Here are more photos from the current exhibition, which runs to April 12.
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.
Tuesday, March 03, 2026
Flats II
WEIMAR city museum held a major exhibition of zinnfiguren 70 years ago, which, as curator Marbot Gerstenhauer points out, was before the Berlin Wall was built, and an anniversary exhibition was held 20 years later.
Monday, March 02, 2026
Flats
I SPENT a week in the former East German city of Weimar last month.
I fear that is of little interest to me, but what did catch my attention was that the last full day of my visit coincided with the first day of an exhibition of zinnfiguren in the city museum.
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| Weimar promotes itself as having been home to Goethe and Schiller |
Zinnfiguren - the word is German for tin figures - are arguably best-known in the English-speaking wargaming-world for having been extensively collected by Tony Bath.
The Battle of Trimsos, in Donald Featherstone's War Games (Stanley Paul, 1962), featured 30mm flats from Bath's collection.
But, as I discovered at the exhibition, not all zinnfiguren were 30mm, and not all were 2D.
Unfortunately, information about the figures, many set in attractive dioramas, was only available in German, and my German is next to non-existent.
But, to a certain extent, the photos speak for themselves.
Sunday, March 01, 2026
Summing Up My 3D French Playthrough Of Corunna
WITHOUT wishing to blow my own trumpet, I have to say my plan worked like a dream, although I felt far from sure of success at the halfway point, which came just a turn-and-a-bit before the sudden end.
Perhaps my activation dice fell kindly most of the time, but I do not think luck particularly favoured me.
Anyway, my 3D score against the AI is now 7-4, or 7-5 if you include the scenario I started a unit short.
At this stage first-time through I led 7-6, having played one scenario twice, but if the replay is excluded, I was tied 6-6.
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| Victorious - Marshal Soult (left) with his aide-de-camp |
Saturday, February 28, 2026
French Playthrough Of Corunna: Turn Seven
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| Map |
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| Situation after six turns |
I start in area 3, where the two-base infantry ascend the ridge and shoot at Sir John Moore. The three dice are decreased for firing at range after moving, but increased for being on higher ground, and I roll 6, 5, 3, eliminating the British commander, and so winning the scenario.
Friday, February 27, 2026
French Playthrough Of Corunna: Turn Six
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| Map |
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| Situation at the halfway point |
I start in area 3, where my artillery shoot straight ahead, rolling 6, 4, 2, eliminating the final base of the British infantry unit opposing them.
In area 2 my right-flank infantry advance diagonally right and attack the British unit still on the ridge. The three dice are increased for attacking from an adjacent hex after moving. They land 6, 3, 2, 1, eliminating a base. My infantry in Elviña similarly attack the same British unit, rolling 5, 5, 2, 2, eliminating the enemy unit's remaining base.
My three-base infantry in area 2 advance into Elviña. Marshal Soult advances two hexes, but my cavalry advance one hex directly, and then diagonally right, so as to stay out of the line-of-sight of the British artillery.
The AI's four activation dice land 6, 5, 2, 1. Wildcard 6 is rerolled, but does not change.
In area 1 the one-base British shoot at my left-flank infantry, the two dice decreased for firing through trees. The die lands as a 4, forcing my unit back a hex.
From this turn on, British infantry, unless they have a target to attack, or there are enemy cavalry in the vicinity, move towards Sir John Moore, which is what the unit in area 2 does.
In area 5 the British artillery do not have an enemy in line-of-sight, so move back diagonally right to give them a target next turn (if my men do not move).
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| Quite a dramatic half-turn - Sir John's forward infantry-guard on the long ridge has disappeared |
Thursday, February 26, 2026
French Playthrough Of Corunna: Turn Five
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| Map |
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| Situation after four turns |
I start in area 3 where my artillery shoot at the British infantry directly ahead of them. The three dice are increased, thanks to the presence of Marshal Soult, and I roll 5, 4, 2, 1. That destroys a base, but the compulsory withdrawal is cancelled, thanks to the infantry being supported by Sir John Moore. Marshal Soult advances two hexes diagonally left, and the cavalry fall in behind him.
In area 1 my forward infantry advance and shoot at the British behind the trees. The four dice are decreased for firing at range after moving, and for the target having cover, but I roll 5, 3, eliminating a base, thus reducing the enemy unit to a single base. My other infantry in area 1 advance to the edge of the ridge.
The AI's four activation dice land 6, 4, 4, 1. Wildcard 6 and a 4 are rerolled, becoming 6, 3.
In area 1 the infantry remain sheltering behind the trees.
In area 3 the one-base forward infantry also stand pat. The two-base infantry advance on to the ridge and shoot at my men in Elviña. The three dice are decreased for moving, and for the target having cover, but increased for being on higher ground, landing 3, 2, so there is no effect.
From this turn onwards Sir John always wants to move nearer Corunna, unless he has an enemy unit he can attack. However, he is already adjacent to Corunna, and cannot enter it as the town is already occupied by a British infantry unit, which stays where it is.
In area 4 the infantry want to move up the map, but stay where they are as that would take them off the battlefield.
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| Halfway, and the battle is in the balance, but I fear my cavalry may be too late to make a difference |
Wednesday, February 25, 2026
French Playthrough Of Corunna: Turn Four
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| Map |
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| Situation after turn three |
My units in area 2 advance, and my cavalry fall back to behind Marshal Soult, heading, in the not-so-long run, I hope, for the left flank.
The AI's four activation dice land 4, 4, 3, 1. A 4 is rerolled, but becomes a 6, which in this context is useless.
In area 1 the infantry want to move up the map, but this cannot be done as it would take them off the battlefield (this must be the correct interpretation - rather than having the unit leave the battle - as otherwise it would be possible, if the dice fell rightly, for Sir John Moore to leave the battlefield after two turns).
In area 3 the forward British infantry remain where they are (a 1 was rolled). The middle infantry want to fall back directly, but cannot because Sir John Moore is in the way. The rear infantry fall back into Corunna. Sir John advances diagonally left so as to be adjacent to three British units.
In area 4 the infantry stand still.
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| My infantry are advancing steadily, but without really getting close to the British general, whom they have to eliminate before the end of turn 10 |
Tuesday, February 24, 2026
French Playthrough Of Corunna: Turn Three
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| Map |
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| Situation after turn two |
In area 1 I advance the forward infantry, who shoot at the British ahead of them on the hill. The four dice are decreased for firing at range after moving, and I roll a miserable three 3s. The other infantry in area 1 also advance and shoot, very much making up for their comrades' poor performance by rolling 6, 5, 4, eliminating the British unit.
I area 2 my right-flank infantry advance and shoot at the British nearest them, rolling 6, 4, 1, causing the enemy to lose a base, and sending the survivors back a hex, which takes them off the high ground. My other units in area 2 also advance a hex.
The AI's four activation dice land 5, 4, 2, 2. A 2 is rerolled, becoming a 1.
In area 1 the infantry advance diagonally right.
The infantry in area 2 do not move, and neither do the infantry in area 4.
The British artillery shoot at my right-flank infantry, the three dice increased for being on higher ground. The dice land 6, 3, 3, 2, reducing my unit by a base.
Monday, February 23, 2026
French Playthrough Of Corunna: Turn Two
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| Map |
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| Situation after turn one |
I start in area 2 by advancing the two infantry units a hex, and then send Marshal Soult forward diagonally right two hexes, so he is in position to support my artillery, which shoot at the British infantry on the high ground directly ahead. The three dice are increased, thanks to the general's presence, and I roll 6, 2, 2, 1, reducing the British unit to two bases.
In area 1 I advance all three units a hex, which puts the furthest-forward infantry in range of the British on the hill behind Elviña. The four dice are decreased for firing at range after moving, and I roll 5, 3, 1, again inflicting one hit.
The AI's four activation dice land 2, 1, 1, 1. Two of the 1s are rerolled, becoming 4 and another 1.
In area 1 the two-base infantry fire back at the men who just shot at them, the three dice increased for being on higher ground. The dice land 4, 4, 3, 3, meaning my unit should fall back two hexes, but only one hex is possible, so the other fallback becomes a hit.
The rearward British infantry in area 1 withdraw a hex.
In area 2 the infantry also withdraw a hex.
In area 4 the artillery advance diagonally right, so as to put a French unit in range and line-of-sight (artillery cannot move and fire, so the unit will have to wait to next turn to see if its manoeuvre proves useful). The British infantry in area 4 do not move.
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| The AI seems to have settled on a policy of defence in depth |
Sunday, February 22, 2026
French Playthrough Of Corunna: Turn One
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| Map |
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| Battlefield in 3D, with the combatants added, looking from behind the French lines |
I advance my own artillery to the edge of the right-bank high ground.
In area 1 I move all three infantry units forward a hex.
The AI's four activation dice land 4, 4, 2, 2. A 4 and a 2 are rerolled, but become two more 2s.
In area 2 the forward infantry advance diagonally left to the edge of the high ground, but the rearward unit remains where it is.
In area 4 the British artillery have no target within line-of-sight, never mind within range, and do not move. The infantry withdraw a hex.
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| No shooting in this turn, but my left hook has begun to advance, and my artillery are in position to fire next turn |
Saturday, February 21, 2026
French Playthrough Of Corunna In 3D
THE 12th scenario in Mike Lambo's Battles Of Napoleonic is Corunna, this time fought from the French side.
To win I have to eliminate the British commander, Sir John Moore, before the end of turn 10.
My force consists of Marshal Jean-de-Dieu Soult, five units of infantry, and one each of cavalry and artillery.
The AI gets, in addition to Sir John, seven units of infantry and one of artillery.
When I first played this scenario, using the map and counters from Lambo's book, I snatched victory at the last possible moment.
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| Map of the battlefield |
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| Battlefield in 3D |
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| My French army |
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| Here is how I set up last time (all French troops have to start below the blue dashed line) |
But my men had trouble crossing the river - mainly because of the way the river reduced my units' attacking capabilities.
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| A radically different set up |
My artillery will advance to the edge of the high ground on the right bank, and my cavalry will react to circumstances.
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| Here is how the British, at the top of the map, began last time |
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| This time the AI has slightly varied its setup, with artillery placed directly opposite my cavalry |
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| The full battlefield, waiting for the off |
As usual I will write up the battle as it proceeds.
Friday, February 20, 2026
Elamites
THE first military conflict mentioned in the Bible is the Battle of Siddim, which may have occurred in about 1800 BC, although dating is largely speculation.
The figures are 10mm from Newline Designs.
An Elam-led coalition fought a rebel alliance as part of the War of the Nine Kings, the battle taking place near the south end of the Dead Sea.
Since this will be the first battle I will be refighting as part of my biblical project, I will need to accumulate suitable troops.
Most armies in the region at this time were largely, if not exclusively, composed of bowmen, and Elamite armies were no exception.
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| I have started by painting six-and-three-quarter(!) units of Elamite archers, one of which is in close-order |
Thursday, February 19, 2026
Slingshot Issue 362
Wednesday, February 18, 2026
Summing Up Our Refight Of Charles Grant's Battle Of Kadesh
THIS was a decisive victory for the Hittites, with the Re corps swept from the battlefield, much as its real-life predecessor was in 1274 BC.
In the real battle, fighting continued, with the Hittites attacking Pharoah's camp and the Amun corps, both sides eventually claiming to have triumphed.
But that part of the action was not in Grant's scenario, which ended rather indecisively with the Hittites having lost more than a third of their chariots, although Re also suffered many casualties.
My opponent and I agreed our refight was a lot of fun, and, although it may be immodest of me to say so, my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming resulted in what felt to us to be a realistic encounter, considering the situation of the two forces, and an enjoyably fast-paced one.
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| Battlefield at the end, with two of the four remaining Egyptian units facing imminent elimination |
Tuesday, February 17, 2026
Kadesh - Turn Five
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| Nightfall is four turns away, so will probably come too late to save the Egyptians |
They are then charged my other left-flank heavy chariots, whose eight dice also score two hits, none of which is saved, and both result in the Carchemish losing a base. That means two morale tests - they pass one, but fail the other, losing a third base.
The Carchemish fail to score an unsaved hit in either melee.
The Kush archers are charged by my two-base heavy squadron, which receives three dice per base, plus the usual chariot charge bonus, meaning eight dice in all, but only one hit is inflicted, and that is resolved as forcing the bowmen back 3cm.
The Kush's four dice score two hits, but both are saved.
Outside the walls of Kadesh, my three-base heavy squadron charges Pharoah's Royal Chariot Squadron. Being heavy chariots against light, my men receive three dice per base, plus the die-per-base bonus for being chariots in the first round of a melee. I score two hits. Neither is saved, but the Egyptians again do not lose a base, instead falling back 6cm.
The Egyptians receive one die per base, plus the bonus die-per-base. Reg scores two hits. One is saved, and the other forces my Hittites back 3cm - a chariot stand-off!
The isolated Ka archers are shot at by the Allied light squadron nearest them, losing a base, and a second base to poor morale.
My other light squadron wheels and shoots at the same target, but without success.
Finally, two heavy squadrons - one with three bases, the other with one - close in on the Ka.
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| Bird's-eye view of the battlefield |
Monday, February 16, 2026
Kadesh - Turn Four
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| This turn could conceivably see the Egyptians fall below half-strength (in units) and so lose the battle |
He starts with the ongoing melee between the two-base Karnak biblical infantry and my one-base heavy chariot squadron. I do not score a hit, but the Egyptian unit (or, rather, Reg on its behalf) continues with incredible dice rolling, again getting two 6s. However, one hit is saved, and the other 'only' results in the charioteers being forced back 3cm. The Karnak cannot follow up as, although my men were forced back, they did not actually lose that round of fighting since no base was eliminated.
Pharoah's Royal Chariot Squadron, menaced by two Hittite squadrons, heads towards the Orontes, then swings round and shoots at my elite squadron, scoring a hit, but it is saved.
The Ka archers shoot at the Hittite squadron nearest them, scoring two hits. One is saved, but the other causes my men to lose a base, although the charioteers' morale remains steady.
The Kush archers shoot at the chariots nearest them, scoring two hits, one of which is saved, and the other resolved as causing my squadron to fall back 3cm.
Finally, Reg leaves the Carchemish biblical infantry where they are,
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| The Egyptians are hanging on, but now it is the Hittites' go |
Heavy chariots roll three dice per base against light chariots, and there is the die-per-base bonus that chariots always get in the first round of a melee. That means 16 dice in all, and I manage to roll four hits, only one of which is saved. However, all three remaining hits are resolved as forcing the Egyptians back, rather than losing bases, and so they withdraw 9cm.
Meanwhile, Pharoah's squadron in the melee receives one die per base, plus the die-per-base bonus, and Reg rolls three hits, two of which are saved, but the third causes my men to lose a base.
I send my furthest-right heavy chariots to try to outflank the Ka archers.
Meanwhile, one of the Allied light-chariot squadrons advances on the Ka from the front and shoots, but without inflicting casualties.
The other Allied light squadron veers right and shoots at the Karnak biblical infantry, scoring three hits, only one of which is saved. The remaining two are both resolved as the loss of a base, which means the Karnak become the fourth Egyptian unit to be eliminated.
My two-base heavy chariots opposite the Kush archers are able to tack left and charge the bowmen. They receive three dice per base, plus one more per base for being chariots in the first turn of a melee. I roll two hits - one is saved, and the other is resolved as the Kush falling back 3cm.
King Muwatalli II and my elite heavy chariots on the Hittite left, opposite the Carchemish biblical infantry, should be able to charge them, but move-variation causes the squadron to lose 25% of its movement allowance, meaning the charioteers come up just short.
However, the other heavy squadron opposite the Carchemish suffer no such misfortune, and so, despite starting from further away than my elite squadron, crash into the Egyptian infantry. My men receive one die per base in this match-up, plus the die-per-base bonus for being chariots in the first round of a melee, and score two hits, but both are saved.
The Carchemish roll one die per base, scoring a hit, which is not saved, and is resolved as forcing my men back 3cm.
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| Fighting is getting close to the outskirts of Kadesh |
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