Showing posts with label Battle of the Apocryphal Well. Show all posts
Showing posts with label Battle of the Apocryphal Well. Show all posts

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 6.
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 die 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 die 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!

Wednesday, December 31, 2025

Battle Of The Apocryphal Well - Turn Three

Situation after the second turn
I win the dice-off (5-3) to decide who goes first.
I start by again manoeuvring my chariots, so they can shoot at the Assyrian left-flank cavalry without moving in range of the Assyrian archers.
My four dice land 6, 5, 5, 3 - three hits! But, incredibly, Reg's saving-throws all land with the 6 required for troops with light protection.
I plan to advance the rest of my army cautiously, and this works on the left, where the Ra and Senekht spearmen move into the hills surrounding the well, supported to their left by the Kush archers and Lacish javelinemen.
But the Ptah spears precipitately advance 10cm, thanks to the move-variation rule, taking them past the south hill and into bowshot range of the Assyrians.
Fearing the worst, I order the Koth archers to move alongside them, but they are also carried away with excess zeal, advancing 12.5cm, instead of the 10cm I want. Again there is nothing for it but to order the Ka archers to support them, and this they do.
The Egyptians' lack of discipline could have disastrous consequences
The Hasunna close-order archers on the Assyrian left shoot at my Koth archers, who have advanced well within bowshot.The four dice land 6, 6, 3, 1 - two hits.
I fail to save either of them. One is resolved as the loss of a base, but the other causes my men to fall back 3cm, although their morale holds firm.
The first Egyptian casualties
The Zarzi cavalry advance 10cm and fling javelins at my chariots, but the three dice land 4, 4, 3 - no hits. Open-order cavalry with javelins are allowed to split-move, so they complete their move by turning and falling back to their original position beside the Hasunna archers.
On the other flank the Eshnunna cavalry start to swing to their right, supported by the Repiquum javelinmen and the Akalate archers, although the latter, being close-order infantry, can only move 4cm, as they lose half their move-distance for deviating more than 30° from straight ahead.
Both the Tutub and Tarbisa infantry advance into the hills, although the former move further than ordered, thanks to the move-variation rule.
Both armies are close to their ultimate objective - the green well - but there's fighting to be done first

Tuesday, December 30, 2025

Battle Of The Apocryphal Well - Turn Two

Looking from behind the Egyptian lines after the first turn
Reg again wins the dice-off (4-2) to see who goes first.
He straightens out the Assyrian line by getting the leading units to advance only 6cm, allowing laggards to catch up (move-variation did not affect any unit's movement this half-turn).
I start by sending my chariots forward, but to the right, so they get within mounted-bowshot of the light cavalry on the Assyrian left, but not within range of the Assyrian close-order archers.
Since light chariots can move and fire in the same turn, I shoot at the cavalry, the four dice landing 6, 4, 4, 1. Under my modifications to Neil Thomas's rules, that represents one hit.
The Zarzi horsmen have light armour, meaning a saving roll of 6 is needed, but Reg comes up one short with a 5.
To resolve the hit, he rolls a 2, which results in the compulsory loss of a base - first blood to the Egyptians. However, the unit passes its morale test, rolling the bare minimum for average troops of 4.
The first casualties
I try to straighten out the line of the rest of my army, but while the Senekht spearmen advance the required 8cm, both Ptah and Ra again drag their feet, failing to move further than 6cm.
The main bodies are just outside maximum bowshot range (24cm)

Monday, December 29, 2025

Battle Of The Apocryphal Well - Turn One

Dawn has broken on a fine day - weather will play no part in the battle
We dice to see who moves first, Reg winning 5-2.
He orders a general advance at close-order infantry speed, ie 8cm, although the move-variation rule affects the distance each unit covers.
The Assyrian line has quickly become slightly ragged
I give similar orders, but also get the army to slant marginally to the right.
However, while the archers and javelinmen advance the required 8cm, all three regiments of biblical infantry - Ptah, Ra and Senekht - drag their heels, only advancing 6cm.
The Egyptian line has become concave

Sunday, December 28, 2025

Battle Of The Apocryphal Well - Final Preparations

MY opponent for this battle will be my regular wargaming opponent, who I will call Reg.
As my guest he gets to choose which army to command, and has opted for the Assyrians, who, although outnumbered by eight units to seven, have the 'weightier' force.
We will also be using the optional terror rule, which stipulates that enemy troops in hand-to-hand combat with any but open-order Assyrian infantry have to test their morale before the first round of the melee.
Note also that the Tutub infantry have both spears and bows, and can shoot with half their bases each turn, even if also moving.
However, the advantages do not all lie with the Assyrians. An army that loses more than half its units is defeated, which for the Egyptians, who start with eight units, means they can keep going until five units are destroyed, but the Assyrians, starting with seven units, will have lost if four are eliminated.
All units must start within 3cm of the army's baseline, and between the west and east hills (given the somewhat unlikely names of Coptic and Manak in Charles Grant's account).
My general will be part of the chariot squadron, but Reg has a choice - his commander can be with either of his two elite units, the Eshnunna cavalry or the Tutub infantry. He has picked the former.
Finally, each player now makes a sketch of his initial dispositions, and then it will be time for battle.
*****
Assyrians (left-right): Eshnunna close-order elite cavalry, Repiquum levy javelinmen, Akalate close-order archers, Tutub elite professional infantry, Tarbisa biblical infantry, Hassuna close-order archers, Zarzi open-order cavalry
Egyptians (left-right): Pharoah's elite light chariots, Ka open-order archers, Koth open-order archers, Ptah biblical infantry (yellow shields), Ra biblical infantry (blue shields), Senekht biblical infantry (red shields - one base akew!), Kush open-order archers, Lacish levy javelinmen
Bird's-eye view from above the west hill - Egyptians on the right, Assyrians on the left
Looking from behind the Egyptian lines, after adding tumbleweed to break up the terrain (it will have no effect on the game)
As usual I will write up the battle as it proceeds.

Saturday, December 27, 2025

Apocryphal Well - The Egyptians

Pharoah's Chariot Squadron - light chariots, medium armour, elite

Ptah, Ra and Senekht biblical infantry - spears, light armour, average

Kush, Koth and Ka open-order archers - bows, light armour, average

Lacish open-order infantry - javelins, light armour, levy

Friday, December 26, 2025

Apocryphal Well - The Assyrians

Eshnunna close-order cavalry - spears, medium armour, elite

Zarzi open-order cavalry - javelins, light armour, average

Tutub professional infantry - bows and spears, heavy armour, elite

Tarbisa biblical infantry - spears, medium armour, average

Akalate and Hassuna close-order archers - bows, light armour, average

Repiquum open-order infantry - javelins, light armour, levy

Thursday, December 25, 2025

Apocryphal Well - Converting The Armies From WRG To A&MW

FOR refighting the Battle of the Apocryphal Well, I will use my modified version of Neil Thomas's biblical rules from his book, Ancient & Medieval Wargaming.
That means I need to convert Charles Grant's units, designed for the Wargames Research Group's ancient rules (probably the third edition), into A&MW units.
Under Thomas's rules, an army always consists of eight units, each usually made up of four bases.
At the Apocryphal Well, the Egyptians had eight units, and the Assyrians seven, so that is as near as darn it.
Grant's units, leaving aside the chariot squadron, varied in size from 18 figures for a unit of Egyptian javelinmen to 45 figures for a unit of Egyptian close-order spearmen.
The Assyrian units were more equal in size, varying from 20-man cavalry squadrons to a regiment of close-order archers numbering 31 figures.
In A&MW the number of figures on a base does not represent a certain number of soldiers. Rather, the figures tell more about the kinds of troops being represented.
There are five types of foot soldier: heavy infantry, biblical infantry, auxiliary infantry, heavy archers and light infantry.
Thomas's "heavy infantry" are effectively full-time soldiers who fight in close-order.
Generally, I have replaced the terms heavy and light with close-order and open-order, since heavy archers, for example, could easily have no armour or shield, relying on mass close-order shooting to make themselves effective.
Thomas's rules are designed primarily with 15mm figures in mind, using 40x20mm bases.
I have kept the base-size, but am using 10mm figures, so close-order infantry, including biblical infantry and close-order archers, are represented by six figures in two rows of three.
A base of auxiliaries - "disciplined troops who adopt a looser formation" - has four figures, approximately in two rows of two, and a base of open-order infantry has three figures, spaced relatively widely apart.
Mounted troops in A&MW have four categories: heavy cavalry, light cavalry, heavy chariots and light chariots.
I keep the terms heavy and light for the chariots, but usually call cavalry either close-order or open-order.
Taking the Assyrians at the Apocryphal Well first, there were two units of cavalry - one in close-order, carrying long spears and shields, as well as wearing body armour, and the other in open-order, carrying short spears and shields.
These are easily translated into an A&MW unit of close-order cavalry with medium armour (medium, rather than heavy, as the horses are unprotected) and a unit of open-order cavalry with light armour.
Leading the dismounted troops was a unit of infantry, armed with bows and spears, while wearing full mail, as well as carrying shields.
These troops translate into a "mixed unit" under A&MW special rules for the Assyrians. Such a unit, as well as fully functioning as spearmen, can shoot with half its bases each turn, even if moving.
Clearly, the men have heavy armour, and would almost certainly be rated as elite - a designation I think is also suitable for the close-order cavalry.
A second unit of close-order infantry has spears, shields and "half-armour," and are probably best rated in A&MW terms as having medium protection.
Two units of close-order archers are described as having neither shield nor armour. It could be argued that in A&MW they should not get a saving throw, but under Thomas's rules the lowest category of protection is "light armour," and, on balance, I think the Assyrians should receive this level of protection, rather than being denied a saving throw.
This can be rationalised as saying the archers had long robes, under which they would probably have worn a linen or woollen corselet.
Finally, a unit of open-order javelinmen has shields, and so under A&MW count as having light armour, and should probably be classed as levy, rather than "average."
The Egyptians at the Apocryphal Well are, if anything, easier to categorise.
"Pharoah's Chariot Squadron" becomes a unit of elite light chariots, which under A&MW rules have medium armour.
Three units of of close-order infantry, with spears and shields, become biblical infantry, "a much less effective variety of heavy infantry." Thomas classifies ordinary Egyptian spearmen as having light armour, rather than medium, despite their large shields.
The unit of open-order javelinmen, with shields, should be treated the same as its Assyrian counterpart, ie light armour, and levy rather than average.
Finally, there is the question of the three units of Egyptian open-order archers.
The only archers available in Thomas's Egyptian list are close-order bowmen with light armour.
However, Grant's three Egyptian archery units were definitely in open order, and that is what I will go with in A&MW.
The men have no protection from shield or body covering, but their open order probably entitles them to being classed under A&MW as having light armour.

Wednesday, December 24, 2025

Apocryphal Well - Rule Modifications

I DETAILED earlier this year, starting here, the modifications I was making to Neil Thomas's biblical rules from Ancient & Medieval Wargaming.
After fighting a trial battle, I summarised the rule changes as I would be using them for future battles.
Some of the changes, for example Speeding The Game, are adapted from Bob Cordery's rules in The Portable Wargame.
Here is a barebones summary of the modifications.

Move Variation
Roll a die when a unit uses 75% or more of its movement allowance. 6: add 25% to the distance covered; 1: subtract 25% from the distance covered.

Sling Range
Same as for bows on foot, ie 24 cm.

Mounted Bow Range
20cm.

Who Moves First?
Dice at the start of each turn, higher score moving first. Great general: +1; poor general: -1.

Terminology
Use heavy, medium and light as classes of defensive protection - armour and shields; use close order and open order for formations.

Speeding The Game
Hits are scored on 5+.
If a hit is not saved, throw a die to decide its effect:
Quality   Lose Base   Fall Back 3m*
Elite             1-2              3+
Average       1-3              4+
Poor            1-4              5+
A victorious unit in a melee, provided it has not lost a base, may follow up a losing unit that has fallen back, thus immediately forcing another round of hand-to-hand fighting.
*A unit that for any reason cannot fall back loses a base (this includes where falling back would take a unit off the table).

Generals
One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.

Victory
An army losing more than half its units is defeated.

Turn Mechanics
Each unit moves, shoots, tests morale, etc, before the next unit does likewise.

Battle Length
Maximum 15 turns, before nightfall usually ends fighting.

Difficult Terrain
Use the same combat table as for fighting in woods.

Cover
Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.

Tuesday, December 23, 2025

Apocryphal Well - The Forces

THE Egyptian advance guard for Charles Grant's Battle of the Apocryphal Well was an all-arms force consisting of eight units.
Three of these were close-order infantry armed with spears and shields, totalling 131 figures (two of the units had 43 figures, and one had 45 - we are not told why the numbers varied).
There were also three open-order units of archers, totalling 64 figures (two units had 21 figures, and one had 22).
Rounding off the infantry were 18 open-order javelinmen who, in addition to their throwing weapons, had shields.
That makes 213 foot soldiers in all, but in addition the advance guard was fortunate enough to have "Pharoah's Chariot Squadron," consisting of eight chariots, armed with both bows and javelins.
Since each chariot had a two-man crew, it meant the Egyptians fielded 229 figures (plus eight chariots).
The Assyrian advance guard was outnumbered in terms of both figures and units, "but the weight of the Assyrians amply made up for this deficiency."
Leading the way were two 20-man units of cavalry - one in close order, carrying long spears and shields, as well as wearing body protection, and the other in open order, carrying short spears and shields.
Heading the foot soldiers was a 26-man unit of close-order infantry, armed with bows and spears, and wearing full mail, as well as having shields.
Another unit of close-order infantry, this time having 24 figures, carried spears and shields, as well as wearing "half-armour."
There were also two units of close-order archers, carrying bows, but with no shields or armour - one having 31 figures, the other 30 - and a 27-strong unit of open-order infantry, armed with javelins and shields.
The Assyrians therefore numbered 138 infantry and 40 cavalry.
Grant acted as umpire for the battle, with four of his wargaming friends splitting the command duties.
Although the fourth edition of the Wargames Research Group's rules was out by the time Grant's book, The Ancient War Game, was published, it would seem the battle was fought using the third edition.
I still have the sixth edition, and the fourth edition is available as a PDF via a link at the WRG's website
My copy of the sixth edition
Note that nowhere in Grant's description of the two forces is there a mention of each army's commanding general, who had to be included on the battlefield under WRG rules.
However, the answer may be that the Egyptian commander was subsumed within the squadron of chariots, while the Assyrian general was similarly regarded as being part of the close-order cavalry, but Grant forgot to mention this in his account.
Anyway, this is not important for my refight as I will not be using WRG rules, but rather my modified version of Neil Thomas's biblical rules from Ancient & Medieval Wargaming.

Monday, December 22, 2025

Apocryphal Well - The Battlefield

THE Egyptian and Assyrian advance guards met in the middle of the Waste of Garan, where lay a well surrounded by three low hills.
To the east and west were two larger hills, each surmounted by a clump of trees, but otherwise the "rough and uneven" ground - not sandy, note - was featureless, roads being conspicuous by their absence.
The battlefield, viewed from the south, which is where the Egyptians will emerge
Looking from above the west hill
Charles Grant specifies that the hills around the well are low, which, under the rules I will be using - a modified version of Neil Thomas's biblical rules in Ancient & Medieval Wargaming - have no effect on movement.
But they still affect line-of-sight, and, in the first round of a melee, allow those on higher ground to roll an extra die per base.
The large hills on the east and west extremities of the battlefield are unlikely to come into play, but if by chance they do, they are only accessible to open-order infantry.
Otherwise the "rough and uneven" ground does not affect movement.

Sunday, December 21, 2025

Battle Of The Apocryphal Well

ANYONE active in wargaming in the 1970s will remember it as a time of great popularity for ancients, particularly in 20/25mm scale.
This popularity was largely due to the success of the Wargames Research Group's innovative rules for the ancient period, helped by the increasing availability of cheap plastic figures from Airfix.
But while many players yearned to refight the great battles of history, one of the best-known ancient battles at that time was a fictional one, the Battle of the Apocryphal Well.
It owed its fame to being the first battle in Charles Grant's 1974 book, The Ancient War Game.
I got this copy secondhand for £16.95 - considerably more than it would have cost 51 years ago when published by Adam & Charles Black
The book is billed as an introduction to wargaming in the ancient period, but is really more of an introduction to the WRG's rules.
In the early chapters Grant bases his discussions of movement, combat and morale on how they are handled by the group's rules, which by 1974 were in their fourth edition.
I no longer have the fourth edition, but it is available in PDF format as a link at a website dedicated to the history of the WRG.
The next two chapters of Grant's book give short potted histories of the Egyptian and Assyrian empires, before getting on to the meat of the matter - miniatures clashing on the tabletop.
As an aside, it is interesting that Grant chose a completely fictional battle to illustrate the clash of Egyptian and Assyrian arms, while in later chapters, featuring Greeks and Persians, Romans and Macedonians, and Romans and Celts, he refought real battles.
The reason, presumably, was that details of actual conflicts from millennia ago were particularly hard to come by in the pre-internet age.
Whatever the reason, Grant matched advance guards from Egyptian and Assyrian armies, clashing over a well lying in the centre of a desert known as the Waste of Garan.
As luck would have it, the two advance guards arrive within equal striking distance of the well, late on the same day, lay down their arms and await the dawn to commence the inevitable battle.