Tuesday, April 21, 2026

Talavera In 3D - Turn Seven

Map

Situation after six turns
My three activation dice land 3, 1, 1. I reroll the 1s, getting 5, 4.
I start in area 5, where my three-base infantry shoot at the French in the copse ahead. The four dice are decreased because of the enemy being in cover, but increased thanks to supervision from Sir Arthur Wellesley. I roll 5, 4, 3, 1, eliminating a base and forcing the surviving base to leave the copse. Sir Arthur moves back diagonally right, leaving room for my one-base infantry in Talavera to withdraw a hex to a safer position.
In area 3 my infantry surmount the small hill and shoot at the French directly ahead. The four dice are decreased for moving and for firing through trees, but I roll 6, 4, eliminating an enemy base and forcing the survivors back a hex.
In area 4 my infantry enter the newly evacuated part of Talavera.
Another decent half-turn for the Allied cause
The AI's four activation dice land 6, 4, 4, 1. Wildcard 6 and a 4 are rerolled, but land 4, 1.
In area 1 the infantry again have to remain in square, thanks to my cavalry being in the offing.
In area 4 the two-base infantry in the copse shoot at my men on the small hill, the three dice decreased thanks to intervening trees, but increased thanks to support from Marshal Jourdan. The dice land 6, 3, 1, eliminating a base. The marshal and the three-base infantry remain in reserve.
The French are not going down without a fight

Monday, April 20, 2026

Talavera In 3D - Turn Six

Map

Situation after five turns
My three activation dice land 3, 3, 1. I reroll a 3 and the 1, getting 5, 2.
In area 2 my artillery fire at the French infantry to their front, rolling 6, 4, 1, eliminating one base and forcing the rest back a hex.
In area 3 my infantry advance to the foot of the small hill.
In area 5 my three-base infantry shoot at the French ahead of them in the copse, the four dice decreased for the target having cover, but increased thanks to the presence of Sir Arthur Wellesley. I roll 6, 3, 1, 1, destroying a base. My one-base infantry stay in Talavera.
The Allied army continues to make steady progress
The AI's four activation dice land 6, 6, 1, 1. Wildcard 6s and a 1 are rerolled, becoming 6, 4, 1.
In area 1 the infantry have to remain in square because enemy cavalry are within three hexes.
In area 4 the two-base infantry shoot at my one-base infantry directly ahead, the three dice increased thanks to support from Marshal Jourdan, but decreased thanks to intervening trees. The dice land 5, 4, 2, eliminating my unit. The marshal stays where he is, as do the three-base infantry.
I am down to seven units, while the AI has nine

Sunday, April 19, 2026

Talavera In 3D - Halfway Verdict

Situation after five turns
I have eight units remaining, including Sir Arthur Wellesley, while the AI has nine, including Marshal Jourdan.
Here is how the battle stood at the same point first-time through
I had seven units remaining, including both full-strength cavalry units, while the AI had nine units.
At the time I wrote: "The French look comfortable."
However, looking at the map now, and with the hindsight that it was my Allies that won comfortably, I am not sure why I was so pessimistic.
On the other hand, my infantry had taken quite a beating in the early stages of the battle, and it was the Allied cavalry that was to prove the difference.
As a reminder, to win the scenario, the human must have more units than the French on the farside, looking from the Allied lines, of the Tagus tributary La PortiƱa, at the end of turn 10.

Saturday, April 18, 2026

Talavera In 3D - Turn Five

Map

Situation after four turns
My three activation dice land 5, 4, 3, which means I can activate all my troops except for the cavalry, which I am happy to leave on the hill.
I start in area 3, moving the artillery forward diagonally left to line them up with a three-base French infantry unit that will hopefully make a juicy target next turn. My infantry in area 3 advance a hex.
In area 4 my one-base infantry advance and attack the one-base French cavalry, my two dice increased for attacking at a range of one hex after moving, but I roll a miserable 2, 2, 1. Sir Arthur Wellesley advances two hexes diagonally right so he can support three Allied infantry units, including the one in area 4, which shoots at the French cavalry. The three dice are increased thanks to the general's support, and I roll 5, 1, 1, 1 - just enough to eliminate the enemy  nit's last base.
In area 5 the two-base infantry leave the shelter of Talavera and enter a copse, from where they bayonet-charge the French directly ahead. The three dice are increased for attacking at range one after moving, and I roll 6, 5, 4, 4, eliminating two bases and forcing the survivors to flee to the edge of the battlefield. My three-base infantry in the other part of Talavera advance a hex.
I am making progress on the Allied right-flank, but there are many French units left
The AI's four activation dice land 5, 4, 4, 4. Two 4s are rerolled, becoming 5, 2.
In area 2 the infantry advance a hex, as do the artillery.
In area 4 the two-base French infantry shoot at my men in the copse. The three dice are increased thanks to the presence of Marshal Jourdan, but decreased for firing through intervening trees and because my men have cover. The dice land 4, 1, forcing my men back into Talavera. Marshal Jourdan stays where he is as he is supporting three French units. The three-base French in area 4 want to advance on my one-base infantry, but cannot move nearer, and so stay where they are.
In area 5 the three-base infantry advance into the trees and shoot at my men in Talavera. The four dice are decreased for firing after moving, for having intervening trees, and for my men being in cover, but the one remaining die lands as a 5, eliminating a base. The one-base French in area 5 stay where they are.
The battle feels delicately poised

Friday, April 17, 2026

Talavera In 3D - Turn Four

Map

Situation after three turns
My three activation dice land 6, 1, 1. I reroll both 1s, getting another 1 and a 3, and I turn wildcard 6 into a 5.
I start in area 3, advancing the artillery diagonally left. The infantry advance diagonally right, and Sir Arthur Wellesley moves two hexes to support the one-base infantry in the river hex.
In area 5 the forward infantry advance into the part of Talavera that is beside a copse, and then bayonet-charge the French cavalry. The three dice are increased for attacking from an adjacent hex after moving, and they land 6, 6, 4, 4. eliminating two bases and forcing the survivors back a hex. My other infantry in area 5 shoot at the French infantry directly ahead, rolling 4, 4, 3, 1, causing the enemy unit to retreat two hexes.
In area 1 I leave my cavalry where they are.
Something of a (limited) recovery by the Allies
The AI's four activation dice land 4, 2, 1, 1. A 1 is rerolled, becoming a 3.
In area 1 the infantry have to remain in square as my cavalry are within three hexes, but, thanks to my unit being at the rear of the hill, it cannot be fired at.
In area 2, on the other hand, the infantry are able to move out of square formation. The artillery stay where they are.
In area 3 the infantry advance diagonally left.
In area 4 the one-base cavalry advance and attack my men in Talavera, the four dice decreased for my men being in cover. The dice land 6, 2, 1, eliminating a base. The two-base French infantry want to shoot at the same target, but the three dice they would get are cancelled by having to fire through two hexes of trees at a target in cover. Instead, a die is rolled, which lands as a 2, meaning they fall back into the trees diagonally behind them. Marshal Jourdan remains adjacent to what are now two units. Finally, the further-back infantry in area 4 want to advance straight ahead, but their way is blocked by the unit that has just moved into the trees ahead of them.
My earlier feeling of doing well has largely evaporated

Thursday, April 16, 2026

Talavera In 3D - Turn Three

Map

Situation after two turns
My three activation dice land 4, 2, 2. I reroll a 2, but get another 4.
I start in area 2 with my forward cavalry, attacking the two-base French cavalry. The four dice are increased because my men are on higher ground, but I roll what on the face of it is a disappointing 5, 4, 4, 3, 2. This eliminates one enemy base, and forces the other to retreat two hexes. However, after falling back one hex, they are blocked by friends from withdrawing any further, and so lose another base, which means the unit is destroyed. My other cavalry unit advances diagonally left to get on the hill, but does not advance further as I do not want it shot at by the French infantry and/or artillery.
In area 4 my further-back infantry finish crossing La PortiƱa, and shoot at the French directly ahead. The four dice are decreased for moving and for firing through trees, but they land 5, 3, eliminating an enemy base. My other infantry in area 4 similarly get across La PortiƱa, and shoot at enemy infantry directly ahead, but this time there is an extra -1 modifier as the enemy unit is not only screened by trees, but is taking cover in another copse. Only one die is rolled, and this lands as a 4, forcing the French to withdraw a hex.
The early stages of the battle feel, to me at least, as if they have gone well for the Allied cause
The AI's four activation dice land 5, 3, 2, 1.
In area 1 the infantry form square and then shoot at my forward cavalry, the three dice decreased for being in square, but they roll a pair of 6s, eliminating two bases.
In area 2 the infantry shoot at the same target, again losing one die for being in square, and their dice land 2, 1. The artillery also shoot at my cavalry, the two dice increased by two for firing at short range, and they roll 6, 4, 3, 1, destroying my unit's final base. My men's luck at surviving after advancing so far ahead of the rest of the army well and truly ran out.
In area 3 the infantry, no longer menaced by my cavalry, leave their square formation.
In area 5 the French cavalry enter the copse directly ahead, then charge out of it to attack my furthest-forward infantry, the six dice landing 6, 6, 4, 2, 2, 2, eliminating two bases and forcing the survivors back a hex. Both infantry units in area 5 advance a hex.
The well-timed French counterattack seems to have caught my men off-guard

Wednesday, April 15, 2026

Talavera In 3D - Turn Two

Map

Situation after the first turn
My three activation dice land 6, 5, 4.
I change wildcard 6 into a 2, and start in area 2 by advancing my forward cavalry to attack the French cavalry, who last turn moved to the base of the large hill. My four dice for being full-strength cavalry attacking enemy cavalry are increased for being on higher ground, and I roll 6, 4, 3, 2, 1. That destroys an enemy base and sends the survivors back a hex. My other cavalry in area 2 advance to directly behind their comrades.
In area 4 my forward infantry advance a hex and shoot at the French cavalry in the trees behind Talavera. The four dice are decreased for firing after moving, for firing from a river hex, and for the enemy having cover, but I roll a 4, which forces the cavalry back a hex, taking them out of charge range of my unit.
My other infantry in area 4 advance a hex, as do my units in area 5.
A promising start for the Allied cause, although the large gap between the two wings of my army is a little worrying
The AI's four activation dice land 6, 6, 4, 2. Wildcard 6s are rerolled, becoming another 4 and a 3.
In area 2 the two-base French cavalry counter-charge my cavalry on the hill, but roll 3, 3, 1. The infantry form square as enemy horsemen are within three hexes. The artillery advance diagonally right to get on the same file as my cavalry.
In area 3 the infantry also form square, but can then shoot at my further-forward cavalry. The three dice are decreased for being in square, but not for moving (Reg and I agreed that forming square probably does not count as movement under the rules), and the dice land 3, 1.
In area 4 both infantry units advance a hex, and Marshal Jourdan advances with them.
My cavalry are perhaps somewhat lucky to have - so far - got away with advancing precipitately ahead of the rest of the Allied army

Tuesday, April 14, 2026

Talavera In 3D - Turn One

Map

Ready for the off
My three activation dice land 4, 2, 1. I reroll the 1, getting a 5.
Both cavalry units in area 2 advance two hexes, and I move the infantry in area 4 and 5 forward a hex each.
The AI's four activation dice land 6, 5, 3, 1. Wildcard 6 is rerolled, becoming a 2.
In area 1 the infantry roll a 1, but 1 & 2 only have an effect if there is a nearby hex with trees in it.
The infantry in area 2 also roll a 1, and the artillery do not move as they cannot move to a hex that would put enemy troops in range and line-of-sight.
In area 3 the cavalry advance diagonally right two hexes, putting them behind the large hill, three hexes away from my further-forward horsemen. The infantry advance diagonally right.
In area 5 the cavalry advance two hexes into the trees behind Talavera. The forward infantry occupy the trees directly ahead of them. The rearward infantry also advance a hex.
The right-flank French cavalry, although sheltering behind high ground, may find they have advanced precipitately if I am able to activate units in area 2 next turn

Monday, April 13, 2026

Talavera In 3D - Setting Up

Map - orientated with East at the top
I win if, at the end of turn 10, there are more Allied than French units east of La PortiƱa, a tributary of the River Tagus.
I have gone for exactly the same setup as before
That may show a lack of imagination, but really Wellesley's options are limited, and I could not come up with a better formation.
The AI has set up with a strengthened left flank
The AI set up very differently first time through

Sunday, April 12, 2026

Talavera In 3D

THE 13th scenario in Mike Lambo's Battles Of Napoleonic Europe is the Battle of Talavera, with the human taking on the persona of Sir Arthur Wellesley, the future Duke of Wellington.
He commands an Anglo-Germano-Spanish force of five units of infantry, two of cavalry and one of artillery.
The AI has Marshal Jean-Baptiste Jourdan (mistakenly called Marshal Soult in the book) and an all-French army consisting of seven units of infantry, two of cavalry and one of artillery.
Map of the battlefield - the Allies start below the red dashed line
Map converted to 3D, using Hexon II tiles and a variety of scenic items from my collection
My Allied army - the figures are 10mm-scale by WoFun of Transylvania
The French army
Going into this scenario, my 3D score against the AI is 7-4, or 7-5 if the battle I started a unit short is included.
At the same stage first-time through, using maps and counters from Lambo's book, I led 7-6, having played one scenario twice (if the replay is excluded, the score was tied 6-6).

Saturday, April 11, 2026

Inglorious

I RECENTLY spent £16, plus £5 post and packing, on 100 10mm Philistines from Old Glory.
There was no photo of them at the company website, but, I thought, what could go wrong?
The answer is that instead of 100 figures, I received 20 blocks of five figures, joined not only at the base, but at the shoulder and arm, so there is no possibility of separating them.
Complete waste of money

Friday, April 10, 2026

Slingshot 363

THE Mar/Apr issue of the Society of Ancients' magazine Slingshot has a wide variety of articles to suit many tastes.
Slingshot 363 - something for almost everyone
But the one thing it does not have is a wargame, ie a report on a battle fought on the tabletop.
I play a lot of chess, and I would be astounded if I were to buy a chess magazine and found it did not contain a single chess game.
I realise the hobbies are not identical, even if one arguably evolved from the other - "chess with a thousand pieces," etc. Nevertheless ...

Thursday, April 09, 2026

Adding Stability

LAST year I bought two slightly different packs of 54mm-scale trees in preparation for relaunching Project Kaiser, my refighting of the Franco-Prussian War.
I was very pleased with the purchase, except that the trees in one pack proved unstable.
Stability has been fixed, or at least vastly improved, by fixing steel washers to the bottom of the trees' bases
The 12 trees standing proud
The contents of both packs

Wednesday, April 08, 2026

Palms

LAST month, on a visit to Bavaria, I found a set of palm trees that should go well with my 10mm biblical project.
I knew when I bought them there was next-to-no-chance of the trees standing by themselves.
But they are absolutely fine on leftover 20x20mm steel bases from my War of the Austrian Succession project
Midianite archers defending the same palm grove

Tuesday, April 07, 2026

Tree-mendous!

MY recent purchase of a pack of 15 deciduous trees in Bavaria means I now have quite a forest of 10mm-scale trees, both evergreen and deciduous.
A good mix

Monday, April 06, 2026

Updated Biblical Cheat-Sheet

HERE is a cheat-sheet for the core of my adapted rules for fighting biblical-era battles with 10mm miniatures.
They are based on Neil Thomas's rules in Ancient & Medieval Wargaming, but you will need that book for specific points not covered here, and in general for how the rules operate on the tabletop.
Some of the adaptations are a result of my studying the period, and of how I like a wargame to work, with some adapted from Bob Cordery's Portable Wargame books.

MOVEMENT
Open-order cavalry, light chariots: 24cm
Close-order cavalry, heavy chariots, camelry: 20cm
Open-order infantry, auxiliary infantry: 12cm
Close-order infantry: 8cm
Turning more than 30° from straight-ahead costs half the movement allowance, except for open-order troops, camelry and light chariots, who are not penalised.
Variation: when a unit tries to use at least 75% of its movement allowance, roll a die, a 6 meaning 25% is added to the distance covered, a 1 meaning 25% is deducted.

MISSILE RANGES
Foot bows and slings: 24cm
Mounted bows: 20cm
Javelins: 8cm
Archers as well as javelinmen can shoot at attackers who make contact after having started more than 8cm away.

HITS
5+ on a die scores a hit. If it is not saved, use the following table:
Quality of unit hit  Lose base  Fall back 3cm
Elite                            1-2             3-6
Average                      1-3             4-6
Levy                            1-4             5-6
A unit that cannot fall back, either straight or within 30° of straight back, eg it is blocked by impassable terrain, by enemy troops or by friendly troops not in open-order, or it would leave the battlefield, loses a base.
A unit in a melee whose opponent falls back may follow up and immediately force another round of hand-to-hand fighting, provided the player's unit suffered fewer hits than its falling-back opponent.

MORALE
The general's unit receives a +1 modifier when testing morale.
If the unit is destroyed, every friendly unit in line-of-sight tests its morale immediately; every other friendly unit tests its morale at the start of the army's next turn.
Scene from a battle fought between Egyptians and Hebrews in late-2024 using Thomas's unmodified rules

Sunday, April 05, 2026

Biblical Update - Other Changes & Clarifications

An army is defeated once the number of its units falls below half, rather than, as in Neil Thomas's biblical rules in Ancient & Medieval Wargaming, once the number falls to a quarter.
This is, perhaps, not such a big change as might appear at first sight, at least when both sides start with eight units, as "below half" means three units and "a quarter" is two units.
However, I reserve the right in my battles to sometimes vary from the standard starting strength of eight units.

A battle beginning early in the morning can normally last 15 turns before nightfall.

Troops in difficult terrain use the same combat table as for fighting in woods.

Troops behind cover receive an extra die per base in the first round of a melee.
Gadites sheltering in a palm grove

Saturday, April 04, 2026

Biblical Update - Generals

COMMANDERS, who were often also kings, played vital roles in ancient armies, and I want them represented in some way on the tabletop.
But since Neil Thomas's biblical forces in Ancient & Medieval Wargaming always consist of eight units, it would be disproportionate, in my opinion, to have an individual figure representing the general.
Instead I rule that in each army an elite unit is designated as the general's (if an army has no elite units, another unit becomes the general's, and the unit is upgraded to elite).
Such a unit receives a +1 modifier when testing morale.
But if the unit is destroyed, the general goes with it, and every friendly unit in line-of-sight must immediately test its morale, and all other friendly units have to test their morale at the start of the army's next turn.
Pharoah's chariot squadron leads Re corps at our refight of Charles Grant's Kadesh scenario 

Friday, April 03, 2026

Biblical Update - Casualties

HITS from shooting and in melees are inflicted on a roll of 5+ (rather than 4+ under Neil Thomas's biblical rules).
This obviously reduces the number of hits, but under my adaptation it is no longer necessary to score four hits to remove a base.
Instead, if a hit is not saved, roll a die:

Quality of unit hit  Lose base  Fall back 3cm
Elite                            1-2             3-6
Average                      1-3             4-6
Levy                            1-4             5-6
A unit that cannot fall back, either straight or within 30° of straight back, eg blocked by impassable terrain, by enemy troops or by friendly troops not in open-order, or would leave the battlefield, loses a base.

A unit in a melee whose opponent falls back may follow up and immediately force another round of hand-to-hand fighting, provided the player's unit suffered fewer hits than its falling-back opponent.

The overall effect of these changes is to speed the game, and in particular to stop melees dragging on, as they otherwise have a tendency to do.
A melee in rocky ground during the Battle of Palm Hill

Thursday, April 02, 2026

Biblical Update - Firing At Chargers

ONE rule I have dropped from Neil Thomas's biblical section in Ancient & Medieval Wargaming concerns what happens immediately preceding a melee.
Thomas stipulates that a charge must be declared at the start of the half-turn by the attacking player and that, if contact is successfully made, the defending unit, if armed with javelins, may shoot, provided the enemy started further than 8cm away.
I am dropping the need for a charge to be declared, and I am extending the right to use defensive fire to bow-armed troops, again provided the enemy starts more than 8cm away.
Assyrian close-order archers will be among those benefitting from the increased right to defensive fire