lesser Town Bridge Tower was built partly in response to the district being the site of fierce fighting between Hussites and the castle garrison in 1419 |
Saturday, March 01, 2025
Towering Defence
ACCESS to Prague Old Town from the Charles Bridge is protected by the Old Town Bridge Tower, sometimes called the Charles Tower in reference to Holy Roman Emperor Charles IV (1316-78).
It became customary for kings of Bohemia to pass through the tower's arch as part of their coronation procession.
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Old Town Bridge Tower ... still impressive |
The tower's role in repulsing Swedish attacks in 1648 is commemorated in a Latin inscription: SISTE VIATOR, SED LUBENS, AC VOLENS UBI SISTERE DEBUIT, SED COACTUS GOTHORUM, AC VANDALORUM FUROR
Roughly translated: "Stop, traveller, willingly; here unwillingly were stopped the Goths and their vandalistic fury."
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