Wednesday, September 30, 2026

Hunters' Ridge - Turn VII

Situation at the halfway point
The start-of-turn-event die is a 2 - Dacian war horns - allowing all warrior units not in contact with the enemy to advance a hex straight ahead. Only one unit can do this, as the other two have their way blocked by friendly tribesmen.
My archers remain where they are, but four of the five Dacian archer units move forward, bringing one to within two hexes of the ridge.
I leave my one remaining mounted unit where it is, but the Dacian left-flank cavalry advance to the foot of the ridge. The central Dacian cavalry advance diagonally to their left two hexes, and the right-flank cavalry advance two hexes straight ahead.
I shuffle my three Praetorian Guard units along the ridge to their left.
The Dacian swordsmen advance to the foot of the ridge, putting them in contact with two units of Praetorians.
All four units of falxmen move closer to the ridge.
The only warrior unit to advance is the one that responded earlier in the turn to the blast of the war horns.
The ridge is under what seems the start of a serious and well-coordinated assault

Tuesday, September 29, 2026

Hunters' Ridge - Halfway Verdict

My six surviving units will somehow have to cope with 16 Dacian units, including three of cavalry, with two of the horsemen units on the extreme flanks of the battlefield
Where I can oppose the enemy, I have a good chance of stopping him, but if enough Dacians advance together I will not have enough to cover every hex of the ridge.

Monday, September 28, 2026

Hunters' Ridge - Turn VI: Attack Phase

Fingers crossed for my horsemen!
There are some interesting line-of-sight issues in this attack phase. My archers, for example, cannot shoot at the forward warriors as the hill's plateau effect obstructs vision. Similarly, the Dacian bowmen by the pond cannot shoot at my leading Praetorians as trees are in the way.
That means the first attack is by the archers engaged with my left-flank cavalry. They require 9+, but there are +1 modifiers for attacking at close range while in contact, and for attacking into trees. However, there is also a -1 modifier, thanks to the supporting falxmen, but only 8 is rolled.
The extreme-left archers now shoot at my cavalry, also requiring 9+, but with two -1s for supporting friends, and a +1 for attacking into trees. The dice total 4.
My cavalry now attack the falxmen. This is a tougher target than the archers, but I hope to at least create a line of retreat for my men. They need 7+, but with +1 for attacking into trees and another +1 for being cavalry attacking from trees. I roll 4.
My leading Praetorians attack the warriors trying to get on the ridge, needing 5+. There is a -1 for being on higher ground, and another for being adjacent to the commander, but +1s for attacking from rocky ground and into trees. I roll exactly 5, forcing the warriors back two hexes. I do not let my men advance.
Finally the falxmen engaged with my cavalry attack the latter, needing 7+. There is a +1 for attacking into trees, but -1s for help from a unit of archers and for being falxmen attacking from trees (the first time this rule has applied in my playthroughs). The dice total 8, which destroys my unit as it has no available retreat squares that are not adjacent to enemy units.
My commander will have to join the fighting on the Roman left if I am to have any chance of resisting the Dacians there

Sunday, September 27, 2026

Hunters' Ridge - Turn VI

The fate of my left-flank cavalry hangs in the balance
The start-of-turn-event die is a 4, which lets me move any unengaged unit in command range (but not the commander or horsemen). I choose to shuffle the left-flank Praetorians along the ridge to my increasingly exposed left flank.
My archers stay where they are, but two units of Dacian archers advance diagonally.
My right-flank cavalry also stand still, as do all three units of Dacian cavalry, which is quite a relief for me.
I move my commander diagonally back a hex, to the left. to put all Romans, bar the forward cavalry, in command range, but I leave my Praetorians where they are.
The swordsmen advance to the edge of the big wood, and the leading falxmen enter the wood. The rearward falxmen also advance.
Finally, the leading warriors advance into trees at the foot of the ridge, and so into contact with my leading Praetorians.
My left-flank cavalry look increasingly beleaguered, especially as they now have no retreat squares open to them 

Saturday, September 26, 2026

Hunters' Ridge - Turn V: Attack Phase

My left-flank cavalry are in danger of being engulfed by hordes of Dacians - perhaps I should have sent a unit of Praetorians to help
My archers cannot shoot at the leading warriors, as the plateau effect of the hill prevents line-of-sight.
The forward Dacian archers attack my leading horsemen, needing 9+, but with a +1 modifier for being bowmen who are attacking while engaged in combat. The dice total 7.
My cavalrymen counterattack, needing 6+, but with +1 for attacking into trees. I roll 8, which forces the archers back two hexes (the first being to their right - decided by a tiebreaker which prioritises moving away from the centre of the battlefield). My cavalry are out of command range, and so have to occupy the vacated hex, putting them in contact with another unit of Dacian archers, and pulling them further from their comrades on the ridge.
If the Roman cavalry in the big wood are annihilated, which is looking distinctly possible, my left flank will be very weak

Friday, September 25, 2026

Hunters' Ridge - Turn V

The AI begins this turn by receiving reinforcements worth eight points
They are chosen, as usual, by dicing, and the first die lands as a 4, meaning falxmen, costing three points. The next die is also a 4, and then there is a 2, which is cavalry, costing five points, taking the Dacians well-past their minimum reinforcement total.
Dice also decide where the reinforcements enter the battlefield.
The AI now has 16 units
That is not all good news for the Dacians, as having numerous units means they are more likely to get in each other's way. Nevertheless, the extra cavalry unit in particular is a cause of concern for the Roman cause.
The start-of-turn-event die is a 5, but that only applies to Roman cavalry in command range, and neither of my units is.
My archers stay where they are, as must the furthest-forward Dacian archers, since they are engaged with my left-flank cavalry. Two other Dacian bow units advance diagonally left.
I move my commander diagonally forward two hexes to the right. putting him on the ridge and in command range of all my units, except the engaged left-flank cavalry. My right-flank cavalry move one hex diagonally back to the left.
Two of the Dacian cavalry units advance, but only one hex each.
My Praetorians hold their positions, but the Dacian swordsmen advance diagonally into the big wood, avoiding contact with my nearby cavalry.
All units of falxmen advance, as do the leading warriors.
The Dacians are slowly massing again - if they can coordinate attacks all along the line, my men could easily be overwhelmed

Thursday, September 24, 2026

Hunters' Ridge - Turn IV: Attack Phase

My archers on the ridge will attack first
They shoot at the warriors in the trees straight ahead, needing 8+. A +1 modifier for attacking into trees is cancelled out by a -1 for being on higher ground, and I roll 9, sending the enemy unit back two hexes.
The Dacian archers in the trees shoot at my horsemen, who are bearing down on them, needing 9+, but with a +1 for being bowmen attacking from a hex while engaged, which is just as well for me as the dice total 9.
My cavalry fight back, needing 6+, but with a +1 for attacking into trees. I roll 5.
The Dacians look as if they may need reinforcements to put new vigour into their attack, and that is exactly what they will receive next turn

Wednesday, September 23, 2026

Hunters' Ridge - Turn IV

Action on the Roman right could prove critical
The start-of-turn-event die lands as a 6, which allows me a ballista shot at the leading Dacian unit, which is the left-flank cavalry. I need 7+, with no modifiers, and if successful, will force the enemy to fall back three hexes. I duly roll 9, and the cavalry are no longer an immediate threat to clamber onto the ridge.
I start the movement phase my leaving my archers where they are.
Both right-flank units of Dacian archers advance diagonally, but the others stay still, including the men by the pond, who have Praetorians in range and line-of-sight.
My right-flank cavalry advance diagonally a hex, and then charge-attack the warriors at the foot of the ridge, needing 6+. There is a -1 modifier for being on higher ground, but this is cancelled for attacking from rocky ground. I roll 8, sending  the warriors fleeing three hexes. I do not allow my men to advance.
I then move my commander back off the ridge, and one hex to the left, so he is in command range of my left-flank cavalry as it advances diagonally, and then straight ahead, to charge-attack the swordsmen, needing 7+. I roll exactly 7, making the swordsmen fall back two hexes. My cavalry are then out of command range, and so have to occupy the vacated hex, which puts them in contact with archers in the wood.
The left-flank Dacian cavalry cannot move as they have retreated this turn, and the other mounted unit cannot advance straight ahead as its route is blocked by the retreating swordsmen (both attempts at activation had the horsemen wanting to move straight ahead).
My leading Praetorians fall back diagonally left so as to stay on the ridge, but be out of range of the archers who shot at them last turn.
The extreme-right falxmen advance, and so do the furthest-forward warriors.
The Roman line is not as neat as it was, but immediate danger to the ridge has passed

Tuesday, September 22, 2026

Hunters' Ridge - Turn III: Attack Phase

The battle could conceivably end with a Roman defeat this turn
There are two ways I could lose - a) a Dacian warrior unit wins a melees and advances to occupy the vacated hex, b) my commander is killed (this always loses the battle).
I start with my archers, shooting at the left-flank warriors, needing 8+, but with -1 for being on higher ground. I come up short with 6.
The furthest-forward Dacian archers cannot shoot as trees block line-of-sight, but the unit by the pond can fire at my leading Praetorians, as friends do not block line-of-sight. Archers against Praetorians need 9+, and there is a +1 modifier for being on lower ground. The AI's dice total 6.
My commander then attacks the leading warriors in the centre, needing 6+, but with a -1 modifier for being on higher ground, and another for a friendly unit also being adjacent to the enemy. But there are +1 modifiers, for attacking into trees and for attacking from rocky ground. The dice total 7, meaning the warriors are driven back two hexes.
My Praetorians attack the warriors in the shallow pond, needing 5+, but with -1 for being on higher ground. I roll 10, eliminating the enemy unit.
The threat in the centre has been seen off, at least for now, but the Roman right is still in peril

Monday, September 21, 2026

Hunters' Ridge - Turn III

This turn could see the first hand-to-hand fighting
The start-of-turn-event die is a 1, which allows for surprise Dacian bow fire, but no archers have Romans within range.
My archers stay where they are, but four of the Dacian bow units advance.
I hold my cavalry in check, but the left-flank Dacian horsemen advance two hexes, reaching the foot of the ridge (the other Dacian cavalry stay in reserve).
My Praetorians stand firm, but the Dacian swordsmen again advance a hex.
The rearward falxmen advance, and so do all the warriors, with three units reaching just below the ridge.
I am starting to think I should have taken the battle to the enemy, instead of waiting for them to advance

Sunday, September 20, 2026

Hunters' Ridge - Turn II: Attack Phase

My archers will shoot at the forward warriors in the shallow pond
Archers shooting at warriors need 8+, but there is a -1 modifier for being on higher ground. However, I roll 4.

Saturday, September 19, 2026

Hunters' Ridge - Turn II

Crossing the shallow pond is probably not a good option for either sides as there is a +2 modifier for attacking from water
The start-of-turn-event die is a 5, but that only applies to Roman cavalry adjacent to an enemy unit.
My archers stay where they are, but two of the Dacian bow units on their right flank advance.
My cavalry also hold their positions, but both Dacian cavalry units advance, with the the left-flank horsemen approaching within three hexes of the ridge.
My Praetorians stand firm, but the Dacian swordsmen enter the big wood.
The falxmen stay still.
The Dacian warriors in the trees roll a 6, which entitles them to throw javelins at a range of two hexes, but they are just too far away from my men on the ridge. The other three units of warriors advance straight ahead.
My archers are again the only unit able to activate in the attack phase

Friday, September 18, 2026

Hunters' Ridge - Turn I: Attack Phase

Only my archers can attack this turn
I choose to shoot at the warriors in the water (a pond?), needing 8+, but with a -1 modifier for attacking from higher ground. I roll exactly the 7 needed for a hit, sending the warriors retreating two hexes.
A cautious start by the Dacians, not yet trusting to their greater numbers

Thursday, September 17, 2026

Hunters' Ridge - Turn I

Starting positions
The start-of-turn-event die lands as a 1, which would let Dacian archers launch a surprise volley, but no bow unit is in range of my men.
My archers have the initiative number of 1, and so activate first, but I leave them where they are; the only Dacian archers to advance are the ones on the Dacian left flank.
I leave my cavalry where they are, and neither of the Dacian mounted units moves either.
I also pass with my three units of Praetorians, but the Dacian swordsmen advance, although both units of falxmen bide their time.
Finally, the left-flank Dacian warriors advance straight ahead, and two of the other warrior units advance diagonally left to be nearer them.
At some point I suspect at least some of my troops will have to relinquish the high ground to intercept Dacians before they get too close to the ridge

Wednesday, September 16, 2026

Hunters' Ridge - Roman Dispositions

Here is my setup - a veritable thin red line
Perhaps I would be better off trying the same setup, but moving the whole force one hex to the left.
But that would leave my right vulnerable to a rush by the Dacian cavalry, who on that flank are just four hexes - two moves - from the ridge.
In any event, stopping any of the enemy getting onto the ridge at any point in the 12 turns of the battle, looks a tall order.

Tuesday, September 15, 2026

Hunters' Ridge

THE fourth scenario in Mike Lambo's Commander - Romans v Dacians is Hunters' Ridge.
The human leads a Roman force that must occupy a ridge and prevent any Dacians getting onto the ridge at any point in the 12 turns of the battle
The AI receives tribesmen costing 38 points, chosen as usual by rolling dice.
Die Unit             Cost   Total
5     Warriors      2pts    2pts
5     Warriors      2pts    4pts
1     Archers       3pts     7pts
1     Archers       3pts     10pts
6     Warriors      2pts     12pts
4     Falxmen      3pts     15pts
1     Archers       3pts     18pts
2     Cavalry       5pts     23pts
3     Swordsmen 3pts     26pts
1     Archers       3pts     29pts
4     Falxmen      3pts     32pts
6     Warriors      2pts     34pts
1     Archers       3pts     37pts
2     Cavalry       5pts     42pts
The AI has exceeded its minimum force by four points, or the cost of two units of warriors.
Dice determine where the Dacians start.
The Dacian army is nothing if not numerous
The human, in addition to a commander costing five points, receives troops worth a further 29 points,
Die   Unit              Cost   Total
N/A  Commander 5pts     5pts
2       Cavalry        6pts    11pts
3       Praetorians   5pts   16pts
3       Praetorians   5pts    21pts
2       Cavalry        6pts     27pts
3       Praetorians   5pts    32pts
1       Archers        3pts     35pts
An elite force, if ever there were one, with no ordinary legionaries or spearmen.

Monday, September 14, 2026

Why I Read

RECENTLY, while scouring the shelves of a bookshop for something to read as a back-up on a trip I was planning, I came across a thin booklet (120 small pages) entitled: Why I Write.
As it was by George Orwell, and I loved Animal Farm, Homage To Catalonia, Down And Out In Paris And London, and 1984, I thought it was worth buying, despite the £7.99 price tag.
The book turned out to contain four essays, of which the title one, Why I Write, is perhaps the least interesting, but that is because The Lion And The Unicorn, Politics And The English Language, and even, to a certain extent, A Hanging, are such riveting reads.
Why I Write is part of Penguin's Great Ideas series, that also includes pieces by Charles Darwin, Virginia Woolf, Marcus Aurelius and Machiavelli
A little background for those unaware: Orwell was a social revolutionary - a Trotskyist, more-or-less - who spoke out against Stalin's version of communism at a time when most on the Left could see nothing wrong with the monster.
In The Lion And The Unicorn, published in the dark days of February 1941, he complained that Britain was not a true democracy, as the only true democracy was a Socialist Democracy.
"We know very well that with its present social structure England cannot survive. We cannot win the war without introducing Socialism."
On India: "It is a mistake to imagine that if the Indians were free to cut themselves adrift they would immediately do so. When a British government offers them unconditional independence, they will refuse it."
On his dream government: "An English Socialist government will transform the nation from top to bottom ... but it will not be doctrinaire. It will shoot traitors, but it will give them a solemn trial beforehand and occasionally it will acquit them. It will crush any open revolt promptly and cruelly, but it will interfere very little with the spoken and written word."
Orwell was clearly no Mystic Meg, and perhaps it as well many of his dreams never came true, but he was closer to the mark on how the war abroad might pan out.
"In truth there is no reason to think anyone will do our fighting for us yet awhile, except the Chinese, who have been doing it for three years already. The Russians may be driven to fight on our side by the fact of a direct attack, but they have made it clear enough that they will not stand up to the German army if there is any way of avoiding it. The subject peoples of Europe will rebel when Hitler begins to totter, but not before. Our potential allies are not the Europeans but on the one hand the Americans, who will need to mobilize their resources even if Big Business can be brought to heel, and on the other hand the coloured peoples, who cannot be even sentimentally on our side till our own revolution has started."
On a lighter note, in Politics And The English Language, he criticises longwindedness among writers.
"If it is possible to cut a word out, always cut it out."
Good advice, most of the time, but it could have been written: "If it is possible to cut a word, cut it."
But do not cut on reading Orwell - his works are well worth it.

Sunday, September 13, 2026

A Little Bit Of Shropshire History

DURING a recent walking holiday in Shropshire, I was able to visit two sites of great historical interest - a medieval castle and an Iron Age hillfort.
Approaching Clun Castle, a Norman fortification that in the 1100s was an important frontline defence against Welsh attacks
The Great Tower is the best-preserved part, although that was built around 1300 to accommodate hunting parties, rather than as a defensive addition
Fine views across the border into Wales
Today the castle is perhaps most viewed as a picturesque backdrop for the local crown-green bowling club
Imagination is needed to make much of Norton Camp hillfort
But you do get some idea of how imposing the ramparts must have been
And an artist's impression helps where imagination fails

Saturday, September 12, 2026

Bible Truths

MY latest charity-shop find is Werner Keller's The Bible As History - Archaeology Confirms The Book Of Books.
First published in West Germany in the mid-1950s, it was quickly translated into many languages, becoming an unlikely international bestseller.
The book is a real eye-opener for anyone who has not read the Bible (the vast majority of the world's population, even in nominally Christian countries) and who is not well-versed in ancient history.
Keller was not a theologian, nor a historian, but rather a civil servant and journalist, as well as a former anti-Nazi resistance fighter (yes, there were some in Germany).
In The Bible As History he collates the growing body of archaeological evidence, much of it uncovered in the pre-WW2 and immediate post-WW2 periods, that confirmed stories in what are generally regarded as the Old and New Testaments, as well as the arguably non-canonical Books of Maccabees.
These finds include the Merenptah Stele (the name of ancient Egyptian pharaoh is now more normally rendered as Merneptah), a granite slab dating from about 1205 BC, which contains the first known mention outside of the Bible of Israel.
Inevitably archaeology has moved on a great deal in the last 70 years, and much of what was new and exciting in the 1950s is now old and, in some cases, superseded by more up-to-date information.
Keller does not concern himself with parts of the Bible he clearly regards as fairytales, but he explains how matters long regarded as, at best, far-fetched, such as manna from Heaven, and the parting of the River Jordan and the 'Red Sea', could easily have happened in nature, without divine intervention.
I bought the book for £2.99 - as usual, I cannot recall where - believing it to be different from a book I already owned on the same theme.
A hardback bargain
However, I have been unable to locate the earlier book, and I now suspect it was another edition of the same work, that perhaps I had only borrowed from a library.
Whatever the case, it is a great read, although I confess to not having gone through the New Testament section as I was mainly interested in the military and military-related details of the Old Testament.

Friday, September 11, 2026

Summing Up Hill Of Watchfires

MY score against the AI is now 3-0, and this third scenario was the easiest victory of the lot, although it felt far from inevitable in the early going.
Indeed, my Romans were the first to lose a unit, but my plan of exploiting the Dacians' faulty setup (their centre and left were strong, but they neglected their right), meant I was able to turn the enemy's flank and sweep their men off the hill.
Attacks from the flank and rear are especially strong, thanks to the rule that units unable to make a mandatory retreat are routed and removed from the battlefield.
This has proved a great buy

Thursday, September 10, 2026

Hill Of Watchfires - Turn XII

I win if there are no Dacian units on the hill at the end of this turn
The start-of-turn-event die is a 6, meaning the return of fog.
The archers have targets, so remain in cover.
My horsemen also remain where they are, but my left-flank Praetorians descend from the hill and contact the swordsmen, making it impossible for the latter to move onto the hill this turn even if they should defeat my men in a melee.
Since the warriors and archers also cannot make it onto the hill, I declare the battle over.

Wednesday, September 09, 2026

Hill Of Watchfires - Turn XI: Attack Phase

The Dacian archers again get to attack first
Their preferred target of those in range and line-of-sight is the Praetorian Guard, and they fire at my right-flank unit as having the lower to-hit total. There is a standard requirement of 9+, but the presence of swordsmen engaged with the Praetorians reduces the score to 8+. However, 2 is rolled.
My rearward cavalry attack the swordsmen at the foot of the hill, needing 7+, but with a -1 modifier for being on higher ground, and two more -1s thanks to the presence of friendly units. I roll 6, which eliminates the swordsmen as they have no available retreat squares.
The final turn should be short but sweet, from a Roman perspective

Tuesday, September 08, 2026

Hill Of Watchfires - Turn XI

A Roman victory is all but assured
The start-of-turn-event die is a 2, but that only applies to falxmen in trees, and there are none left (falxmen, that is, there are still plenty of trees).
The archers have a target, so remain in cover.
My rearward cavalry reascend the hill and charge-attack the swordsmen directly ahead of them, needing 7+, but with -1 modifiers for being on higher ground and for the assistance of a friendly unit. However, I roll 3.
My right and central Praetorians move straight ahead, but the left-flank unit falls back diagonally left.
The Dacian swordsmen in the trees stay where they are, as does my legion, but my spearmen occupy the hex just vacated by the left-flank Praetorians, and my commander advances a hex, so as to put all Roman units in command range.
The Dacian warriors advance diagonally to their left.
My eight units mean I have twice as many as the AI, and the hill is firmly in Roman hands

Monday, September 07, 2026

Hill Of Watchfires - Turn X: Attack Phase

Despite fog and intervening friends, the Dacian archers can shoot at my cavalry as both units of horsemen are within two hexes, and friends do not block line-of-sight
The archers choose to shoot at the further-back unit as there are two -1 modifiers for fellow Dacians being adjacent. But there is a +1 modifier for attacking from lower ground, and as archers against cavalry need 9+, the revised score for a hit is 8+. However, the AI rolls 9, forcing my men to fall back two hexes, and so off the hill.
My other cavalry attack the falxmen opposite them, needing 7+, with a -1 for being on higher ground, and I roll 10, eliminating the Dacian unit. I do not allow the cavalry to occupy the vacated hex.
My forward Praetorians attack the other falxmen, also needing 7+, and with a -1 for being on higher ground, and another -1 for support from the spearmen, and I roll 9, routing the enemy.
As an aside, it is somewhat ironic that the falxmen vacillated at the rear of the battlefield for so long, only to be wiped out as soon as they got involved in the fighting.
My right-flank Praetorians attack the warriors, needing 5+. I roll 6, sending the warriors back two hexes.
The swordsmen at the foot of the hill attack my forward cavalry, needing 8+, but with a +1 for attacking from lower ground. The dice total 5.
A unit of cavalry retreating is the first real setback I have suffered for several turns

Sunday, September 06, 2026

Hill Of Watchfires - Turn X

A Roman triumph cannot be far away
The start-of-turn-event die is a 6, meaning more fog to reduce the range of the surviving Dacian archers.
They advance diagonally into trees.
My forward cavalry advance diagonally right and charge-attack the forward swordsmen, needing 7+, but with a -1 modifier for being on higher ground. However, I roll 2.
My commander withdraws two hexes diagonally right so as to put all Roman units in command range, and then my rearward cavalry attack the same forward swordsmen, needing 7+, but with -1s for being on higher ground and for having support from other cavalrymen. However, I come up short with 4, the swordsmen leading a charmed life.
My forward Praetorians advance diagonally right, the middle Praetorians advance diagonally left, and the rearward Praetorians advance straight ahead.
The rearward Dacian swordsmen advance into trees, and my legion also advances a hex.
The right-flank falxmen advance to the foot of the hill, putting them in contact with two Roman units. The other falxmen also advance to the foot of the hill, putting them in contact with my forward cavalry.
It seems the AI is throwing in its last reserves, and the Dacian warriors confirm this by also advancing, making contact with cavalry and Praetorians.
A lot of fighting to be sorted out!

Saturday, September 05, 2026

Hill Of Watchfires - Turn IX: Attack Phase

Rather aptly, the Romans look in organised formation, while the Dacian units are haphazardly scattered
My forward Praetorians attack the swordsmen with whom they are in contact, needing 6+. There are -1 modifiers for being on higher ground and for support from the commander, but I only roll the 4 needed to force the swordsmen to the edge of the battlefield again.
Perhaps I can advance part, at least, of my army off the north side of the hill, and so rule out any last-minute charge by Dacians onto the high ground