Friday, November 21, 2025

Completing The Second Cycle - Turn 14 (220-210 BC)

Situation after turn 13
This is the turn in which Andy's Carthaginians get Hannibal as a great captain, but first they receive a separate boost when the revolt dice land 5-2, meaning Cisalpina expels Rome's legions.
Andy will get a +2 modifier for each of his five great-captain campaigns, but fighting outside of Carthage's starting empire means there is also a -1 modifier, although Hannibal ignores the normal -1 modifier for attacking a controlled province (unless it is a homeland).
It takes two campaigns to conquer Gallia, and then only just (Andy rolls a 3), but newly independent Cisalpina falls at the first time of asking (glad to welcome an enemy of Rome?).
For his fourth campaign, Andy switches fronts and attacks Sicilia. The naval crossing is not a problem, and the island falls on a roll of 4. However, the fifth campaign, against Magna Graecia narrowly fails on a roll of 2.
Reg is drawn first, and he chooses to try to retake Sicilia, but fails with a 1.
Richard's Parthians attempt an invasion of AEGYPTUS, but are repulsed, as is my counterattack from 'Asia' against Syria.
Carthage looks good ... for now, but Scipio is on his way

Thursday, November 20, 2025

Completing The Second Cycle - Turn 13 (230-220 BC)

Situation after turn 12
The revolt dice land 2-1, which means Armenia, which has been held by the Persians, and their successors the Parthians, since the start of the game, becomes independent, helping create a large no-man's-land between the Parthians and the Macedonians.
Reg's Romans, perhaps learning a lesson from last turn's failed attempt to attack AFRICA, conquer Gallia instead, marking the first time Rome has taken land outside of Italy.
Richard's Parthians, rather than trying to recapture Armenia, take Syria, giving them a border with double-scoring AEGYPTUS.
Andy's Carthaginians try, unsuccessfully, to wrest Gallia from Roman control.
Finally, I attack Syria, but fail with a 3.
Losing AEGYPTUS would be a big blow to Macedonian hopes

Wednesday, November 19, 2025

Completing The Second Cycle - Turn 12 (240-230 BC)


Situation after turn 11
The revolt dice land 5-5, meaning Syria throws off Macedonian rule, isolating the Macedonian-controlled provinces of AEGYPTUS and Mesopotamia.
Richard is drawn first, and his Parthians attack newly weakened Mesopotamia, conquering it with a 5.
Andy's Carthaginians invade Gallia, but a roll of 4 is not enough as there is a -1 modifier for attacking outside of Carthage's starting empire.
I successfully attack 'Asia', a 4 being sufficient as it is not a controlled province.
Finally, Reg's Romans attempt a surprise attack on Carthage's homeland, 'AFRICA', but the naval crossing fails as Reg rolls a 2 (no modifiers are applied to naval crossings, so Rome's now-usual +1 for not having a great captain, as explained last turn, does not help).
The Persian/Parthian comeback continues apace

Tuesday, November 18, 2025

Completing The Second Cycle - Turn 11 (250-240 BC)

Situation at the end of turn 10
From now until the end of the game, the Romans receive a +1 modifier for campaigns without a great captain, which means every turn except when Scipio takes command in turns 15 and 16.
The revolt dice land 3-2, meaning 'Asia' again expels my Macedonians.
Andy is drawn first, and his Carthaginians attack Gallia, but fail with a 4 as there is a -1 modifier for attacking outside of Carthage's starting empire.
I am next, but I fail to reconquer 'Asia'.
Reg's Romans conquer Cisaplina, meaning all of Italy is now in Roman hands.
Finally, Richard's Parthians take Persia.
Roman red is expanding in the West, and Persian/Parthian green is replacing Macedonian yellow in the East

Monday, November 17, 2025

Completing The Second Cycle - Halfway Standings

Situation after 10 turns
Andy's Carthaginians have three provinces, two of which score double points, meaning five victory points added to their starting total of 12, taking them to 17.
Reg's Romans also have three provinces, one of which is triple-scoring ITALIA, meaning five victory points.
My Macedonians have eight provinces, including double-scoring AEGYPTUS and 'INDIA', and so 10 victory points.
Richard's Parthians have three provinces, each worth one point, taking his people's victory points to 15.

Here is how the current standings compare with the halfway point of our previous seven games.

                                    Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                      17                        15                          10                 5              47
Game Seven                        17                        16*                           8                 7             48
Game Six                             18                        15*                        10                  5             48
Game Five                            18                        15*                         8                  4             45
Game Four                            17                        13                        11                  5*            46
Game Three                          14                        16*                         6                  5             41
Game Two                             17                        17*                         9                  7*            50
Game One                             17                        12                        11*                 5             45
*Eventual winner(s)

Richard's Persians/Parthians may be favourites as they have never failed to at least share first place when having 15+ victory points at the halfway tage.
My Macedonians are doing better than normal, but 10 victory points is one below their halfway total in the only game they won.
Five is a normal halfway score for Romans, but Reg's prospects do not look great as only once has that been enough to win the game.
The Carthaginians have never won in our four-handed games, and 17 does not suggest that is about to change.

Sunday, November 16, 2025

Completing The Second Cycle - Turn 10 (260-250 BC)

Situation after turn nine
The revolt dice land 5-1, which, not for the first time, pinpoints independent Cisalpina.
Andy is drawn first, and his Carthaginians try to recover Sicilia, but the their navy lives up to its poor reputation (in this game, at least) by fluffing the crossing on a 1.
Richard changes tack and goes after my province of Bactria, succeeding with a 5.
Reg's Romans attack Cisaplina, but fail with a 3.
I also roll a failing 3 while attacking Persia.
Halfway through, and visually, at least, it looks like anyone could triumph

Saturday, November 15, 2025

Completing The Second Cycle - Turn Nine (270-260 BC)

Situation after turn eight
The revolt dice land 2-6, meaning the province of Persia throws off Macedonian rule, presumably hoping to be taken over by the newly emergent Parthians.
Andy is drawn first, and his Carthaginians attack Magna Graecia, but a 4 is not enough as there are -1 modifiers for attacking a controlled province and for attacking outside of the original Carthaginian empire.
I am next, and I would like to try to retake Persia before the Parthians get there. But I do not have the necessary block of four connected provinces to launch such an attack, and so I settle for invading (successfully) 'Asia', which means all my provinces are connected to the homeland, except for Bactria and 'INDIA' in the Far East.
Richard's Parthians attack Persia, but fail with a 2.
Finally, Reg's Romans conquer Sicilia, meaning the Carthaginians are reduced to their starting empire.
There is suddenly a lot of uncertainty about the state of affairs ahead of the turn that marks the halfway point of the game, which is when the first set of victory points are added to the peoples' starting scores

Friday, November 14, 2025

Completing The Second Cycle - Turn Eight (280-270 BC)

Situation after turn seven
The revolt dice land 3-6, but that pinpoints already-independent Pontus.
Andy's Carthaginians yet again try to invade Sicilia, and this time the naval crossing succeeds, and so does the land campaign as Andy rolls a 5, which is enough despite a -1 modifier for fighting outside of Carthage's original empire.
Reg's Romans immediately attack the Carthaginians, but roll a miserable 1.
Richard finally succeeds in freeing his Parthia homeland by rolling a 6, which means the Persians return as Parthians, and they still having one other province, in the shape of Armenia.
This is the last turn in which my Macedonians receive a +1 modifier as part of Alexander the Great's legacy, and I decide the time will never be riper for trying to conquer the Parthians, and so I attack Parthia, but fail on a 2.
The Punic Wars have begun, and the Persians/Parthians are back

Thursday, November 13, 2025

Completing The Second Cycle - Turn Seven (290-280 BC)

The map, as it was in 300BC - the up-to-date map would show 'Asia' as independent rather than Macedonian-controlled
The revolt dice land 5-2, but that has no effect as Cisalpina is already free.
Reg is drawn first, and his Romans easily conquer Magna Graecia with a 6.
I take another crack at AEGYPTUS, and succeed by also rolling a 6.
Andy again attacks Sicilia, but again the Carthaginian fleet fails to survive the crossing.
Finally, Richard narrowly fails to regain his Parthia homeland, rolling a 5.
Rome has at last expanded beyond its original borders

Wednesday, November 12, 2025

U-Tube

SOLO boardgame inventor Mike Lambo has produced an entertaining and enthralling instructional playthrough for his Lone U-Boat, which is due to be released soon.
Highly recommended.

Completing The Second Cycle - Turn Six (300-290 BC)

Situation after turn five
The revolt dice land 3-2, meaning 'Asia' throws off Macedonian rule.
Andy's Carthaginians are drawn first, and he attacks Sicilia, but the naval crossing fails on a roll of 2.
Reg's Romans attack Magna Graecia, but also roll a failing 2.
Richard fails to free his Parthia homeland, coincidentally also getting a 2.
Finally, I attack AEGYPTUS, but yet another 2 means yet another failure.
[I forgot to take a photo of the map at the end of this turn, although the only difference with the map above is 'Asia' has become independent.]

Tuesday, November 11, 2025

Completing The Second Cycle - Turn Five (310-300 BC)

The map looks the same as it did in 320 BC
The revolt dice land 4-5, but this has no effect as Sicilia is already independent.
I am drawn first, and my Macedonians successfully invade 'INDIA'.
Andy's Carthaginians again take on the Gauls of Gallia, but again fail.
Richard fails to free his homeland of Parthia, but Reg at lasts consolidates Roman control of ITALIA.
Expect Roman expansion over the next few turns

Monday, November 10, 2025

Completing The Second Cycle - Turn Four (320-310 BC)

Situation after turn three
The revolt dice land 2-5, meaning Persia - remember, this is not the Persian/Parthian homeland - throws off Macedonian rule, seriously damaging my hopes of conquering double-scoring 'INDIA'.
Reg's Romans are drawn first, but he narrowly fails to roll less than the turn number - the die lands as a 4 - so he again cannot consolidate Roman control of ITALIA.
I am drawn next. I no longer have Alexander as a great captain, but the Macedonian Successor states get a +1 modifier for the next five turns as part of Alexander's legacy. However, I do not need it in retaking Persia with a 6.
Andy's Carthaginians change tack and, instead of going after Sicilia, invade Gallia, but unsuccessfully.
Finally, Richard fails to free his Persian homeland, and so the map looks exactly the same as it did at the start of the turn.

Sunday, November 09, 2025

Completing The Second Cycle - Turn Three (330-320 BC)

Situation after turn two
The revolt dice land 6-1, which has no effect as that pinpoints Gallia, which is already independent.
This is the second turn in which Alexander the Great grants me five campaigns, and I start by taking Mesopotamia, followed by Persia and then Parthia, despite the latter causing a -1 modifier for this being the Persians' home province.
I decide to further follow historical precedent by continuing east. However, two campaigns are needed to conquer mountainous Bactria, which means I cannot, at least this turn, emulate the real Alexander by taking 'INDIA'.
Andy's Carthaginians attack Sicilia, making the sea-crossing without mishap (a roll of 3+ is needed, and Andy rolls a 5), but the land campaign fails miserably on a roll of 1.
Richard's Persians cannot launch a normal campaign as such a campaign can only be launched from a block of provinces containing the homeland or a block of four connected provinces. Instead he tries to free his homeland, Parthia, but fails to roll the necessary 6.
And Reg again fails to consolidate Roman rule of ITALIA.
Only my Macedonians have succeeded in expanding their original holdings

Saturday, November 08, 2025

Completing The Second Cycle - Turn Two (340-330 BC)

Situation in 340 BC
The revolt dice land 3-6, meaning Pontus expels its Persian overlords.
This is the first turn in which my Macedonians get Alexander as a great captain. I therefore have five campaigns, instead of the usual one, receive a +2 die modifier, and, after I conquer Graecia, will not suffer the usual -1 modifier when attacking a controlled province (except for homelands).
I start by taking Graecia, just - it needs all of Alexander's +2 modifier to reach the needed minimum score of 4. Capturing Thracia requires two campaigns, but then 'Asia' and Syria fall without any difficulty.
Richard's Persians take the 'easy' option by attacking independent Pontus, but fail with a 3.
Andy's Carthaginians are drawn next, and he swiftly ends IBERIAN independence.
Finally, Reg fails to roll lower than the turn number to consolidate Roman control of ITALIA.
My Macedonians are making in-roads in the East

Friday, November 07, 2025

Completing The Second Cycle - Turn One (350-340 BC)

Situation in 350 BC
The revolt dice land 2-3, meaning double-points scoring IBERIA throws off Carthaginian rule, which, since that is Andy's people, helps my prospects of keeping the lead in our series of eight games.
My Macedonians are drawn first, but I narrowly fail to take Graecia, rolling a 3 instead of the needed 4+.
Andy's Carthaginians are next, but he fails to retake Iberia, also rolling a 3.
Reg's Romans are effectively forced to pass as it is impossible for them, as required, to consolidate control of ITALIA, as to do so Reg has to roll a die lower than the turn number.
Finally, Richard's Persians conquer AEGYPTUS with a resounding 6.
The Persians have begun well, but Carthage's woes are good news for the Romans as well as for me

Thursday, November 06, 2025

Empire - Completing The Second Cycle

FOUR of us have got together for our eighth playthrough of Philip Sabin's Empire, the light boardgame centred on 200 years of warfare around the Mediterranean.
The four are myself, my regular wargaming opponent ('Reg'), security consultant Richard Johnson, and Andy, a serving officer in Britain's armed forces.
Each of us will take control of one of four peoples - Carthaginians, Macedonians, Persians/Parthians and Romans.
Since this playthrough will complete our second cycle of four games, there is no need to draw for who gets whom.
Instead I will, for the second time, lead the Macedonians, Reg the Romans, Richard the Persians/Parthians, and Andy the Carthaginians.
There will be four points for the winner, three for second, etc.
So far it is the Macedonians who are bringing up the rear, as the following scores-by-people show.

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

The fact that I have only had the Macedonians once may at least partly explain why I am leading the player standings. 

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

As can be seen, it is very tight at the top, and Andy quite reasonably entertains high hopes of regaining the No1 spot.
However, as I explained at BoardGameGeek, when veteran wargamer John Graham-Leigh commented on our last playthrough, I plan on implementing a 'new' strategy when taking on the persona of Alexander the Great.
Instead of going after the rich province of AEGYPTUS, possession of which earns double-points, I intend following historical precedent by effectively going after Darius, the idea being to eliminate the Persians as an independent people.
Under the rules of the game, they may well come back later as the Parthians, but I hope to gain time to conquer as much of the East as possible, including AEGYPTUS.
As usual, I will write up the game turn by turn.

Wednesday, November 05, 2025

Kim

I VERY much doubt I would have ever seriously considered buying Rudyard Kipling's Kim, were it not for seeing it at the knockdown price of £3 on the bookshelves of a charity shop.
A Wordsworth Classics edition from 2009
The tale, originally serialised in 1900-1, is set in Victorian India against the background of the Great Game between the British and Russian empires.
Kipling is credited with popularising Great Game as a way of describing what was seen, in London, as Russian encroachment on Britain's interests.
The tale is full of life, and full of India and its many religions, castes and ways of living.
It is described on the back cover as "Kipling's finest work," but "now controversial."
I have no idea about the former - it is the only work of Kipling's I have read - but I am baffled about the latter.
At any rate, I was enthralled and gripped by Kim, and regard it, despite being fiction, as a very worthy addition to my collection of historical works.

Tuesday, November 04, 2025

History On The Doorstep

WALKING around East London - I was deliberately taking a circuitous route to a Poundland "down the Roman" - I passed an interesting-looking building in Fairfield Road.
The blue plaque caught my eye
Turns out this is a former Bryant & May factory, site of the famous Matchgirls' Strike in 1888.
At one point it was London's largest factory, and in 1888 employed more than 1,500 females, mostly women, but including hundreds of teenage girls, as well as some boys and men.
Workers were in danger of developing phossy jaw, a debilitating and sometimes fatal disease, caused by inhaling phosphorous vapour, and were subject to deductions from their wages for talking too much, having dirty feet, being untidy, etc.
In June 1888 a socialist paper run by activist Annie Besant ran an article about conditions at the factory, greatly embarrassing its Quaker owners.
Management tried to force workers to sign a statement criticising the article, and one was sacked after refusing.
Hundreds of colleagues immediately went on strike, and within a few days production at the factory halted completely.
Management offered to reinstate the sacked employee, but the strikers demanded more, including an end to unjust fines, a proper grievance procedure, and a separate room for eating meals away from phosphorous contamination.
Besant helped organise strike meetings, and the cause was taken up in Parliament by the atheist MP Charles Bradlaugh.
Management quickly caved in, and the strike's success was marked by the founding of the Union of Women Matchmakers, which inspired similar unions in other trades.
The factory was redeveloped in 1909, but closed 70 years later, and the site is now home to Bow Quarter, which has almost 750 homes, mostly one-or-two-bedroom flats.
Residents have their own gym and supermarket
Entrance to the gated community

Monday, November 03, 2025

Summing Up Spicheren

WELL, that was a near-run thing, to paraphrase the Duke of Wellington.
My Prussians easily cleared the Rotherberg of French troops, and later captured the town of Spicheren, but at the end were not close to taking the Stiring-Wendel ironworks.
Indeed, Prussian losses of 19 strength points were three more than the French suffered, although the latter lost a greater percentage of their fighting force, which is why the French lost the battle.
This rather mirrors what happened in the real battle, where Prussian casualties of about 4,500 killed or wounded compared with French losses of around 2,000 killed or wounded. However, more Frenchmen were taken prisoner, presumably mostly after the battle was lost.
Both my opponent and I thought the rules, based on those in Bob Cordery's Portable Wargame books, with a big assist from Neil Thomas's Wargaming Nineteenth Century Europe, worked very well.
The battle was exciting, and felt to us to have a genuine feel of the Franco-Prussian War, and all with toy soldiers!
What more can a wargamer desire?

Sunday, November 02, 2025

Spicheren Turn 12

Situation at the start of the last turn before night falls
I start with the continuing melee on the high ground, but no hits are inflicted.
My guards in Spicheren shoot unsuccessfully at the French infantry that they drove from the town last turn. The Brunswick hussars then charge the same French unit, inflicting a hit, but only thanks to a +1 modifier for being cavalry meleeing infantry. The hit is resolved as the compulsory loss of a strength point, and so the French are beaten as their total number of strength points has fallen below 50%.

Saturday, November 01, 2025

Spicheren Turn 11

Situation after 10 turns
My final reinforcements, uhlans, arrive in St Johann.
I start with the melee at Spicheren, We both inflict a hit, and both get a choice as to how to resolve the hit. I accept the loss of 1SP, but Frossard prefers to see his men retreat from the town, leaving it in my possession.
The melee on the high ground sees no hits inflicted, and the same goes for the melee involving my same Prussian unit and the men beside the ironworks. However the latter are then charged by another of my units, and in that melee I inflict a hit, but Frossard is again able to choose to resolve it by having his men fall back a hex.
None of my men's shooting is effective, so, despite scoring two hits this half-turn, I have not inflicted the loss of any strength points.
My Prussians are starting to break through the main French defensive line - Spicheren to the Stiring-Wendel ironworks - but will they be in time?
Frossard starts with the melee on the high ground, where his men, despite having a numerical advantage, suffer the compulsory loss of 1SP, meaning the French are on the brink of defeat.
However, the other French in and around the ironworks take a terrible toll on the advancing Prussians, causing the loss of 3SP by shooting.
Naturally, Frossard does not want to initiate any potentially bloody melees, but equally he cannot allow my Brunswick hussars to charge his infantry, so he tries to attack my cavalry with his dragoons, but they refuse to activate.
Spicheren has fallen, but the battle is far from over
TOTAL LOSSES
French: two units, 15SP (out of 30)
Prussians: one unit, 19SP (out of 40)
I suddenly realise I have been careless in accepting strength-point losses - my army is just 2SP from defeat, so the battle remains very much in the balance.