Saturday, July 25, 2026

Empire X - Turn Five (310-300 BC)

Situation in 310 BC
The revolt dice land 6-1, which has no effect as 6-1 pinpoints independent Gallia.
Richard's Parthians are drawn first, and he succeeds in taking Persia from my Macedonians.
Reg's Romans fail in an attack on Magna Graecia, and Andy's Carthaginians likewise fail to retake IBERIA.
Finally, I attack AEGYPTUS, but narrowly fail with a roll of 3 - my +1 modifier for having recently had a great captain was cancelled out by a -1 modifier for attacking a controlled province.
The Parthian comeback gathers pace

Friday, July 24, 2026

Empire X - Turn Four (320-310 BC)

Situation in 320 BC
The revolt dice land 3-5, meaning Pontus seizes its chance, now Persian rule has been drastically weakened, to become independent.
Andy's Carthaginians are drawn first, and, at the third attempt, he takes Sicilia, rolling a 5 for the naval crossing, and a resounding 6 for the land campaign (and sheepishly admitting afterwards that he had momentarily forgotten he lost IBERIA last turn - if he had remembered, he would have campaigned there!).
Richard is drawn next and he rolls a 6, thus freeing his homeland of Parthia, and so returning to the game as the Parthians.
Next it is my go, and I immediately attack Parthia, but fail, despite a +1 modifier for no longer having a great captain, but having had one no more than five turns ago (I roll a 1).
Finally, Reg consolidates Roman control of ITALIA, which is shown by adding a second Roman counter to the province, and is ready to start expanding next turn.
The Parthian revival bodes ill for my Macedonians

Thursday, July 23, 2026

Empire X - Turn Three (330-320 BC)

Situation in 330 BC
The revolt dice land 2-3, meaning double-scoring IBERIA expels the Carthaginians.
This is the second, and last, turn in which my Macedonians have Alexander the Great, and I begin by attacking Persia, but it takes two campaigns to conquer the province after I first roll a 1.
However, I partially make up for this by taking the Persian homeland Parthia at the first attempt. But then it takes my final two campaigns with Alexander to capture Bactria.
Andy's Carthaginians retake rebellious IBERIA.
Richard narrowly fails to free his homeland (he rolls a 5 instead of the required 6).
Finally, Reg again fails to consolidate Roman control of ITALIA.
Macedonian expansion did not go without a hitch, but overall I am reasonably satisfied - the key surely being to conquer the Persian homeland

Wednesday, July 22, 2026

Empire X - Turn Two (340-330 BC)

Situation in 340 BC
The revolt dice land 6-3, meaning Mesopotamia throws off Persian rule.
This is the first of two turns in which my Macedonians are led by Alexander the Great, who can launch five campaigns, instead of the usual one, receives a +2 modifier, and ignores the usual -1 modifier for attacking a controlled province (unless it is a homeland).
I start by taking independent Thracia, then pick up 'Asia' and Syria, before cutting inland and taking Mesopotamia and Persia.
The latter is not the Persian homeland, but I am now well-placed to attack their real homeland - Parthia - next turn.
However, Richard hits back. He is drawn first of the remaining three peoples (great captains always start a turn), and immediately attacks Persia, regaining it despite a -1 modifier for attacking a controlled province (Richard rolls a 5).
Andy's Carthaginians again set sail for Sicilia. This time the naval crossing is not a problem, but the campaign proper fails when Andy rolls a 1.
Finally, Reg fails to consolidate Roman control of ITALIA - he needed to roll a 1 (one less than the turn number), but got a 5.
We have remembered to place the starting victory points on the tracker at the bottom of the map - they will be added to after turns 10 and 20

Tuesday, July 21, 2026

Empire X - Turn One (350-340 BC)

Map at the start
The revolt dice land 4-6, but that pinpoints Sicilia, which is already independent.
Andy's Carthaginians are drawn first, and he attacks Sicilia, but the naval crossing apparently runs into a storm, as the ships never reach the island (Andy rolled a 2, and you need 3+ to successfully make a naval crossing).
Reg's Romans are next, but there is nothing he can do this turn as the Romans' first task is to consolidate their control of ITALIA, and to do that they need to roll lower than the turn number,
Richard's Persians conquer double-point scoring AEGYPTUS with a 5 (4+ is needed, and there are no modifiers in this case).
My Macedonians attack Graecia, and also succeed with a 5.
Only Andy's Carthaginians can be unhappy at their start

Monday, July 20, 2026

Empire X

ONE thing I think we can all agree on is that games do not have to be complicated to be enjoyable, which is just as well when it comes to Richard Sabin's Empire.
It covers 200 years of ancient history around the Mediterranean in an era famous for what became known as the Macedonian and Punic Wars.
Four of us - myself, my regular miniatures opponent ('Reg') and two of our friends, who are mainly boardgamers, security consultant Richard Johnson and Andy, a serving officer in Britain's armed services - are about to play our 10th session of Empire
Here are the standings (four points for a win, three for coming second, etc) after the previous nine games.

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

Since there are four peoples, we take it in turn to command each people through a cycle of four games.
This is the second game of the third cycle, and we will draw for peoples as usual, but with the proviso that no one can have the same people as in the last game.

The draw has resulted in me getting the Macedonians (might as well get them out of the way relatively early in the cycle!), Andy the Carthaginians, Reg the Romans, and Richard the Persians, who, depending on how history unfolds, may become Parthians later.
The starting position - as usual I will write up the game as we go along

Sunday, July 19, 2026

More Canaanites

MY Pendraken order, as well as giving me enough figures for four units of Canaanite open-order javelinmen, has allowed me to create another unit of Canaanite biblical infantry.
As usual with my 10mm figures, they are best viewed from a distance
I now have six units of specifically Canaanite biblical infantry, and four of open-order javelinmen
Under Neil Thomas's biblical rules in Ancient & Medieval Wargaming, a Canaanite/Philistine army has 2-4 units of chariots (light, bow-armed, elite), 2-4 of spearmen (biblical infantry, light protection, levy), 2-4 units of skirmishers (javelinmen, light protection, open order, levy) and 0-1 of archers (light protection, open order, levy).
A Philistine army has an extra option: up to one unit of guards (biblical infantry, medium armour, average).
"The list is designed to cover states operating in what is now Israel, Palestine, Lebanon and Syria," Thomas states.
He adds: "It can also be used for the armies of the Mitanni, and even the Hammurabic Babylonian armies."
The latter get an addition to their list: 1-2 units of close-order archers (light protection, levy).
My biblical forces now total:
Close-order infantry 17
Open-order archers 15.5
Close-order archers 4
Chariots 12
Camels 9
Open-order slingers 6
Auxiliaries 7
Open-order javelinmen 7
Close-order cavalry 2
Open-order cavalry 12
Close-order infantry with spears and bows 3

Saturday, July 18, 2026

Point Taken

WHILE carrying out my biblical stocktake a few weeks ago, I noticed I was somewhat short of open-order javelinmen, having just three units.
Since a Canaanite/Philistine army requires at least two such units under Neil Thomas's rules in Ancient & Medieval Wargaming, and can have as many as four, action was needed.
I accordingly sent an order to Pendraken, which, among its many virtues, is a fast turnaround.
Four new units of light javelinmen

They have joined units of close-order biblical infantry in the Canaanite box
Revised unit totals.
Close-order infantry 16
Open-order archers 15.5
Close-order archers 4
Chariots 12
Camels 9
Open-order slingers 6
Auxiliaries 7
Open-order javelinmen 7
Close-order cavalry 2
Open-order cavalry 12
Close-order infantry with spears and bows 3

Friday, July 17, 2026

More About The Mahdi

TWO years ago I read a book that I described as "remarkable," "brilliant" and "about as exciting as such a book can get."
That was Fire And Sword In The Sudan by Rudolf Slatin, an Austrian-born officer who, at the age of 21, was appointed governor of one of the Sudan's regions by General Charles Gordon.
Slatin had, to say the least, an eventful time, pretending to convert to Islam to inspire his troops, and eventually being captured by the so-called Mahdi, experiencing 11 years as a prisoner, before making a daring escape.
A year after that book I read Winston Churchill's The River War - An Historical Account Of The Reconquest Of The Soudan [sic].
As I pointed out, some of the early pages were familiar as they recapped much of Slatin's testimony, but nevertheless I found the book "mostly new, exciting and very entertaining."
And now I have completed a hattrick, thanks to Ten Years' Captivity In The Mahdi's Camp, 1882-1892, by Joseph Ohrwalder and Sir Francis Wingate.
Ohrwalder was an Austrian priest, captured by the Mahdists, who was helped to escape a decade later by Wingate, who held various positions with the Anglo-Egyptian authorities.
Wingate was instrumental in publishing Ohrwalder's account of his ordeal, for which the rest of us can be very grateful, for it is compelling reading.
Not just entertaining, but full of information abut the Mahdist forces - information that should prove useful to anyone interested in wargaming this period
I cannot claim I have ever had a particular interest in British involvement in Sudan (modern practice is to no longer call the country The Sudan, just as Ukraine is no longer called The Ukraine, and just as, surely, The Netherlands will one day be known simply as Netherlands).
In some ways I wish I were more interested, because these three books would make a great starting point for running a campaign.
Ohrwalder's gives much detail that he did not witness first-hand, but came to him from Mahdist troops and from the occasional friendly visitor - often a fellow captive.
But perhaps the most fascinating parts of the book are his tales of life as a prisoner, including how the atmosphere among the Mahdists changed as their fortunes in war rose and fell.

Thursday, July 16, 2026

Boxing Clever

AS my collection of 10mm biblical troops grows, I have been looking for ways to store them.
Until recently I have been putting units into transparent plastic bags, and putting these into larger bags, labelled by people, eg Assyrian, Egyptian, Hebrew, etc.
Not a great look, even when, unlike here, tucked away under a table
Accordingly I have been look for a display cabinet or similar, where the miniatures could be on kept upright, not so much to have them on show, but rather to make them easier to access.
Ideally the cabinet would be a mix of glass and wood (or similar), so as to save on dusting - but trying to find what I wanted proved frustrating.
There are curio cabinets and the like, but they tend to be expensive, often require assembling, and, most importantly, are usually designed to hold items considerably taller than 10mm-scale figures.
Then recently, while walking home from Finchley, North London, I did my usual thing of popping into charity shops and into stores of the likes of Poundland and The Works.
Nine times out of 10, I do not find anything I want - actually, 99 times out of 100 is probably nearer the mark.
But on this occasion, in a Ryman, I saw a stack of coloured plastic boxes. They were not exactly what I wanted, but I investigated further at a Ryman nearer home, and then went on the internet.
Amazon, for once, proved very disappointing, my search cluttered with 'sponsored' results that had little or nothing to do with what I was hoping to find.
So I went online to Ryman, and there found a stack of 10 transparent plastic boxes, with internal dimensions of 340x215x75mm (13.4x8.5x3in).
They stack easily, and seem sturdy
The boxes are deeper than I need them be for my figures, although not, as it turns out, for associated stuff, such as buildings.
Egyptians - plenty of room for more recruits
Labelled, and with the lid on - still fairly easy to see what is inside
Hebrews - almost a box full
Midianites - a mix of camelry and open-order infantry
Assyrians - close-order infantry and cavalry
Hittites - including vassal chariotry
Elamites - all archers
Canaanites - definitely more to come
Javelin-armed cavalry - not a common sight in biblical-era armies, but will probably come in handy one day
The armies occupy eight of the 10 boxes
Taking the figures from their plastic bags revealed a few that needed regluing, but that should prove less necessary in future as the miniatures should no longer become entangled with each other.
I used one of the leftover boxes to house bridges and buildings (by no means all of which are suitable for an ancient battlefield)
The final box has odds and ends
The finished stack

Wednesday, July 15, 2026

Summing Up The Forest Road

ANOTHER exciting Mike Lambo battle, although in the end the victory was rather convincing, even if it was only confirmed in the last turn.
I was aided by lucky dice throws in the attack phase of turn XI, but it was in the movement phase of the turn that an "all-but-impossible" victory, as I described the situation at the end of turn X, became a likely triumph.
Some takes from this scenario:
1. I probably should have used the Roman discretion of buying specific units, even though they cost a little more, so as to have spearmen with which to counter the Dacian cavalry.
2. The AI, having five cavalry units - one short of the maximum allowed in any scenario - gave the battle a very different feel from the first scenario.
3. Perhaps I played too conservatively at first. But on the other hand the need early on was to survive the Dacian mounted onslaught.
4. Infantry move slowly, and I failed to properly take into consideration how my slow advance early on would leave all dismounted units struggling to reach the victory zone.
5. Units generally retreat rather than get destroyed, but this changes dramatically when units are surrounded, or are nearly so, and have no avenue of retreat, as the impetuous Dacian cavalry found to their cost.
My score against the AI is 2-0, and I am eagerly looking forward to fighting the third scenario in Commander - Romans v Dacians

Tuesday, July 14, 2026

The Forest Road - Turn XII

To win I must have at least three Roman units in the red-lined sector at the top of the map at the end of this turn
The start-of-turn-event die is a 4, which allows me to give any non-mounted Roman unit a bonus move, as long as it is in command range and unengaged. I move the Praetorians forward a hex.
I begin the movement-phase proper by advancing all archer units.
My rearward cavalry advance diagonally right, and then forward, entering the 'endzone', as do the Praetorians and the legionaries, and finally my commander, at which point I call a halt.
A Roman triumph

Monday, July 13, 2026

The Forest Road - Turn XI: Attack Phase

A lot rides on this half-turn
My extreme-right archers shoot at the Dacian archers, needing 7+, but with a -1 modifier, thanks to the Dacians being engaged with my leading cavalry. I roll exactly the 6 required, which destroys the enemy unit as its only possible retreat hex is adjacent to a Roman unit.
The archers next to my commander shoot at the Dacian cavalry straight ahead, needing 9+. I roll 11, sending the cavalry off the battlefield.
My archers in the trees, adjacent to the other Dacian cavalry, shoot at the horsemen, also needing 9+. There is a +1 modifier for being engaged, but a -1 for help from the Praetorians. I roll 11 again, destroying the cavalry as they have no hexes into which they can retreat.
Victory is assured, but I will play out the last turn just to be 100% certain

Sunday, July 12, 2026

The Forest Road - Turn XI

Situation after 10 turns
The start-of-turn-event die lands as a 5, meaning I can swop any two adjacent units that are in command range and not engaged in combat. I take the chance to exchange my rearward cavalry with the left-flank archers.
I start the movement phase by advancing all three of my archer units. But the Dacian archers, with targets in range and line of sight, are happy to stay put.
My right-flank cavalry advance two hexes, and charge-attack the warriors, needing 6+. I roll 8, which forces the warriors off the map, and my men occupy the vacated hex, which just happens to be in the red-lined sector, inside of which I must have three Roman units at the end of the next turn.
My left-flank cavalry advance and charge-attack the right-flank Dacian cavalry, needing 8+, but with a -1 thanks to supporting legionaries. I again roll 8, which forces the enemy unit back to the edge of the battlefield, and I advance my men into the vacated hex.
The Dacians that just retreated advance one hex diagonally to their left.*
Next up are my legionaries, who advance a hex, and I send my commander leftwards into the big wood, but he can travel no further as entering trees ends his movement phase.
The falxmen want to withdraw diagonally to their left, which would take them off the battlefield, and units cannot do this voluntarily as it would eliminate them, so the falxmen remain where they are.
Victory is suddenly looking distinctly possible
*A rules-breach by me. Because the Dacian unit had already retreated this turn, it should not have been able to move.

Saturday, July 11, 2026

The Forest Road - Turn X: Attack Phase

All of my units, except for the commander, have a target
I start with the right-flank archers, who shoot at their Dacian opposite numbers, requiring 7+, but I roll 4. I do not want to shoot with my other archers on the right, but the archers on the left shoot at the Dacian cavalry to their front, needing 9+, but with two -1 modifiers for supporting friends. I roll 2.
The Dacian archers shoot back at my right-flank archers, but roll 3.
My right-flank cavalry attack the warriors, needing 6+. There is a +1 for attacking into trees, but two -1s for help from friends, and I roll 6, forcing the warriors to retreat two hexes.
My left-flank cavalry attack the right-flank Dacian cavalry, needing 8+, but with a -1 modifier thanks to supporting legionaries. However, I roll 4.
The right-flank Dacian cavalry attack the legionaries, needing 7+, but with a -1 for attacking into trees, which makes all the difference as the dice total 7.
The left-flank Dacian cavalry attack my horsemen they are in contact with, the 8+ reduced by one, thanks to support from the other Dacian horsemen.. The AI rolls exactly 7, forcing my men back two hexes, which puts them four hexes from the red-lined sector at the top of the map.
The Praetorians counterattack the victorious Dacians, needing 8+, but roll 6, which is not enough despite a -1 modifier from the commander.
Finally, my legion attacks the other Dacian cavalry, needing 9+, but rolling 8.
With just two turns to go, victory looks all-but-impossible

Friday, July 10, 2026

The Forest Road - Turn X

It is impossible for any of my archers to reach the red-lined sector by the 12th turn, but every other Roman unit theoretically can
The start-of-turn-event die lands as a 3, giving yet again Dacian war horns, meaning both Dacian cavalry units get a free move. They take advantage of this to advance directly ahead a hex.
I begin the movement-phase proper by advancing all Roman three bow units a hex, even though this puts one of them in contact with the Dacian warriors (the extreme-right unit was out of command range, but I rolled 6, 2, 1, allowing it to move straight ahead via the compass).
The Dacian archers also advance a hex, putting them in range of several of my units.
My right-flank cavalry advance off East Hill and into contact with the warriors in the trees.
My left-flank cavalry advance diagonally right and charge attack the leading Dacian cavalrymen, needing 8+, but I roll 7.
The rearward Dacian cavalry advance a hex and charge-attack my left-flank cavalry, needing 8+, but with a -1 modifier for friends being in contact with the same enemy unit. However, the AI's dice land as a pair of 1s.
The Praetorians advance a hex, putting them in contact with two enemy units, and the legionaries also advance, putting them in contact with the Dacian right-flank cavalry.
My last activation is of the commander, who slots in behind the Praetorians.
Finally, the falxmen edge back diagonally to their left.
Yet again a crunch round of fighting is in the offing

Thursday, July 09, 2026

The Forest Road - Turn IX: Attack Phase

I will have first-go in all the combats
My archers on East Hill shoot at the swordsmen, needing 8+, as a -1 modifier for being on higher ground is cancelled out for the target being in cover. I roll 4.
My archers in the rocky ground shoot at the same target, with +1 modifiers for cover and for attacking from rocky ground. I roll 9, just one short of the 10 needed for a hit. My other archers could shoot at the swordsmen, but I forgo the opportunity as the Praetorian Guard will have a better chance of eliminating the Dacian unit.
My left-flank cavalry attack the forward Dacian cavalry, needing 8+, but with a -1 thanks to supporting legionaries. That makes a big difference as I roll 9, which is two over the total needed, and so the Dacian horsemen retreat three hexes to the edge of the battlefield. I choose to let my cavalry advance into the hex vacated by the Dacians.
Next up are the Praetorians, who need 6+ against swordsmen. There is a +1 for attacking into trees, but this is cancelled by a -1 for support from the commander. I roll 12, easily destroying the Dacian unit.
My surviving legion attacks the falxmen, needing 7+. I roll 9, forcing the enemy to retreat three hexes, taking them to the edge of the battlefield.
The Dacians are reeling, but not yet defeated

Wednesday, July 08, 2026

The Forest Road - Turn IX

Despite having lost a second legion, a breakthrough on the Roman left is distinctly possible
The start-of-turn-event die is a 2, but this only has an effect on falxmen in trees.
I begin by moving the commander into the gap between the Praetorians and my left-flank cavalry, which puts all Romans in command range, except for my extreme-right archers, who roll three dice, getting 4, 3, 1, which, consulting the compass, lets them advance to the north edge of East Hill. The unit's nearby colleagues advance diagonally left, as does the third unit of archers. This temporarily blocks all the retreat hexes of my left-flank cavalry, but advancing my legionaries will solve that problem.
The Dacian archers withdraw to the edge of the battlefield, and I leave my right-flank cavalry on East Hill, as advancing them off it would put them in peril.
The rearward Dacian cavalry advance diagonally right two hexes, putting them directly in front of the Dacian archers.
My Praetorians advance to contact the Dacian swordsmen, and my legion advances similarly, although this puts the legionaries in contact with two enemy units.
Finally, the Dacian warriors want to advance diagonally right, but their way is blocked by the Dacian swordsmen.
More crucial fighting to be resolved

Tuesday, July 07, 2026

The Forest Road - Turn VIII: Attack Phase

Two crucial cavalry-v-cavalry melees could decide the battle
My right-flank archers have no shot, thanks to the plateau effect of being on a hill, but the unit next to them shoots at the swordsmen, needing 8+. Modifiers for cover and for being on higher ground cancel out, but my roll of 7 is one short.
My archers beside the Praetorians shoot at the same target, but with no modifier for being on higher ground, and I roll 6.
My cavalry on East Hill attack the Dacian horsemen at the foot of the hill, needing 8+, but with a -1 for being on higher ground. I roll 9, sending the enemy back three hexes to the edge of the battlefield.
My other cavalry are in a similar melee, but without being on higher ground, and I roll only 5.
The Dacians counterattack, but with a +1 modifier for attacking into trees, and roll only 4.
My leading legion attacks the falxmen, needing 7+, but with a -1 thanks to support from the commander. However, I come up one short with 5.
The falxmen counterattack, needing 6+, but with a +1 for attacking into trees. However, the AI rolls 12, eliminating my unit.
The battle still feels too tight to call

Monday, July 06, 2026

The Forest Road: Turn VIII

Situation after seven turns
The start-of-turn-event die is a 5, allowing me to swop the positions of two adjacent friendly units that are in command range and not engaged in combat, but I pass.
I begin the movement phase by advancing two of my archer units diagonally right, and moving the third straight ahead to put it on East Hill.
The Dacian archers want to advance, but their chosen route is blocked by the Dacian swordsmen.
My right-flank cavalry advance onto East Hill and charge-attack the Dacian horsemen at the foot of the hill, needing 8+. but with a -1 modifier for being on higher ground. I roll a pairs of 1s.
My other cavalry advance straight ahead into the big wood.
One Dacian cavalry unit is engaged, but the other advances to make contact with my left-flank cavalry, although a charge-attack is not possible as my men are in trees.
The Praetorians advance into trees, and so do the Dacian swordsmen.
Both my legions advance a hex, which puts the leading unit in contact with the falxmen, and my commander advances three hexes diagonally left to support the legionaries in their upcoming melee.
The Dacian warriors advance diagonally right into trees beside the swordsmen.
The Romans are advancing steadily, but is it enough?