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

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