Saturday, July 04, 2026

The Forest Road: Turn VII

Situation at the halfway point
The start-of-turn-event die is a 6: Roman ballista. I get to make an attack on the Dacian unit furthest down the map, and, if, as here, there are two equally far down, then the first tiebreak eliminator is a unit in trees. That leaves the Dacian cavalry in the centre of the battlefield, and I roll two dice, needing 7+ (no modifiers) to score a hit. I roll 9, and in this case a hit always means the target retreats three hexes.
I begin the movement phase by advancing all three of my archer units. The Dacian archers advance diagonally to their left.
My commander advances diagonally left, and then straight forward a hex, putting him in command range of all my units.
The rearward cavalry advance diagonally right two hexes to contact the warriors in the wood, but a charge-attack is not possible into trees. My other cavalry advance diagonally left one hex into trees.
The forward Dacian cavalry advance diagonally left to the foot of East Hill. The other Dacian mounted unit cannot move as it has retreated this turn.
My Praetorians advance a hex.
The Dacian swordsmen leave the cover of trees to make contact with my leading cavalry.
One of my legions is already engaged in combat, but the other advances to also contact the warriors in the wood.
The falxmen withdraw diagonally to their left, while the rearward warriors remain where they are.
Plenty of attacks to resolve

Friday, July 03, 2026

The Forest Road - Halfway Verdict

I have nine units against the AI's seven ...
... and I have succeeded in largely defusing, if not entirely eliminating, the danger of losing quickly and horribly to the Dacian cavalry, there having been five such units at the start of the battle.
However, I am a long way from victory, which requires getting three Roman units into the red-lined sector at the top of the map.
There are six turns to go, and I feel it is time I started taking more risks, otherwise time will likely run out.

Thursday, July 02, 2026

The Forest Road - Turn VI: Attack Phase

This half-turn could prove make-or-break for either side
I start with my archers in the trees, who shoot at the forward Dacian cavalry (line-of-sight is not blocked by friendly troops). They need 9+ to score a hit, and there is a +1 modifier for the target being in trees, but two -1 modifiers, thanks to two friendly units being adjacent to the enemy. I roll 10, two more than required, forcing the Dacians to retreat three hexes, which at least means they cannot attack this turn.
My forward archers have their line-of-sight to the other Dacian cavalry blocked by trees, but my rearward archers shoot at the same target, coming up short with 8.
My forward legion attacks the warriors in the big wood, needing 6+, but with a +1 modifier for attacking into trees. I narrowly fail with 6.
The warriors counterattack, needing 7+, but with a +1 modifier thanks to my unit having support from other legionaries. The dice total 4.
The attack phase proved something of a damp squib

Wednesday, July 01, 2026

The Forest Road - Turn VI

Am I really doing well?
On the face of it, the last turn was pivotal, ending the danger of my men being swept away by the Dacian cavalry.
But to win the battle, I must have at least three Roman units inside the red-lined area at the top of the map at the end of the 12th turn.
This is the sixth turn, so there are seven turns to be played, and in theory all of my units could reach the 'endzone', but in practice most - all? - of the slow-moving infantry are unlikely to make it.
That means my three most-likely units are the commander and the two bands of cavalry, so losing any of them to, say, an unlucky roll of the dice, could have catastrophic consequences.
Food for thought.
Anyway, the start-of-turn-event die lands as a 3 - Dacian war horns, for the third time. In other words, the AI's cavalry units get a free move. Thankfully, only two of them are left, but the forward cavalrymen advance diagonally left into trees, from where they are adjacent to my forward cavalry, but cannot charge-attack as that is not possible from trees. The other Dacian horsemen advance a hex.
In the movement-phase proper, I advance all my archers, so each unit can, if necessary. shoot at the leading Dacian cavalry.
The Dacian archers remain standing in reserve.
My leading cavalry sweep down off East Hill and contact the leading Dacian cavalrymen, but cannot charge-attack as the latter are in trees.
The rear Dacian cavalry advance diagonally to their left, but then veer back to their right, putting them beside their comrades in the trees.
The Praetorians advance a hex, as do the Dacian swordsmen.
I move my commander three hexes to the left, putting him in command range of the rearward legion. But first I roll three dice for the out-of-command legion, getting 6, 5, 4. I do not want them to move in any of those directions on the compass, and so leave the unit where it is. With the other legion, I take a bit of a risk and advance it directly forward, out of the wood.
The falxmen do not move, but the warriors next to them advance diagonally left to make contact with the legionaries who have just moved into the open. The other warriors advance diagonally to their right.
Another interesting attack-phase is in the offing

Tuesday, June 30, 2026

The Forest Road: Turn V: Attack Phase

This has the potential to be a significant turning point in the battle
I start with my rearward archers, who attack the cavalry ahead of them, needing 9+. There is a +1 modifier for bowmen shooting while engaged, but a -1 modifier thanks to the presence of legionaries. I roll exactly the 9 needed, and since the enemy unit cannot retreat to a square that is not adjacent to a Roman unit, the cavalry are destroyed.
I suddenly remember that in the movement phase I meant to reposition my commander so he would be placed to give a bonus to an attack by Praetorians, but somehow I forgot.
Never mind, on with the battle, and my next attack is by the rear archers of the two units close to the commander. It needs 9+, and there is a +1 modifier for being bowmen attacking at range one. However, there are three -1 modifiers, thanks to friendly units surrounding the Dacian horsemen, and I roll 9. Just like their comrades, the cavalry have nowhere to retreat to, so the unit is lost.
My furthest-forward archers shoot at the Dacian cavalrymen directly ahead, needing 9+. There are no modifiers, and I come up short with 7.
My cavalry are next to activate, and I begin with the rearward unit, which needs 8+ against Dacian horsemen.. I roll 10, causing the enemy to retreat three hexes.
My other cavalry attack the warriors on East Hill, needing 6+, but with +1 for attacking from rocky ground. I roll 8, inducing the warriors to flee the high ground and seek shelter in the trees to the north.
The danger of my force being swept away by the mounted Dacian hordes has largely evaporated 

Monday, June 29, 2026

The Forest Road: Turn V

Situation after four turns
The start-of-turn-event die is a 3 - Dacian war horns. This means all Dacian cavalrymen not engaged in combat receive a single move, with the ability to charge-attack at the end of it.
First to activate is the unit in front of my rearward archers, advancing to contact them, but unable to charge-attack in this instance as cavalry cannot charge into trees. The next Dacian cavalry also advance a hex, putting them in contact with the Praetorian Guard and another unit of archers, but a charge-attack on the former comes to nothing. The third unit similarly advances a hex, but without making contact, and the fourth unit advances diagonally right, keeping in the cover of trees.
The movement-phase proper now begins, and I advance my unengaged archers diagonally left, keeping them in trees, but putting them adjacent to one Dacian mounted unit and within line-of-sight of another.
The Dacian archers stand still.
My rearward cavalry pull back diagonally left two hexes and charge-attack the third Dacian cavalry unit, needing 8+. However I roll 3.
Only the rearward Dacian cavalry are not engaged, and on their first activation, move directly forward, but then, instead of continuing, veer to their left.
The swordsmen advance a hex.
My legions are well out of command range, so for each of them I have to roll three dice and consult the compass by the turn marker to see in which directions they can move. Unfortunately the forward legion rolls three 5s, which are completely useless. However, the other legion rolls 6, 5, 2, enabling it to advance diagonally right, remaining in trees but contacting the furthest-right unit of Dacian cavalry.
The falxmen retire a hex, but the warriors near them advance back into the big wood.
Some of the Dacian cavalrymen may prove to have advanced precipitately in their eagerness to get at the 'soft' targets of Roman archers

Sunday, June 28, 2026

The Forest Road: Turn IV: Attack Phase


Roman archers, with an initiative number of 1, will attack first
I start with the unit beside the Praetorian Guard, shooting at the leading Dacian cavalry. Normally 9+ is needed, but there are two -1 modifiers, thanks to friendly units being adjacent to the target. However, I roll 5.
My rearward archers shoot at the same target, but with only one -1 modifier for adjacent friends. Not only that, but there is a +1 modifier as my men are engaged in combat. However, I roll a magnificent 11, causing the Dacian horsemen to retreat three hexes.
My furthest-forward archers shoot at the Dacian cavalry in combat with my cavalry on the hill. There is a -1 modifier thanks to the friendly horsemen, but I roll only 5.
The Dacian archers have no target, so my cavalry are next to attack. I start with the unit engaged with the warriors on East Hill. The horsemen require 6+, but there is a +1 modifier for attacking from rocky ground, and anyway I again roll 5.
My other cavalry attack the Dacians at the foot of East Hill, needing 8+, but with a -1 modifier for being on higher ground, and I roll 11, eliminating the enemy unit.
The furthest-right Dacian cavalry attack one of my legions in the big wood, needing 7+, but with +1 modifiers for attacking into trees and for the legion being adjacent to other legionaries.. Nevertheless, the AI rolls 11, which is two more than required, which means my men must retreat three hexes, and that takes them off the battlefield, so the first Roman unit is lost.
My leading legion attacks the warriors in the big wood, needing 6+, but with a +1 modifier for attacking into trees. I roll exactly 7, so the warriors retreat two hexes.
The warriors on East Hill attack my leading cavalry, needing 8+, but roll 4.
A bloodthirsty half-turn in which my archers stood up surprisingly well, but the loss of a legion is unfortunate

Saturday, June 27, 2026

The Forest Road: Turn IV

Situation after three turns
The start-of-turn-event die lands as a 5, which allows me to swop the position of any two unengaged and adjacent Roman units (but not the commander) that are in command range. This is particularly useless this turn as the only two units that qualify are both units of archers!
I begin the movement phase by moving the archers that are adjacent to my commander into the nearby trees. I then move the commander three hexes to the right, so he is away from the Dacian cavalry and within command range of the Roman cavalry, and I withdraw the forward archers a hex.
The Dacian archers move back diagonally to their right to be alongside the swordsmen.
My leading cavalry are engaged in combat, but I move the other unit forwards diagonally left two hexes, from where it charge-attacks the Dacian horsemen at the foot of East Hill. My cavalry would normally require 8+, but there is a -1 modifier for being on higher ground, and I roll exactly the 7 required, meaning the Dacian unit falls back two hexes. My men are still within command range, and I choose for them not to advance into the hex vacated by the Dacians
Now it is the turn of the five units of Dacian cavalry to activate. The furthest-forward unit advances two hexes, contacting my rearward archers, but it cannot charge-attack as cavalry cannot charge into trees. The next unit engages my forward legion, and the third unit advances two hexes. Finally, the fourth unit (the furthest-back cavalry cannot move as they have already retreated this turn) advances a hex, and then diagonally to its left to charge-attack my rearward cavalry. Normally 8+ would be needed, but there are +1 modifiers for being on lower ground and for attacking from rocky ground, so the AI's score of 8 is not enough for a hit.
My Praetorians advance diagonally left to contact the leading Dacian cavalry.
The Dacian swordsmen advance a hex, perhaps emboldened by the presence of friendly archers.
My forward legion is engaged, but I roll three dice for the second legion (it is out of command range), getting 4, 3, 1, which is good enough as I want the unit to advance a hex further into the big wood. The third legion rolls 5, 2, 2, which is also good, as, consulting the compass at the bottom-right of the map, it means the unit can advance diagonally right into the wood.
The falxmen want to retire diagonally to their left, but the way is blocked by a friendly unit of warriors, who choose to advance and contact the legion that just moved up through the big wood.
A lot of blood could be spilt in the attack phase

Friday, June 26, 2026

The Forest Road: Turn III: Attack Phase

This could get rather interesting
Roman archers have an initiative value of 1, so they attack first. I start with the extreme-right unit, which shoots at the Dacian cavalry by East Hill, needing a challenging  9+, but I roll 3. The archers next to them shoot at the same target, coming just short with 8. My other archers shoot at the cavalry bearing down on them, and also come up agonisingly short by rolling 8.
My leading cavalry attack the warriors in rocky ground on East Hill, needing 6+. There are no modifiers - rocky ground only gives a +1 modifier when an attack is launched from it - and I roll 10, easily eliminating the Dacian unit  the first unit of this scenario to be routed. My cavalry are out of command range, and so advance into the vacated hex, whether I like it or not (cavalry advancing in this way cannot charge-attack).
Next to attack is my furthest-forward, and very isolated, legion. It would need 7+ against falxmen, and 6+ against warriors, but an attack on the latter would carry a +1 modifier as the warriors are in trees, so I choose to attack the falxmen, rolling a disappointing 5.
The falxmen counterattack, needing 6+, but with a +1 modifier for attacking into trees. However, this is cancelled out by a -1 modifier, thanks to the presence of the warriors, and 6 is rolled, forcing my men to retreat two hexes. The first retreat is straight back, but the second is diagonally right, keeping the legionaries in the wood, but putting them very close to two units of Dacian cavalry.
The warriors on East Hill attack my cavalry in the rocky ground, needing 8+, but rolling a miserable 2.
First blood to the Romans, but the massed Dacian cavalry look threatening

Thursday, June 25, 2026

The Forest Road - Turn III

Situation after two turns
The start-of-turn-event die is a 3: Dacian war horns. This lets every Dacian cavalry unit move a bonus hex (not the usual two hexes that they have in the movement phase).
Situation after the war horns
I begin the movement phase by leaving my archers where they are, and the Dacian archers choose to continue skulking to the rear of the Dacian position.
My commander uses all three hexes of his movement allowance to move behind the Roman archers that are supporting the Praetorian Guard, putting him in command range of my cavalry, but out of command range of my legionaries.
My rearward cavalry advance diagonally right a hex, which puts them out of command range, so I roll three dice for the next move. The dice land 6, 4, 4, and, consulting the compass in the bottom-right, I use the 6 to move the cavalry onto the hill, where they charge-attack the warriors, needing 6+. However, I roll 5.
I do not want to risk urging my other cavalry onto the hill, as they would very possibly be attacked by Dacian horsemen. Instead, I pull them back diagonally right, and then advance them diagonally right, ending on the right flank of my other mounted unit.
The leading Dacian cavalry advance against my Praetorian Guard, launching a charge-attack. They need 8+, and get 10, meaning my men retreat three hexes. Because my unit is equidistant from both side-edges of the battlefield, and there are no other tiebreakers, I roll to decide which way they retreat for the first hex. Luckily for me, they fall back to the right, because this means their next two retreats take them to the bottom edge of the map, rather than off it, as would have been the case had they started retreating to their left. Dacian cavalry never advance after a victory, and since a charge ends a cavalry unit's movement, the Dacian horsemen stay where they are.
Three of the other Dacian cavalry units advance, but one fails to move as its preferred route is blocked by comrades.
My Praetorian Guard have retreated this turn, so do not get to (further) move.
The Dacian swordsmen remain in reserve.
All three of my legions are out of command range, so I roll three dice for the furthest-forward unit, getting 4, 4, 1, which suits me as the unit can advance through the big wood and make contact with the falxmen.
However, I roll 5, 3, 2 for the second legion, and, since I do not want it moving in any of those directions shown on the compass, I leave it where it is. For the third legion, I roll the even worse 5, 5, 2, and so also leave the unit kicking its heels.
The falxmen cannot move as they have become engaged in combat, as have the furthest-forward warriors. The unit behind them also fails to move, but the warriors on the Dacian right advance into the wood to support the falxmen.
The Romans look ragged and disjointed

Wednesday, June 24, 2026

The Forest Road - Turn II: Attack Phase

Ready for action
My further-forward right-flank archers are within range of the leading Dacian horsemen, but line-of-sight is blocked by trees, so the attack phase starts on the Roman left, where my second unit of legionaries attacks the Dacian warriors, needing 6+. There is a -1 modifier for a friendly unit also being adjacent to the warriors, but a +1 for attacking into trees. I roll 7, forcing the warriors back two hexes.
My forward legionaries attack the falxmen, needing 7+, but I roll 3.
Now it is the falxmen's turn, and they need 6+, but there is a +1 modifier for the legionaries having support from another legion. The dice land exactly with the 7 required, forcing my unit back two hexes.
My main worry right now is that some of my units are perilously close to the edge of the battlefield

Tuesday, June 23, 2026

The Forest Road - Turn II

Situation after the first turn
The start-of-turn-event die lands as a 4, which allows me to move one unit that is in command range of the Roman general, and is not engaged in combat. I take the chance to advance my extreme-left legion, which puts it just two hexes away from the falxmen, so contact can be made in the movement phase of this turn.
I start the movement phase by advancing two of my archer units in the main wood on the Roman right-flank, and put the other archer unit immediately behind the Praetorian Guard.
The single unit of Dacian archers advances a hex.
I advance my commander a hex diagonally right, putting him within command range of one of my units of cavalry, as well as keeping him within command range of all three legions. Since the further-right cavalry are out of command range, I roll three dice to see in which direction I can move them (using the compass at the bottom-right of the map), getting 6, 6, 3, which is satisfactory as I want to move the unit back a hex diagonally right. The other unit of cavalry moves in the same direction.
The five units of Dacian cavalry are next to be activated. They all advance, albeit tending to zigzag, rather than rushing straight down the map.
I leave the Praetorians where they are.
The Dacian swordsmen advance diagonally to their right.
I advance all three legions a hex, which puts the leading unit in contact with the Dacian falxmen, who therefor cannot move.
The left-flank Dacian warriors advance through the trees, putting them in contact with two of my units of legionaries.
The warriors on the hill advance into the hill's rocky ground, and their nearby comrades follow them, mounting the hill.
The melee on the Roman left should prove interesting

Monday, June 22, 2026

The Forest Road - Turn I: Attack Phase

My legionaries get first crack at the enemy
Legionaries need 7+ to score a hit on falxmen, but my forward unit has a -1 modifier for having friends also engaged with the enemy, and another for being adjacent to the commander. However, I roll a disappointing 4.
My other legion in contact with the falxmen only gets one -1 modifier, but I roll 7, forcing the falxmen to retreat two hexes.
No more combats are possible, so that ends the turn

Sunday, June 21, 2026

The Forest Road - Turn I

Starting positions
The start-of-turn-event die lands as a 6, which means Roman ballista fire. This entitles me to shoot at the enemy unit furthest down the map and which is not in trees, on high ground, or engaged in combat. That means, in this case, the falxmen, but whatever the target, I need 7+ (with two dice) to score a hit. If a hit is scored, the unit retreats three hexes, ie there is no question of it routing and so being removed from the battlefield. However, this all proves hypothetical as I roll a pair of 1s.
The movement phase begins with my archers, who have an initiative number of 1. I advance two of the units a hex, and leave the third where it is, as forward movement is blocked by friendly units.
Next up, with an initiative number of 2, is the one unit of Dacian archers, and a roll of a die determines it stays where it is.
My cavalry are next, and I move both the units to the foot of East Hill (assuming North is at the top of the map).
Now it is the turn of the AI's five units of cavalry. They all advance, but as they do so they converge towards the centre of the battlefield, creating a distinctly formidable-looking mass.
I advance my Praetorians a hex, but the AI's swordsmen remain where they are at the north edge of the map.
My legionaries advance diagonally left, with two of the units engaging with the falxmen, and at the same time I advance my commander (he can move at any point when Roman units are being activated) to closely support the legions.
The falxmen cannot move as they are engaged, and I have no spearmen, which leaves the three units of Dacian warriors. The unit on East Hill rolls a 6, which means it can launch javelins at a range of two hexes in what would effectively be a bonus attack, but my cavalry are three hexes away, so the warriors have to seethe impotently where they are. The right-flank warriors advance a hex, which is what the rearward left-flank unit wants to do, but its way is blocked.
Unlike in the first scenario, it seems this time blood could be spilt in the very first turn

Saturday, June 20, 2026

The Forest Road - Roman Dispositions

Dacian setup
It seems to me my early priorities should be to deal with a) the falxmen, who, although threatening my position, are isolated, and b) the furthest-forward warriors on the other flank.
Accordingly I have placed both cavalry units on my right, as they need only 6+ to score a hit against warriors, and placed my legionaries on the left, who need 7+ against falxmen

Friday, June 19, 2026

The Forest Road

THE second scenario in Mike Lambo's latest boardgame book, Commander - Romans v Dacians, is entitled The Forest Road.
Map
The human leads a Roman force tasked with advancing into heavily defended enemy territory along a forest road.
To win, I must have at least three units within the solid-red outlined area at the top of the map at the end of turn XII.
The AI, which commands the Dacians, receives troops worth at least 40 points, chosen in the usual way by rolling dice.
Die Unit             Cost   Total
2     Cavalry       5pts    5pts
2     Cavalry       5pts    10pts
4     Falxmen      3pts    13pts
2     Cavalry       5pts    18pts
2     Cavalry       5pts    23pts
1     Archers       3pts    26pts
5     Warriors      2pts    28pts
3     Swordsmen 3pts    31pts
6     Warriors      3pts    34pts
6     Warriors      3pts    37pts
2     Cavalry       5pts    42pts
This is very much a cavalry-dominated army, which, if the behaviour of Dacian horsemen in the first scenario is anything to go by, means I need to be prepared for swift assaults from the get-go.
The human receives troops worth at least 38 points, chosen in a similar manner, except that a Roman army always starts with the commander, who costs 5pts.
Die Unit             Cost    Total
-     Commander 5pts     5pts
2    Cavalry        6pts     11pts
1    Archers        3pts     14pts
3    Praetorians  5pts     19pts
5    Legionaries 3pts     22pts
2    Cavalry       6pts     28pts
5    Legionaries 3pts     31pts
5    Legionaries 3pts     34pts
1    Archers        3pts    37pts
1    Archers        3pts    40pts
Just like the Dacian army, my force is two points over the minimum, but I have 10 units, against the AI's 11.
I am pleased to have the Praetorian Guard among my recruits as they did not feature in the first scenario, but  I would have been even more pleased to have received some anti-horse spearmen.
The next step is to place the Dacians on the map, the units' positions determined by dice throws.
Thankfully, from my viewpoint, the Dacian cavalry are near the top of the map, and are fairly spread out across the width of the battlefield, but note the falxmen lurking behind trees near the Roman deployment area (dotted red line at the bottom of the map) 

Thursday, June 18, 2026

Pyramids

THINGS Seen In Egypt is not your usual travel book, or, at least, it is not the sort of travel book I usually buy.
True, it qualifies as 'history' - it was published in 1908 - but is not really an account of a single traveller's journey along the Nile and its environs.
Rather, as the title suggests, it is a guide to what visitors can expect to see, and the best ways to do so.
Clive Holland was apparently the pen name of a lawyer who turned to journalism and photography
My edition is a reprint by Forgotten Books - it makes for an interesting read, but the reproduction of the book's many photographs leaves a lot to be desired.

Wednesday, June 17, 2026

Slingshot 364

THE May/Jun issue of the magazine of the Society of Ancients arrived earlier this month.
Striking cover ...
... and great contents
I find it hard to pick out a 'most-interesting' article, but for me the frontrunners are David Harvey's on a leading (East) Roman general, Mike Maddin's on a Dark Ages battle in 616, and Phil Sabin's on refighting Cunaxa with two of his rulesets.

Tuesday, June 16, 2026

Battle Of Ulai - Afterthoughts

THREE things stand out.
1. It was an incredibly exciting battle, fittingly decided in combat between the rival monarchs and their immediate entourages.
2. Reg was very fortunate - outrageously so, at times - in his dice-throwing, as he freely and generously admitted afterwards.
3. Open-order archers need debuffing. They are far too potent as things stand.

The last point is the most important, and I must admit I always thought there was a discrepancy in the rules, in that open-order archers and close-order archers both roll one die per base for shooting, even though a unit of the latter obviously represents many more men.
Accordingly, I am reducing the potency of the former by requiring open-order archers (and bow-armed light chariots) to roll a 6, rather than 5+, to score a hit. This, on average, will cut the number of hits by half.
I am also limiting units to one change of direction per turn, so open-order archers, for example, cannot swivel 180°, move 12cm, swivel back 180°, and then shoot. This will also make them much less effective.
We think these changes should prove to be exactly what is required, but only testing will show if this is really so.
Bloodied, but victorious - King Teumman and the surviving Elamites

Monday, June 15, 2026

Battle Of Ulai - Turn Eight

Both armies are down to four units, so the next to lose a unit also loses the battle
Teumman wins the dice-off (3-2) to see who goes first.
His four-base archers shoot at my biblical infantry, inflicting a hit, but it is saved.
The one-base archers nearest my cavalry are unable to shoot from where they stand, but can shoot by advancing to near the summit. However, they fail to score a hit.
The other one-base archers flee towards East Wood, before turning and shooting at my chariots, albeit ineffectively.
King Tuemman's chariots turn and are just able to charge my royal squadron. It is only after committing to this that Reg remembers his chariots count as light in melees, meaning that while they receive one die per base, my heavy chariots get three dice per base. In addition, both sides receive one die per base for being chariots in the first round of combat. My 12 dice produce four hits, while Teumman's eight dice are good for two hits. Two of the Elamite-suffered hits are saved, but a base is lost and the survivors fall back 3cm, albeit passing their compulsory morale test. One of the two hits my men suffered is saved, but the other causes the loss of a base.
Having survived that half-turn, it is now my chance to go for victory
I start with my one-base cavalry, who turn and charge the nearby one-base Elamite archers. The latter pass the terror-induced morale test. In the melee I inflict a hit, but it is saved (Reg rolls yet another 6!). The archers also inflict a hit. It is not saved, but only forces my men back 3cm.
My two-base professional infantry swivel and shoot with half their bases at the Elamite chariots, but unsuccessfully.
My two-base royal chariots charge the three-base Elamite royal chariots. My men's eight dice produce two hits, as do the Elamites' six dice. One of the hits I inflict is saved, and the other forces the Elamite squadron to reel back 3cm. Neither of the hits I suffer is saved, and both are resolved as the loss of a base, eliminating King Ashurbanipal and the royal squadron, and so ending the battle.

Sunday, June 14, 2026

Battle Of Ulai - Turn Seven

Situation after six turns
For the third turn running, I win the dice-off (6-1) to decide who goes first.
My chariots charge the left-flank Elamites, who immediately lose a base to the terror rule. In the melee I receive three dice per base, plus another die per base for being chariots in the first round of hand-to-hand fighting. The 12 dice produce three hits, none of which is saved. Two cause the loss of a base, with the survivors falling back 3cm, although both compulsory morale tests are passed. The Elamites' four melee dice inflict one hit, but it is saved.
Under the rules I am able to immediately force another round of combat, this time receiving nine dice, which produce two hits. Neither hit is saved. One causes the loss of a base, and the other forces the remaining base back 3cm, which is just about possible despite friendly chariots being in the way of a direct withdrawal, and the subsequent morale test is again passed. The Elamites inflict no hits in reply.
My one-base cavalry advance 20cm along Ulai Hill and, thanks to a successful 50:50 roll, are able to shoot at the two-base Elamite archers, inflicting a hit, which causes the loss of a base. Despite this sudden attack from behind, the morale of the remaining bowmen holds, meaning the unit is not quite eliminated.
However. my two-base professional infantry turn and shoot at the same Elamites, scoring a hit. It is not saved, but is resolved as forcing the archers to fall back 3cm.
In the melee between my one-base professional infantry and the full-strength Elamite chariot squadron, both sides inflict a hit. Both units fall back 3cm.
Finally, my biblical infantry do their best to close with the right-flank Elamite archers.
I came agonisingly close to destroying a fifth Elamite unit, which would have given my Assyrians victory
Teumman starts by using his chariots to again charge my one-base professional infantry, scoring three hits, while I score none. One of the hits is saved, but one of the others eliminates my unit, meaning the Assyrians too are down to four units.
The one-base archers nearest my cavalry turn and shoot at the horsemen, inflicting a hit. It is not saved, but is resolved as forcing my men back 3cm.
The other one-base Elamites shoot at my chariots, but without effect.
The four-base archers move towards the big wood, but turn and shoot at my biblical infantry, inflicting two hits, neither of which is saved. My men pull back 6cm.
In the real Battle of Ulai, some Elamites fled into a wood, and that looks as if it could happen here

Saturday, June 13, 2026

Battle Of Ulai - Turn Six

Situation after five turns
For the second time, I win the dice-off (5-4) to decide who goes first.
My three-base royal chariots charge into the nearest Elamites, who understandably lose a base to the terror rule. In the melee I receive three dice per base, plus an extra die per base for being chariots in the first round of combat. I score three hits. The Elamites, with their total of three dice, score two hits. One of the three hits I inflict is saved, but the Elamites lose a base, with the survivors falling back 3cm, only to fail their morale, and so lose another base, reducing them to one base. I save both the hits my men suffered.
Since my men won the melee, they are able to surge forward and immediately force a further round of combat. The terror rule does not apply here, nor does the extra die per base for being chariots in the first round of a melee, but I inflict five hits, only one of which is saved, and, not surprisingly, the Elamite unit is eliminated. The one melee die it had did not do any damage.
In the continuing fighting between my one-base cavalry and the one-base Elamite archers, the latter inflict the only hit, but it is saved.
On the Assyrian left I start with my one-base professional infantry, who are able to shoot at King Teumman's chariots (after a 50:50 roll), and I score a hit, but it is saved.
My three-base professional infantry, thanks to move-variation, are able to charge the archers near the summit of Ulai Hill. The Elamites pass their terror test. In the melee my men receive four dice per base, scoring four hits. The Elamites get one die per base, plus one more per base for being uphill, and they score two hits. One of the four hits is saved, but the others cause the loss of two bases, and force the survivors back 3cm, only for both compulsory morale tests to be failed, eliminating the archers. One of the hits my men suffered is saved, but the other causes the loss of a base.
Both my biblical infantry units close on the extreme-right archers, although the one-base unit drags its feet, covering only 6cm.
The Assyrian plight is still desperate
The left-flank Elamite archers turn and shoot at my royal chariot squadron, scoring a hit, which is resolved as forcing my men to fall back 3cm.
King Teumman's chariots, for the second time, crash into my one-base professional infantry, scoring two hits. My men fail to score one in return, but both hits are saved.
The two-base Elamite archers turn and shoot at my three-base professional infantry, but without success.
The four-base archers withdraw from Ulai Hill, but shoot at my one-base biblical infantry, inflicting two hits, one of which eliminates my unit.
Finally, in the long-running melee between my one-base cavalry and a one-base Elamite archer unit, I force the latter to fall back 6cm. Since I suffered no hits, while inflicting two, I am able to immediately force another round of combat, finally eliminating the pesky bowmen, who manage to inflict a hit in return, but it is saved.
The Elamites are down to four units, so the loss of another would mean defeat, even though there are currently 14 remaining Elamite bases - four more than the Assyrians have

Friday, June 12, 2026

Battle Of Ulai - Turn Five

Situation after four turns
I at last win the dice-off (4-2) to decide who goes first.
I start with my royal chariots, which are just within charge range of a full-strength unit of Elamite archers ... but I roll 1 for move-variation, meaning my men come up short.
My one-base cavalry, being much closer, have no such trouble closing with the one-base Elamite archers. The latter pass their terror-induced morale test, and in the melee neither side inflicts a hit.
My extreme-left biblical infantry smash into the Elamite extreme-right archers. The latter's morale holds. In the melee my men receive three dice per base, and I inflict four hits. The Elamites receive one die per base, but nevertheless score two hits. Two of the four hits are saved, and the others are resolved as forcing the Elamites back a total of 6cm. Neither of the two hits my men suffered are saved, and both cause the loss of a base! This prompts two morale tests, one of which causes the loss of another base.
My other biblical infantry again show (understandable) reluctance to advance, only covering 6cm.
The three-base professional infantry, however, advance 8cm and shoot with two bases (rounded up from 1.5 after a 50:50 roll) at the Elamites immediately to their front, scoring two hits. One hit is saved, and the other forces the Elamites back 3cm.
The one-base professional infantry also advance 8cm, just failing to force a melee, and are unable to shoot.
I am sorely tempted to concede, but Reg has persuaded me to let the turn finish, before making any decision
King Teumman's extreme-left archers shoot at my royal chariots, scoring a hit, which causes the loss of a base. However, the squadron's morale holds steady.
The next unit of archers turns and shoots at my one-base professional infantry, scoring three hits! However, two are saved, and the third is resolved as forcing my men back 3cm.
They are then shot at by the two-base Elamite archers, who score a hit, but it is saved.
King Teumman's chariots then charge the same unit. In the melee they receive one die per base, plus one die per base for being chariots in the first round of combat. They score four hits, two of which are saved, and the other two force my men back a total of 6cm. However, my men receive two dice, scoring a hit, which forces the chariots to reel 3cm.
The four-base archers, near the summit of Ulai Hill, shoot at the professional infantry directly ahead of them, scoring three hits. One is saved, and the other two force my men back 6cm in all.
The extreme-right archers shoot at my one-base biblical infantry, scoring two hits, which also force my men back 6cm.
Finally, the melee between my one-base cavalry and the Elamites' one-base archers, on the north side of the battlefield, ie the Elamite left, again fails to bring about any significant action.  
My Assyrians are just about hanging on

Thursday, June 11, 2026

Battle Of Ulai - Turn Four

The Elamite left-flank is in danger of being turned
Teumman yet again wins the dice-off (6-1) to determine who goes first.
He starts by turning the extreme-left archers to shoot at my red chariots, scoring two hits. However, both are saved.
The next Elamite unit also turns, and advances slightly, from where it can shoot at my cavalry, scoring one hit. It is not saved, and is resolved as the loss of a base. However, the cavalry's morale holds.
The next unit of archers cannot shoot at any of my right-flank troops, so instead turns to the right and shoots at the nearest professional infantry, scoring two hits, one of which is saved. The other causes a base to be lost, but my men, being professional infantry, do not have to test morale after losing a base to bowfire.
King Teumman's chariots shoot at the same target, scoring two hits, one of which is saved. The other forces my men back 3cm.
The archers that are immediately next to the chariots shoot at the same target, scoring four hits! Two are saved, but the other two cause the loss of a base.
The next unit of archers shoots at my other unit of professional infantry, scoring a hit, which causes the loss of a base.
Finally, the extreme-right archers shoot at my three-base biblical infantry, scoring a hit, which forces my men back 3cm.
Unless the Assyrians can close quickly, there will be none left to win what should be highly favourable melees
I start with my two-base red chariots, which charge the Elamites nearest them. The terror rule causes the Elamites to lose a base immediately. In the melee-proper I receive three dice per base, plus one more per base for being chariots in the first round of hand-to-hand fighting, and I score three hits, although two are saved. The Elamites get one die per base, but score two hits, although one is saved. The result is both sides lose a base, and both units' morale fails, meaning another base is lost. That eliminates my unit, and reduces the Elamite unit to one base.
The one-base cavalry, veering more than 30° to approach the Elamite left-flank, can only advance 10cm, and this is reduced by 2.5cm thanks to me rolling a 1 for move-variation. The unit has a 50:50 chance of shooting with its one base, but my roll for that is also unsuccessful.
My royal chariot squadron, showing rather more enthusiasm for the task in hand, turns sharply left and, thanks to me rolling a 6 for move-variation, advances 12.5cm.
On the Assyrian left-flank, both biblical units advance, although the three-base spearmen only cover 6cm.
The three-base professional infantry advance and shoot with one base (I failed a 50:50 roll for a second base) at the nearest Elamites, scoring a hit, which destroys a base, and a second base is lose to poor morale.
The one-base professional infantry, showing surprising spirit despite heavy losses, advance 12.5cm, and are able to shoot at the same target, but without success.
I desperately need to move first next turn