Wednesday, February 11, 2026

Kadesh - Final Points

COMMANDING against me in this refight of Charles Grant's Battle of Kadesh from Ancient Battles For Wargamers will be my regular opponent ('Reg') who, as the guest, gets to choose which side to take, and he has chosen the Egyptians.
Normally we would roll to see who goes first, and we will do so on subsequent turns, but part of Grant's scenario is that the Egyptians have time to react to the Hittites' approach, so, for turn one, the Egyptians go first, which will give their units time to turn to face the onslaught, rather than being charged in flank.
This can be rationalised as the Hittites having already gone first, before the scenario starts, in suddenly emerging on the Egyptians' flank.
All ready for the clash of arms, looking south from the city of Kadesh
The Hittite chariots on the west bank of the Orontes will take one turn to enter the river, and a second to reach dry land on the other side.
The Re commander will be part of the Egyptian chariot squadron, while Hittite King Muwatalli II will be with the blue-liveried elite chariots on the west bank of the Orontes.

Tuesday, February 10, 2026

But What Of Amun, Ptah And The Rest?

WHILE the Hittite chariots attack the Re corps, what are the rest of the Egyptians doing?
Remember, Re is just one corps - there were also the equally strong corps of Amun, Ptah and Sutekh, plus Ramesses II and his Sherden bodyguard, and the mysterious Ne'arin, somewhere near the Mediterranean coast.
Charles Grant's answer to this question, in Ancient Battles For Wargamers, was that a messenger from Re would reach Amun in six turns.
Allowing a further turn for the information to be digested, Pharoah could set out with his Amun chariots on turn eight, arriving on the battlefield on turn 13.
Grant had decided that the battle, starting in the afternoon, would last for 15 turns under Wargames Research Group rules, so in effect help from Amun would arrive too late.
Under my modified version of Neil Thomas's biblical rules in Ancient & Medieval Wargaming, a battle can last 15 turns before nightfall (at least in summer).
This battle is being fought in May, and, as it starts in the afternoon, I guess it can last a maximum of eight turns.
So in my refight, a messenger from Re to Amun might take three turns to arrive, rather than six, but again reinforcements are unlikely to arrive in time to have any effect, so can be ignored.
Looking from above the first row of Hittite chariots as they close in on the Egyptian column

Monday, February 09, 2026

Kadesh - The Battlefield & Initial Dispositions

Looking from the north towards the city of Kadesh, with the River Orontes on the left

The Hittite chariots appeared from the west
In the front row are three Allied squadrons - one heavy, flanked by two light squadrons.
In the middle row, on the right is a Hittite squadron, and on the left an Allied one (both heavy).
This side of the Orontes is the second wave, three heavy Hittite squadrons, the ones on the flanks being elite.
The Egyptians' first view
The marching order of Re corps is precisely laid out in Charles Grant's account.
Re, strung out in marching order
Pharoah's Royal Chariot Squadron is followed by Amarna javelinmen, Ka archers, Karnak spearmen, Koth archers, Tharn spearmen, Kush archers and Carchemish spearmen.
The view from Kadesh as the Hittites spring their trap

Sunday, February 08, 2026

Kadesh - The Hittites

A LOT of ink has been spilt debating the subject of Hittite chariots.
It is generally agreed Hittites liked to use their chariots close up, in hand-to-hand fighting, rather than shooting arrows from afar, as the Egyptians preferred.
That is why the latter's chariots were designed to be as lightweight as possible, emphasising speed and manoeuvrability. Under Thomas's rules, light chariots have a 24cm move, and may turn without penalty.
It is often pointed out that the axle of an Egyptian chariot was set at the rear of the carriage, which, among other things, helped stability, making for a better firing platform.
By contrast, a Hittite chariot had the axle set further forward, which made the carriage more robust and able to carry a heavier load.
Under Thomas's rules, such heavy chariots have a 20cm move, but lose half their movement allowance if turning more than 30°.
It seems both sorts of chariots carried a bow, spear(s) and javelins, whatever the crew were personally armed with, but the Egyptians emphasised shooting arrows, the Hittites getting stuck in.
The big question is: how many men made up the crew of a Hittite chariot (everyone agrees an Egyptian chariot had a crew of two)?
I have seen the following confidently asserted:
1. Hittite chariots carried a crew of three - warrior, driver and shield-bearer.
2. Hittite chariots normally had a crew of two, but a man equipped with a shield was added for Kadesh to counter (how?) the Egyptian chariots' greater speed and manoeuvrability.
3. The Hittites had moved to a three-man chariot some time before Kadesh, but the Egyptians, although once picturing such chariots on a monumental relief, had forgotten this fact, and were caught by surprise when enemy chariots at Kadesh had three men per car.
4. Hittite chariots had normal two-men crews, but 'chariot runners' were added to chariot squadrons, and these warriors would sometimes be helped to get to the front by being given a ride.
A sizeable part of the Hittite army consisted of chariots supplied by vassals and allied kings, and it is said that at Kadesh the Hittite king, Muwatalli II, gave each of these chariots a third man, just like his own chariots had.
Many of these allied chariots were light ones, emphasising archery on the Egyptian model, rather than being heavy melee vehicles.
A third man in such a car would have brought new meaning to the future proverb: two's company, three's a crowd.
He certainly would not have helped stability, and would hardly have been needed, especially in a chariot designed for long-range shooting as chariot crews were usually the best armoured men on the battlefield.
All in all, I incline to option 4 above, but the point is to a large extent moot as it does not affect how heavy chariots operate under Thomas's rules.
Six squadrons of heavy chariots
Two squadrons of light chariots
Naturally, light chariots are capable of hand-to-hand fighting, and, under Thomas's rules, roll an extra die per base in the first round of a melee, just like heavy chariots.
However, heavy chariots perform much better than light chariots in hand-to-hand fighting against open-order infantry, open-order cavalry and light chariots, rolling three dice per base, while light chariots in such melees get one die per base (both heavy and light chariots also get their first-round bonus).
Against close-order archers, one die per base is rolled by light chariots, but heavy chariots receive two dice per base.
As for saving throws, light chariots count as having medium protection, while heavy chariots have heavy protection.
Now we come to the issue of quality. 
As I stated in yesterday's post, Egyptian close-order spearmen and open-order archers have average morale, while the javelinmen count as levy, and the Royal Chariot Squadron should obviously be elite.
The situation with the Hittites is not so simple.
Under Thomas's rules, Hittite heavy chariots are elite, while allied Syrian light chariots have average morale.
Clearly, in my refight, the Hittites' two squadrons of light chariots are supplied by allies, and should have average morale.
That leaves six squadrons of heavy chariots, two of which could be classified as Allied, and therefore have average morale.
Should the remaining four squadrons - the 'real' Hittite squadrons - be regarded as elite?
On the whole, I think that is too many, and I have decided only two should have such status, the others being average.

Saturday, February 07, 2026

Kadesh - Converting The Armies From WRG To A&MW

CHARLES Grant's Battle of Kadesh was fought with 20/25mm figures under the rules of the Wargames Research Group.
I will be refighting the battle with 10mm figures, using my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming.
The three Egyptian units of infantry armed with spear and shield become three units of spear-armed biblical infantry, with average morale.
However, whereas Thomas classifies such troops as having light protection, I think medium is more appropriate.
Thomas has three classifications of protection for deciding saving throws: light, medium and heavy, which are allocated according to the following "rough criteria."
If a soldier is equipped with breastplate or a shield, he counts as having light armour; if he has a breastplate and a shield, he has medium armour. These ratings can be augmented if the man has extra armour, horse armour, or an unusually large shield. 
Egyptian close-order infantry of this period did carry extra-large shields, and probably had some sort of reinforced linen corselet, so I am classifying them as having medium protection (I probably should have also made this adjustment for my Aprocryphal Well refight).
Egyptian spearmen
Under Thomas's army list the New Kingdom Egyptian army can have two units of archers, but they must be in close order.
Grant's three units of archers - named Ka, Koth and Kush - are definitely in open order, and that is how they will appear in my refight.
Egyptian bowmen - light protection, average morale

One unit of javelinmen - open-order, light protection, levy

Pharoah's Royal Chariot Squadron - why it is with Re rather than with Ramesses and the Amun corps, we are not told
Rather conveniently, the Egyptian army has eight units, which is the standard size for an army under Thomas's rules.

Friday, February 06, 2026

Refighting Charles Grant's Battle Of Kadesh

PIONEERING wargamer Charles Grant refought a series of battles, which were first published in magazines and then collected in a book, Ancient Battles For Wargamers (Model and Allied Publications, 1977, £3.95).
The first battle in the book is Kadesh, which Grant dates as 1288 BC, although today 1274 BC is the generally accepted date.
Kadesh is often described as the first battle in history about which we know enough to undertake a reconstruction.
That is debateable, but nevertheless we know much more about Kadesh than we do about many subsequent battles.
In the spring of 1274 BC (or whatever year it was - 939 BC, according to one chronology), Pharoah Ramesses II headed north to try to take the border city of Kadesh from the Hittites.
He led an army consisting of four self-contained corps or divisions, which are sometimes described as armies in themselves, called Amun, Re, Ptah and Sutekh (named after popular Egyptian gods).
Each is believed to have numbered some 5,000 men, divided mainly into chariot crews, close-order infantry and foot archers, although the proportion of each branch is unknown.
In addition, Ramesses had with him his extended bodyguard, comprised of Sherden, one of the Sea Peoples.
I write "extended" because Pharoah travelled mainly by chariot, so presumably had an inner bodyguard of chariot warriors as well as the Sherden, who were infantry.
There was also another body, the Ne'arin, who were marching along the coast, but whose identity and composition are unknown.
It has been variously suggested that they were recruits (Ne'arin seems to come from a Canaanite expression meaning young ones), Canaanite mercenaries or an all-chariot special-task force.
Due to a succcessful misinformation campaign by the Hittite king, Muwatalli II, the Egyptians thought their enemy's main force was several days' march away.
Accordingly Ramesses and the lead corps, Amun, pushed on to set up camp on high ground overlooking Kadesh from the west, apparently hoping to take the city by assault, or preferably by intimidation, as soon as the rest of the Egyptian army arrived.
However, Muwatalli had been nearby all the time, and now led his army around the east side of Kadesh, to where possibly as many as 2,500 chariots were to launch a sudden flanking assault on the second Egyptian corps, Re.
Grant's map of the preliminary manoeuvres
This chariot attack is the point at which the battle in the book commences.
Grant's Re consists of three 40-man units of close-order infantry, armed with spear and shield, three 20-man units of open-order archers, a 20-strong unit of open-order javelinmen, and the Royal Chariot Squadron, consisting of eight chariots, each with a two-man crew.
That makes 216 figures (plus eight chariots), and is almost identical to the Egyptian army fielded at the Battle of the Apocryphal Well, although the names of some of the units have changed.
The wargames version of Muwatalli is given five squadrons of chariots, each squadron having eight chariots, to represent the 2,500 chariots of the initial attack.
But in the original battle there was a reserve, or second wave, apparently of 1,000 chariots, which under normal circumstances would be represented by two more squadrons of eight chariots.
However, Grant gives this second wave three such squadrons - the third being added "just for good measure, one might say, so that the follow-up force amounted to 1,500, not 1,000 - just a little bit of juggling, of course."
What seems to have escaped Grant's notice is the implication of giving Re eight units totalling 216 figures (plus eight chariots).
This implies that the whole Egyptian force consisted, in wargames terms, of 864 figures (plus 32 chariots).
Actually, the full total would be even more as those totals do not include the Sherden or the Ne'arin.
Never mind - what I am intending is to refight the engagement from Ancient Battles For Wargamers, rather than trying to refight the real Battle of Kadesh.
In effect this will be a scenario based on the battle, but should be none the worse for that.

Thursday, February 05, 2026

More 10mm Figures Painted


My second batch of javelin-armed open-order cavalry from Newline Designs

Wednesday, February 04, 2026

Summing Up Our Ninth Game Of Empire

RICHARD's Macedonians were runaway winners, despite their lands being wracked by revolts.
The keys to victory were twofold: first, they captured the Persian homeland early; second, although Andy twice returned as the Parthians, each time Richard recaptured the Parthian homeland before the Parthians could launch a single campaign.

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)
Game Eight: 1pt (Macedonians)
Game Nine: 3pts (Romans)
Total: 24.5pts

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)
Game Eight: 3pts (Carthaginians)
Game Nine: 1pt (Persians/Parthians)
Total: 24pts

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)
Game Eight: 4pts (Persians/Parthians)
Game Nine: 4pts (Macedonians)
Total: 21.5pts

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)
Game Eight: 2pts (Romans)
Game Nine: 2pts (Carthaginians)
Total: 20pts

SCORES BY PEOPLES
Persians/Parthians: 28pts
Romans:25.5pts
Carthaginians: 21.5pts
Macedonians: 15pts

The main takeaways:
*I have retaken the lead from Andy in our ding-dong battle for top spot.
*Richard, having gone seven games without so much as coming equal first, has won two games outright on the trot.
*The Carthaginians have still not won a game, but they and the Romans are the only peoples never to have come last.
*Despite the Macedonians winning their second game, they remain adrift from the other three peoples.

Tuesday, February 03, 2026

Empire Time - Turn 20 (160-150 BC)

Situation in 160 BC
This is the last turn, but only second place is up for grabs as first and fourth are already decided.
Reg's Carthaginians have 18 victory points, with nothing to add as they no longer control any provinces.
My Romans control 10 provinces, including double-scoring IBERIA and 'AFRICA', and triple-scoring ITALIA. That would give 14 victory points, taking my total to 18, the same as Carthage's.
Andy's Parthians are stuck on 12 victory points as they currently control no provinces.
Richard's Macedonians have 10 provinces, including double-scoring AEGYPTUS and 'INDIA', which would give 12 victory points on top of the 14 they already have.
The revolt dice land 3-6, meaning Pontus regains its independence.
I am drawn first, and since I cannot possibly catch Richard, I attack Illyria, capturing it and so boosting my victory points to 19.
Richard's Macedonians try to retake Pontus, but fail with a 3.
Neither Andy nor Reg free their respective homelands of Parthia and 'AFRICA'.
Final map, with victory points added

Monday, February 02, 2026

Empire Time - Turn 19 (170-160 BC)

Situation in 170 BC
The revolt dice land 3-6, but that pinpoints Pontus, which is already independent.
I am drawn first, and my Romans retake Graecia.
Both Andy and Reg roll a 5, meaning they come up one short of freeing their respective homelands.
Finally, Richard's Macedonians take Pontus.
One turn to go

Sunday, February 01, 2026

Empire Time - Turn 18 (180-170 BC)

Situation in 180 BC
The revolt dice land 1-4, meaning Graecia maintains its fierce reputation for desiring independence, at least in this playthrough, by throwing off Roman rule.
Andy is drawn first, and at last rolls a 6, meaning the Parthians again get back their Parthia homeland. Reg is not so fortunate, when he tries to free the Carthaginian homeland of 'AFRICA'.
The last time the Parthians appeared, Richard's Macedonians immediately eliminated them, and it happens again when Richard rolls a 6.
Finally, I go for the 'easy' option of attacking Cisalpina, and take it, but only thanks to Rome's two +1 modifiers.
The Roman steamroller has considerably slowed


Saturday, January 31, 2026

Empire Time - Turn 17 (190-180 BC)

The situation in 190 BC
The revolt dice land 5-2, meaning Cisaplina expels Rome's legions.
Andy is drawn first, but cannot free his Parthia homeland.
I am drawn next, and attack Thracia. For the rest of the game my Romans have a +1 modifier as part of Scipio's legacy, and another +1 modifier for not having a great captain (this modifier has been in effect since turn 10, apart from turns 15 and 16, when I did have Scipio). I roll a 2, which is not enough as there is a -1 modifier for attacking a controlled province.
Richard's Macedonians, instead of trying to recapture 'Asia', go for Pontus, but also meet with failure.
Finally, Reg fails to roll the 6 needed to free his 'AFRICA' homeland.
It is very unusual to have only two peoples active - normally by this time the revived Parthians are taking on the Macedonians from the East, at the same time as the Romans are attacking the latter from the West

Friday, January 30, 2026

Empire Time - Turn 16 (200-190 BC)

Situation in 200 BC
The revolt dice land 5-3, but that pinpoints already independent Magna Graecia - lucky I decided against attacking it last turn!
My Romans again have five campaigns, thanks to Scipio. I start by taking 'AFRICA' with a 3 - the great captain's +2 modifier overcomes the -1 modifier for attacking a homeland. This means the Carthaginians are out of the game, unless Richard subsequently rolls a 6 to create a rebellion.
With my second campaign I retake Magna Graecia, and then successfully cross the sea to capture Graecia. However, it requires two campaigns to take Macedonia, but its capture means the Romans are the only people in possession of their own homeland.
Richard's Macedonians attack 'Asia', but again fail to take it, and neither Andy nor Reg can free their homelands.
The West is Roman red, and it surely can only be a matter of time before chunks of Asia fall too

Thursday, January 29, 2026

Empire Time - Turn 15 (210-200 BC)

Situation in 210 BC
The revolt dice land 5-5, meaning Magna Graecia throws off Roman rule.
This is the first of two turns in which my Romans get Scipio as a great captain. I ignore Magna Graecia for the time being, instead taking Cisalpina, double-scoring IBERIA and Numidia from the Carthaginians. However, my first attack on Numidia fails (I roll a 1), but I take it at the second attempt.
Andy fails to free Parthia, Reg's Carthaginians are unable to reconquer Numidia (despite having a +1 modifier on this and the next four turns as part of Hannibal's legacy), and Richard's Macedonians again are unable to retake independent Graecia.
The Carthaginians are reduced to controlling only their homeland

Wednesday, January 28, 2026

Empire Time - Turn 14 (220-210 BC)

Situation in 220 BC
The revolt dice land 6-1, meaning Gallia throws off Carthaginian rule.
But this is the turn in which the Carthaginians receive Hannibal as a great captain. That means five turns, each with a +2 modifier, and without a -1 modifier for attacking a controlled province that is not a homeland. However the Carthaginians still get a -1 modifier for attacking outside of their original empire, which means most attacks require 3+ to be successful.
Reg conquers Gallia with a 3, but requires two campaigns to take Cisalpina. His fourth campaign, against Sicilia, narrowly fails - the naval crossing is not a problem, but he only rolls a 2 for the land battle. He tries again, but this time the naval crossing fails.
Richard's Macedonians unsuccessfully try to retake Graecia, and I narrowly fail to recapture Cisaplina.
Andy again is unable to roll the 6 needed to lead rebellion in Parthia.
Hannibal has not had the impact the Carthaginians would have hoped

Tuesday, January 27, 2026

Empire Time - Turn 13 (230-220 BC)

Situation in 230 BC, the start of the last decade before Hannibal appears as a great captain for the Carthaginians
The revolt dice land 1-4, so Graecia again expels the Macedonians.
Andy is drawn first, but rolls a 5 - one less than needed to free his Parthia homeland.
I am drawn next, and my Romans at last conquer Cisaplina, thus meaning all of Italy is now Roman red.
Reg's Carthaginians attack Cisalpina, but come up short, and Richard's Macedonians fail to retake Graecia.
The Macedonians are still looking good, despite being plagued by revolts

Monday, January 26, 2026

Empire Time - Turn 12 (240-230 BC)

Situation in 240 BC
The revolt dice land 3-1, meaning 'Asia' kicks out the Macedonians.
I am drawn first, but my Romans fail to take Cisaplina.
Andy again fails to free Parthia, and Richard's Macedonians fail to recapture 'Asia'.
Finally, Reg's Carthaginians also are unsuccessful in attacking Cisalpina.
A quiet decade, but for the revolt in 'Asia' 

Sunday, January 25, 2026

Empire Time - Turn 11 (250-240 BC)

For the rest of the game, my Romans receive a +1 modifier in every turn when they do not have a great captain
The revolt dice land 1-4, meaning Graecia throws off Macedonian control.
Reg's Carthaginians are drawn first, and he attacks Cisalpina, but fails miserably by rolling a 1.
Richard's Macedonians put down the revolt in Graecia.
My Romans at last take Sicilia, emphatically with a 6.
Andy fails to free his Parthia homeland.
Rather unusually, the Punic Wars have effectively failed to materialise, but that will surely change soon 

Saturday, January 24, 2026

Empire Time - Halfway Standings

Situation in 250 BC
Reg's Carthaginians have four provinces, including double-scoring 'AFRICA' and IBERIA, which, when added to their imperial legacy of 12 starting points, takes their total to 18.
My Romans have two provinces, including triple-scoring ITALIA, giving me four victory points.
Richard's Macedonians have 12 provinces, including double-scoring AEGYPTUS and 'INDIA', giving them 14 victory points.
Andy's Parthians have no provinces, so they stay on their starting total of 12.
Map with halfway scores added
Here is how the current standings compare with the halfway point of our previous eight games.

                                    Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                      18                        12                          14                 4              48
Game Eight                          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)

The tale of the current campaign is very clear - the Persians/Parthians and the Romans have equalled their previous worst halfway score, while the Carthaginians have equalled their previous best.
But the standout fact is that the Macedonians have beaten their previous halfway best by three points, and are surely favourites to score only their second victory in our series, especially as the Carthaginians have never won in our four-handed games.

Friday, January 23, 2026

Empire Time - Turn 10 (260-250 BC)

Situation in 260 BC
This turn marks the halfway point, and will see the first lot of victory points added to the peoples' starting totals, which were 12 for the Carthaginians and Parthians, thanks to their past imperial success, but nothing for the Romans and Macedonians.
First the revolt dice land 4-6, meaning Sicilia expels the Carthaginians.
Andy is yet again drawn first, and yet again fails to free his Parthia homeland.
I attack newly independent Sicilia, but again narrowly fail to take it, rolling a 3.
Richard's Macedonians pull off a coup by capturing double-scoring 'INDIA'.
Finally, Reg's Carthaginian fleet is destroyed at sea as it leads an attempt to retake Sicilia.
Halfway through, and the Macedonians and Carthaginians seem to be doing well

Thursday, January 22, 2026

Empire Time - Turn Nine (270-260 BC)

Situation in 270 BC
The revolt dice land 3-6, but that pinpoints already-independent Pontus.
Andy is again drawn first, and again fails to free Parthia (he rolls a 5, instead of the 6 needed).
I again attack Sicilia, and again fail, with a 4, thanks to the -1 modifier for attacking a controlled province.
Richard's Macedonians reconquer double-scoring AEGYPTUS.
Finally, Reg's Carthaginians take Gallia, successfully rolling the 6 required (there were -1 modifiers for tribal unrest and for attacking outside of the original Carthaginian empire).
Carthage has not won any of our four-handed games of Empire, but this could be the time that changes

Wednesday, January 21, 2026

Empire Time - Turn Eight (280-270 BC)

Situation in 280 BC
The revolt dice land 1-2, meaning the anti-Macedonian rebellion that saw Pontus and Syria throw off Macedonian rule in successive turns, has spread to double-scoring AEGYPTUS.
Andy is drawn first, but fails to free his Parthia homeland.
Reg's Carthaginians at last succeed in retaking double-scoring IBERIA.
I again narrowly fail to capture Carthaginian Sicilia, rolling a 4, which drops to 3 thanks to the -1 modifier for attacking a controlled province.
Finally, Richard puts down the revolt in Syria, this being the last turn the Macedonians enjoy a +1 modifier as part of Alexander's legacy (not that it was needed - Richard rolled a 4).
The Macedonians will hope to  reconquer double-scoring AEGYPTUS before victory points are added at the halfway point, ie the end of turn 10 

Tuesday, January 20, 2026

Empire Time - Turn Seven (290-280 BC)


Situation in 290 BC
The revolt dice land 5-6, meaning rebellion against Macedonian rule has spread from Pontus to Syria, rupturing Richard's holdings into three parts: Graecia-Macedonia-Thracia-'Asia', Armenia-Mesopotamia-Persia-Parthia, and lonely AEGYPTUS.
Andy is drawn first, but he is unable to roll the 6 needed to free his Parthia homeland.
Richard, rather than trying to reunite his provinces, attacks Bactria, conquering the last Persian/Parthian province with a 5.
Reg again fails to retake IBERIA, and my Romans narrowly miss on conquering Carthaginian Sicilia - I roll a 4, but the -1 modifier for attacking a controlled province defeats me.
Just three peoples are left ... for now

Monday, January 19, 2026

Empire Time - Turn Six (300-290 BC)

Situation in 300 BC
The revolt dice land 3-5, meaning Macedonian Pontus becomes independent.
Reg's Carthaginians are drawn first, and he tries, but narrowly fails (Reg rolls a 3) to retake IBERIA.
Richard's Macedonians similarly fail to take Persian Bactria.
My Romans attack Carthaginian Sicilia, but also fail,
And finally Andy fails to inspire rebellion in his Parthia homeland.
A quiet decade, except for Pontus expelling the Macedonians

Sunday, January 18, 2026

Empire Time - Turn Five (310-300 BC)

Situation in 310 BC
The revolt dice land 2-3, so double-scoring IBERIA frees itself from Carthaginian control.
Andy is drawn first, and he rolls the 6 required to free his homeland of Parthia, which means the Persians return as Parthians.
Richard is next, and he immediately counterattacks, retaking Parthia, thanks to rolling a 5.
Reg's Carthaginians fail to retake IBERIA, but my Romans at last conquer Magna Graecia, giving me a border with Carthaginian-run Sicilia.
With a quarter of the turns played, it feels, to me at least, that Richard's Macedonians are doing best, but my early-activating Romans are well-placed for pre-Hannibal expansion

Saturday, January 17, 2026

Empire Time - Turn Four (320-310 BC)

Situation in 320 BC
The revolt dice land 6-2, again pinpointing already-independent Gallia.
Andy's Persians are drawn first, but he fails to roll the 6 necessary to free his homeland.
I am next, but my Romans narrowly fail to capture Magna Graecia (I roll a 3, instead of the needed 4+).
Reg's Carthaginians try to occupy the same province, but receive the same unfriendly welcome.
Finally, it is Richard's turn. His Macedonians no longer have Alexander, but for the next five turns receive a +1 modifier as part of the great captain's legacy. That proves vital when Richard attacks Persian Armenia and rolls a 4, as otherwise the -1 modifier for attacking a controlled province would have foiled the invasion.
The East is yellow, as far as the borders of Bactria