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

Saturday, January 03, 2026

Battle Of The Apocryphal Well - Turn Six

Situation after five turns
Just for a change, I win the dice-off (5-3) to decide who goes first.
My light infantry on the Egyptian left hurl their javelins at the Eshnunna cavalry, scoring a hit, but it is saved. The Kush archers shoot at the same target, also scoring a hit, but it too is saved.
The Ptah heroically charge the Tutub, which brings up a question about the Assyrian terror rule in Neil Thomas's Ancient & Medieval Wargaming.
It reads: "The reputation of the Assyrians was such that many opponents often ran away before contact. Accordingly, any enemy troops in hand-to-hand combat with Assyrian chariots, cavalry, line* infantry or auxiliary infantry, must test morale before the first round."
[*Line infantry are not mentioned as a troop type in the biblical wargaming rules, and the Assyrians are the only ones mentioned as having them. It would seem to be another term for what Thomas elsewhere calls heavy infantry, as opposed to the more-common biblical infantry, which are a lower-quality type of close-order foot.]
My opponent and I discussed whether the rule should apply in only the first round of the first time a unit melees with Assyrians in a battle, or whether it should also apply in the first round of subsequent melees involving the same unit in the same battle.
We fairly quickly agreed that the spirit of the rule means it should only apply in the first round of the first melee, which gives my men more of a glimmer of hope.
Anyway, in the second melee between the Ptah and Tutub, I roll 4, 4 - close, but no hits (5+ is needed). Reg rolls 6, 4, 4, 3, 3, 2, 1, 1 (each of his bases gets two dice) - just one hit. I am unable to save it, but the hit is resolved as my men falling back 3cm.
In the ongoing melee between the three-base Ptah and the one-base Tarbisa - both biblical infantry - I roll 6, 3, 3 - one hit. Reg rolls 4 - no hits. The one hit is not saved, and is resolved as the Tarbisa falling back 3cm.
The Koth archers shoot at the Hassuna archers, rolling 5, 2 - one hit. It is not saved, and the Hassuna fall back 3cm.
Finally, my Ka archers shoot at the javelin-armed cavalry, but roll three 3s and a 2.
This feels like a half-turn of missed opportunities for the Egyptians
Reg starts by charging the Eshnunna cavalry into my one-base Lacish javelinmen.
This is the second time they have meleed, so the terror rule does not apply, but each of the cavalry's two bases gets three dice, and Reg rolls 5, 5, 4, 2, 2, 1 - two hits. Neither hit is saved, and the Lacish are eliminated (their one dice comes up an ineffective 2, so they take no Assyrians with them), meaning I have now lost two units.
The Assyrians' Repiquum javelinmen hurl their weapons at the Kush archers, rolling 5 - a hit. It is not saved, and causes my men to lose a base. That forces a morale test, which is passed.
Then the Akalate archers shoot at the same target, rolling 5, 4, 3, 3 - one hit. Another base is lost, but again my men's morale holds firm.
The elite Tutub charge my Ptah infantry. As already discussed, the terror rule does not apply, but Reg rolls 6, 5, 5, 5, 4, 3, 2, 1 - four hits! None is saved, but only one base is lost - the other hits are resolved as each forcing the Ptah back 3cm. Despite this, the remaining Ptah pass their morale test. As part of the same melee, I roll 5, 3 - one hit. It is not saved, and the Tutub fall back 3cm.
The one-base Tarbisa infantry turn, using half their move-allowance, and retreat 4cm, except move-variation comes into effect, so they only cover 3cm.
The Hassuna archers are no longer within firing range of my Koth archers, so they switch to shooting at my Kush archers, rolling 5, 3, 3 1 - one hit. It is not saved, and my men are forced to withdraw 3cm.
The Zarzi light cavalry advance just over 12cm and hurl their javelins at the Kush, rolling 6, 4, 3 - one hit. It is not saved, and my men are forced back a further 3cm. The cavalry, using the rest of their split-move, fall back as far as they can.
The Egyptian left has all but disappeared

The Kush archers on the Egyptian left look very isolated, with four Assyrian units closing in

Friday, January 02, 2026

Battle Of The Apocryphal Well - Turn Five


Looking from behind the Egyptian lines after four turns
It feels as if winning the right to go first this turn could be important, and Reg wins the dice-off 5-4.
He starts on the Assyrian right, where the much-diminished Eshnunna elite cavalry charge my levy javelinmen. Under the Assyrian terror rule, the latter have to immediately check their morale, which is poor, meaning they lose a base before hand-to-hand-fighting begins.
In the melee the Assyrians get six dice (three for each remaining base), scoring one hit, which is not saved, and is resolved as the loss of a base. This means another morale test, which my men again fail, not surprisingly, and so are reduced to one base.
However, blows in melees are struck simultaneously, so I still get to roll three dice  - one for each base remaining after the terror-morale fail. Amazingly, I roll 5, 5, 5 - three hits. One hit is saved, and the other two are resolved as fallbacks, ie a 6cm-withdrawal.
The one-base Assyrian light infantry hurl javelins at my Ka archers, but ineffectively.
The Akalate archers cross the western low hill, finishing just short of the Ka, and the Tutub elite infantry likewise advance onto the southern low hill.
In the ongoing melee between the outnumbered Tarbisa biblical infantry and my Ptah yellow-shields, neither side scores a hit.
The Hassuna close-order archers on the Assyrian left shoot at my Koth open-order archers, scoring a hit, which forces my men back 3cm.
The Assyrian mounted javelinmen split-move, hurling their weapons at the Ka archers, scoring a hit, which, however, is saved, and then fall back to beside the Hassuna.
I feared suffering heavier losses this half-turn
My javelinmen shoot at the Eshnunna horsemen, but without effect, and my Kush archers fire at the same target, again ineffectively.
The Ra spearmen charge the Tutub, but first have to test their morale under the Assyrian terror rule, losing a base in the process. Despite this, in the melee my three-base biblical infantry roll three dice, scoring 6, 5, 3 - two hits. The four-base Tutub, being professional close-order infantry, roll eight dice, which result in four hits. The two hits I inflict are both saved, but only one of the hits I suffer is saved. The remaining three are all resolved as the loss of a base, meaning the Ra become the first unit eliminated.
The Senekht spearmen also charge the Tutub, with one of the unit's two bases gaining a bonus die for attacking from a flank. That means three dice in all, and one hit is scored, but it is saved. The Tutub roll six dice (the base attacked in the flank does not count this half-turn), scoring two hits. Neither is saved, but my men do not lose a base, instead being pushed back 6cm.
The two-base Koth archers shoot at the Hassuna archers, but without success.
Finally, my Ka archers shoot at the Assyrian light cavalry, scoring three hits. Two are saved - Reg rolling 6s again! - and the third is resolved as the horsemen falling back 3cm.
The success of the elite Tutub infantry has put the well firmly in Assyrian hands, at least for now

Looking from behind the Senekht, with the Tutub directly ahead of them - to the Tutub's right are the Akalate archers, while to the Tutub's left is the melee between Egypt's Ptah infantry and Assyria's Tarbisa, which continued ineffectively throughout this turn

Thursday, January 01, 2026

Battle Of The Apocryphal Well - Turn Four

Situation after three turns
Reg wins the dice-off (4-3, after a 3-3 tie) to see who goes first.
He starts by sending his open-order cavalry to again hurl javelins at my chariot squadron, the dice landing 6, 6, 3 - two hits. My men have medium armour, but neither hit is saved, and the hits are resolved as the squadron losing two bases, which causes it to fail a morale test, thus losing a further base! The cavalry complete a split-move by returning to their previous position alongside the Hassuna archers.
The archers shoot at my Koth open-order archers, rolling 6, 2, 1, 1 - one hit. The hit is not saved, and the Koth lose a second base. However, their morale remains firm.
The Tarbisa infantry advance 10cm, thanks a 2cm-bonus from the move-variation rule, but do not quite make contact with my Ptah unit.
The Tutub elite infantry advance 8cm, and being a dual-threat unit, shoot with half their bases at the Senekht spearmen, rolling 6, 3 - one hit. This is not saved, and it is resolved as the loss of a base, with a further base lost due to my men failing their morale test.
On the Assyrian right the elite Eshnunna cavalry advance their full move towards my javelinmen, narrowly failing to make contact - a move-variation roll of 6 would have been enough.
The Assyrian javelinmen advance 12cm and are just in range to hurl their javelins at the Kush open-order archers, but roll 4, 4, 3, 2 - no hits.
The Akalate close-order archers advance to the edge of the western low hill.
An excellent half-turn for the Assyrians
I start on the Egyptian right with the Ka archers shooting at the Assyrian javelin-armed cavalry, rolling 5, 4, 4, 4 - one hit. However, the hit is saved by Reg rolling a 6.
The two-base Koth archers shoot at the Tarbisa infantry, rolling 5, 3 - one hit. It is not saved, and the Assyrians lose a base, but pass their morale test.
My Ptah infantry then charge the Tarbisa (Reg and I agreed that, because we are resolving actions unit-by-unit, rather than first having movement for all units, then shooting for all units, etc, we would not use the charge-declaration rule, which states that charges have to be declared at the beginning of a player's turn).
The Assyrian terror rule means my men have to take a morale test before the hand-to-hand combat is decided, and my men narrowly fail it - I roll a 3 instead of 4+. That means my men lose a base, so it is three bases against three. My dice land 6, 4, 3 - one hit; Reg rolls 4, 3, 3 - no hits. The Tarbisa, perhaps surprised at the unexpected spirit of my men, lose a further base when they fail their morale test, and so are reduced to one surviving base.
On the Egyptian left my javelinmen hurl their weapons at the Eshnunna cavalry, rolling 6, 4, 2, 1 - one hit, which is not saved, and is resolved as a lost base. The Eshnunna, despite being elite, fail their morale when Reg rolls a 2 instead of 3+, and so lose a further base.
The Kush archers shoot at the Assyrian javelinmen, rolling 6, 5, 2, 1 - two hits. Neither hit is saved, and the javelinmen lose a further base to poor morale.
I move the remaining base of my chariot squadron out of harm's way, behind my right-flank archers.
Finally, I pull the Senekht red-shields slightly back to be in line with the Ra. 
A good half-turn for the Egyptians!