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

Friday, January 16, 2026

Empire Time - Turn Three (330-320 BC)

Situation in 330 BC
The revolt dice land 1-2, meaning more bad news for Andy's Persians as double-scoring AEGYPTUS expels its Persian garrison.
This is the second turn in which Richard's Macedonians have Alexander as a great captain.
He first attacks the Persian homeland, Parthia, but a roll of 2 is not enough, despite his +2 modifier, as there is a -1 modifier for attacking a homeland. He fails a second time, but conquers it at the third attempt. He then conquers newly-independent AEGYPTUS, and Persian Pontus, both times rolling a 6.
Andy is drawn to go next, and he tries to provoke rebellion in his conquered homeland, but comes nowhere close to rolling the required 6.
My Romans invade Magna Graecia, but are decisively thrown back (I rolled a 1).
Finally, Reg's Carthaginians successfully cross the sea to Sicilia, and conquer it with a 6.
Despite Rome's early consolidation of ITALIA, it is Carthage that is taking the lead in the West

Thursday, January 15, 2026

Empire Time - Turn Two (340-330 BC)

Situation in 340 BC
The revolt dice land 3-1, meaning 'Asia' throws off Persian rule.
This is the first turn in which Richard's Macedonians are led by Alexander. As a great captain, he conducts five campaigns in a turn, rather than the usual one, receives a +2 modifier for each campaign, and does not suffer a -1 modifier for attacking a controlled province that is not a homeland (in Alexander's case, the last bonus only applies if the Macedonians occupy Graecia, which is one reason why it made sense for him to attack Graecia last turn).
What all this adds up to is that Richard will conquer five provinces this turn, provided he does not roll a 1, and he duly takes Thracia, 'Asia', Syria, Mesopotamia and Persia (the last is not the Persians' homeland - that is adjacent Parthia).
Richard is apparently following my strategy in our last game, when, as the leader of Macedonia, I decided to eliminate the Persian player by capturing his homeland, and only then going after other provinces, such as double-scoring AEGYPTUS. Richard obviously thinks the strategy is sound, even though I finished fourth!
Andy's Persians are drawn next, and he tries to retake Persia, but fails with a 1.
Reg switches his attentions from Gallia to Sicilia, but the naval crossing ends in disaster (he rolls a 2, one less than the minimum required).
Finally, I consolidate Roman control of ITALIA by rolling a 1 (I needed to roll less than the turn number).
Both the Romans and Macedonians have got off to what are probably their best possible starts

Wednesday, January 14, 2026

Empire Time - Turn One (350-340 BC)

Map at the start
The revolt dice land 6-2, but that pinpoints Gallia, which is independent.
My Romans are drawn first, but there is nothing I can do as Rome first has to consolidate its control of ITALIA, and that can only be achieved by rolling a die lower than the turn number.
Andy's Persians are next, and he successfully invades double-scoring AEGYPTUS by rolling a 5 (4+ is needed).
Richard's Macedonians conquer Graecia, also by rolling a 5.
Reg, in his role as ruler of Carthage, takes the interesting decision to attack Gallia, rather than attempt a naval crossing and invasion of Sicilia. There are two -1 modifiers (one for attacking outside of the original Carthaginian empire, the other because Gallia is in tribal ferment), but they prove irrelevant as Reg rolls a 3.
A good start for the Macedonians and the Persians

Tuesday, January 13, 2026

Empire Time

TIME for another game of Philip Sabin's Empire, which covers 200 years of warfare around the Mediterranean, featuring four main peoples: Carthaginians, Romans, Macedonians and Persians/Parthians.
The players are again myself, my regular wargaming opponent ('Reg'), security consultant Richard Johnson, and Andy, a serving officer in Britain's armed forces.
We have played Empire eight previous times, with each of us having each of the people twice.  
Here are the standings (four points for a win, three for coming second, etc).

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)
Total: 23pts

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)
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)
Total: 18pts

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)
Total: 17.5pts

SCORES BY PEOPLES
Persians/Parthians: 27pts
Romans:22.5pts
Carthaginians: 19.5pts
Macedonians: 11pts

Since we have all had each of the peoples twice, we will make a completely random draw for our ninth game.
The result is Andy gets the Persians/Parthians, Reg the Carthaginians, Richard the Macedonians, and I get the Romans.
The map at the start in 350 BC
As usual I will write up the game as it goes along.

Monday, January 12, 2026

All About Those Light Cavalry

My three units of open-order cavalry have been rebased as six units
I have 24 further figures from Newline Designs to paint, so I am well and truly covered for any javelin-armed light-cavalry requirements in biblical times.
Still, that is better than not having enough ...

Sunday, January 11, 2026

All About Those Hebrews

REBASING my open-order Hebrews means I now have three units of javelinmen and three of slingers, instead of two of each (as well as six units of auxiliaries and five squadrons of chariots).
Javelinmen
Slingers
An early Hebrew army under Neil Thomas's biblical rules in Ancient & Medieval Wargaming has three-to-six units of auxiliaries, two of which can be elite, one or two units of javelinmen, and one or two units of slingers, so I have more than I need.
Solomon's army draws from the same list, but with the addition of one-to-three squadrons of light chariots, while later Hebrew armies draw from a list used by Canaanites and Philistines.
That list has two-to-four units each of light chariots, biblical infantry (close-order spearmen) and javelinmen, and an optional unit of open-order archers.

Saturday, January 10, 2026

Their Camels Were Without Number

I HAVE rebased my Midianites, in line with my post about making open-order troops look more, well, open order.
Two units of slingers have become three
Three units of archers have become four-and-a-half
Four-and-a-half units of camelry have become nine
The heading for this post is a quote from chapter seven of Judges, where verse 12 reads: The Midianites, Amalekites and all the other peoples of the East moved into the valley, thick as locusts, and their camels were without number.
My Midianite camelry are not without number, but nine units should be plenty for any plausible wargaming contingency.
In Neil Thomas's biblical rules from Ancient & Medieval Wargaming, a Midianite Arab army (2000-700 BC) is drawn from the following list (all units are open-order, and have light protection or armour).
Camelry: bow, average morale, 2-4 units
Slingers: sling, levy, 2-4 units
Javelinmen: javelin, levy, 2-4 units
Archers: bow, levy, 0-2 units
I am therefore fairly well-placed to field a Midianite army, at least with the addition of generic javelinmen.

Friday, January 09, 2026

All About Those Bases

NEIL Thomas's rules in Ancient & Medieval Wargaming are primarily designed for 15mm-scale figures, although with some manufacturers the height of such figures is more like 18mm or even 20mm.
Each unit in the biblical section of A&MW, and, indeed, nearly all units in the other three sections (classical, dark age and medieval), consists of four bases, with each base having a 40mm frontage and a 20mm depth, arranged in two rows of two.
He recommends that close-order foot, which he labels as heavy infantry, biblical infantry or heavy archers, should be represented by four figures per base.
Auxiliary infantry, who are a looser form of close-order foot, and can be thought of as warband, have three figures per base, as do close-order cavalry, which Thomas, a little confusingly, calls heavy cavalry (whether they have armour or not).
Open-order foot and cavalry have two figures per base, and a chariot squadron consists of four chariots, which have to be fitted on bases with a 20mm frontage and 40mm depth, although diagrams in the book show them having the same frontage and depth as other units.
I am using the same-size bases, but with 10mm-scale figures.
Accordingly, I increased the number of close-order foot per base from four to six, the auxiliaries/warband from three to four, and open-order foot from two to three, while keeping close-order cavalry at three and open-order cavalry at two (and chariots at one).
Here is how they look, with (left to right): open-order foot (slingers, in this case). open-order cavalry with, behind them, open-order camelry, close-order foot with, behind them close-order archers, auxiliaries/warband (Sherden), a chariot and close-order cavalry
I think that, on the whole, they look reasonable.
However, loath as I am to get involved in rebasing figures, I have decided to reduce the open-order units by one figure a base.
This means open-order foot will have two figures, rather than three, and open-order mounted troops one figure, instead of two.
A bonus of doing this is that I will create extra units, without having to paint more figures. However, that is very much a bonus, rather than a reason.

Thursday, January 08, 2026

First Hittites

Have painted my first Hittites - two squadrons of 10mm chariots from Newline Designs, configured on 40x20mm bases for Neil Thomas's biblical rules in Ancient & Medieval Wargaming  

Wednesday, January 07, 2026

Summing Up Our Refight Of The Battle Of The Apocryphal Well

ANOTHER great war game, and a reversal of 'history', as the Egyptians won Charles Grant's original battle in The Ancient War Game.
That encounter, fought under Wargames Research Group rules, ended with three of the seven (not eight, as the book has it) Assyrian regiments "in flight and two others retreating."
The Egyptians lost 38 figures of their original 229 (including chariot crews). The Assyrians lost 58 of their original 178 figures, "although to the latter total can be added the fleeing regiments who, should the result have been decided by a tally of viable points, would not have counted, being in flight."
In our battle, fought with my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming, the Egyptians lost four of eight units, the Assyrians two of seven.
I conceded as my Egyptians were on the verge of losing a fifth unit, which had already been reduced to one base, and was confronted with units of cavalry, close-order archers and professional infantry.
That would have put the army below 50% of its starting strength, and therefore defeated.
Both my opponent and I felt the battle flowed well, and was over in a relatively short nine turns.
This was helped by the scenario starting with both armies drawn up in battle-order at the start of the fateful day, within a few moves of each other, and on a battlefield that was uncluttered with scenery, apart from three low hills, which affected line-of-sight, but not movement.
We have agreed to give the rules another outing in the near future.

Tuesday, January 06, 2026

Battle Of The Apocryphal Well - Turn Nine

The Egyptians will lose if another unit is eliminated
But there is still hope. If I can win the dice-off to go first, it is just possible that with some exemplary archery I could destroy both of the Assyrians' remaining left-flank units, which would take the Assyrians below half-strength, and so cause their defeat.
I do indeed win the dice-off (6-4), but first my three right-flank units have to test their morale, it being assumed that by now news of the death of the Egyptian commander will have reached them.
Only the Ka archers fail the test, losing a base.
The Ka then shoot at the Hassuna, but 6, 2, 1, is nowhere near good enough, and anyway the one hit is resolved as the Assyrians falling back 3cm.
The two-base Koth shoot at the same target, but their hearts are apparently not in it, and they inflict no damage.
Similarly, the Ptah spearmen, ordered to close on the Hassuna, do so in a dilatory manner, advancing only 6cm (thanks the move-variation rule).
With defeat now inevitable, I concede.

Monday, January 05, 2026

Battle Of The Apocryphal Well - Turn Eight

Situation after seven turns
I win the dice-off (5-4, after a 4-4 tie) to see who goes first.
The Ka and Koth archers are just out of bowshot of the Hassuna, so I order them to advance as far as they can, to get in range, and to get away from the victorious Assyrian right-flank. The only infantry who can normally move and shoot are open-order infantry armed with javelins, so there is no question of my archers inflicting casualties this half-turn. The Ptah biblical infantry also advance on Hasunna.
On the Egyptian left the Senkht fall back 5cm, aided by the move-variation rule adding 25% to their 4cm move (after 50% was deducted for turning).
The remaining chariot base also falls back a little, and shoots at the Tutub on South Hill, but without effect.
Reg starts by having the Tutub advance towards my withdrawing units, their 8cm move increased to 10cm, thanks to move-variation. They then shoot at Pharoah's Chariot Squadron (the Tutub, being professional infantry, are an exception to the foot-bows-cannot-move-and-shoot rule), scoring a hit, which is not saved, and, despite the squadron being elite, is resolved as the loss of a base.
This means the Egyptian commander has fallen, and, as a consequence, the Senekht have to test their morale. It remains good.
My other three units are not within line-of-sight of the general's demise, so they will not test their morale until the start of the next half-turn.
The Eshnunna cavalry advance on the Senekht, as do the Akalate close-order archers, who were just out of bowshot-range of the Egyptians.
Finally, on the other flank, the Hassuna close-order archers shoot at the two-base Koth, but roll 4, 1, 1, 1.
It would be little short of a miracle if my Egyptians survive the next turn, never mind the rest of the battle

Sunday, January 04, 2026

Battle Of The Apocryphal Well - Turn Seven

Situation after six turns, looking from behind the Egyptian lines, with the Assyrians in the ascendancy, especially on their right
I win the dice-off (6-2) to see who goes first.
This gives me a glimmer of hope as I can immediately order the Ptah infantry to charge the retreating Tarbisa, who are caught in the back. My men's three dice are therefore increased to six, but I roll a disappointing 6, 4, 3, 3, 3, 1 - one hit. The Tarbisa roll a 3, so only the hit they suffered has to be considered. It is not saved, and is resolved as the loss of a base, meaning the Assyrians have at last lost a unit.
The Ka archers shoot at the Assyrian light cavalry, rolling 5, 2, 2, 1 - one hit. It is not saved, and is resolved as the loss of a base. The unit's morale fails, so another base is removed.
I order the Koth archers to shoot at the same target, hoping to eliminate a second Assyrian unit. However, the dice land 2, 1.
On the Egyptian left the Kush archers shoot at the Assyrian javelinmen, also hoping to eliminate a second Assyrian unit. The dice land 6, 1 - a hit. It is not saved, and is resolved as the loss of a base, so the Assyrians have indeed lost two units - the same number as the Egyptians.
I decide to take a gamble and activate the remaining base of Pharoah's Chariot Squadron, which moves left and shoots at the Tutub elite infantry (remember, open-order chariots can turn without penalty and still shoot), but the die lands as a 3.
Finally, the Senekht infantry withdraw, to get as near as they can, allowing for a 50% deduction in movement for turning, to the chariot squadron.
Both armies have lost two units, but since the Assyrians began the battle with only seven, they will have been defeated if they lose two more units and so fall below half-strength, while the Egyptians, who had eight units at the start, would have to lose three more units to be beaten
However, it seems inevitable that the two-base Kush archers (top-centre, with Assyrian cavalry and two full-strength foot units menacing them) will be eliminated in the Assyrian half-turn
Reg starts by ordering the Akalate close-order archers to shoot at the Kush, the dice landing 6, 4, 4, 1 - one hit. However, I manage to save it by rolling a six.
Then the Eshnunna cavalry charge the Kush in the flank. Close-order cavalry meleeing against light infantry receive three dice per base, but receive an extra did per base for attacking in the flank. The Eshnunna score six hits, and none is saved! Only two are resolved as the loss of a base, but that is enough to eliminate the Kush.
The Tutub infantry, who are armed with bows as well as spears, climb on to the crest of South Hill and shoot (they are allowed to move and shoot, unlike ordinary close-order archers) at my chariot squadron. They receive one die for every two bases, but the dice land 3, 2.
The Hassuna archers shoot at the newly-in-range Ptah infantry, rolling 6, 4, 2, 1 - one hit. It is not saved, and is resolved as forcing my men to fall back 3cm.
Reg decides discretion is the better part of valour with the Zarzi light cavalry, and he pulls them to safety behind the Hasunna.
Both right-wings are triumphant, but the total nimber of Assyrian bases remaining is 15, while the Egyptians have 11