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