Galatians vs Macedonians, Part 1

 Last month I fought out a battle from Aaron’s Mediterranean Ancient Campaign, 224 BC. See his blog for details of the campaign. This is the long overdue report of said action, played solo with To the Strongest! rules, and 150 point armies, each divided into 4 Commands. 

Initial set up – Galatians near, Macedonians far. 

Bitorix and the Galatian left flank Cavalry command. 

CMD

Description

Save

Spec/Ammo

Pts

VM

1

Left Flank Cavalry – Bitorix Tectosages

1

General, Mtd, Heroic

3+

Replay

6

2

1

Cavalry, Javelin – Hero

7+

2

10

2

1

Cavalry, Javelin

7+

2

9

2

25

6


Smertomara and the left center Infantry command – 4 warbands, with one of them Veteran (red ring). 

CMD

Description

Save

Spec/Ammo

Pts

VM

2

Left Center – Smertomara Uindia

2

General

2+

Replay

4

2

2

Warriors, Deep

7+

Free Hero

10

3

2

Warriors, Deep

7+

Free Hero

10

3

2

Warriors, Deep, FANATIC!

8+

Free Hero

11

3

2

Warriors, Deep, Veteran

6+

Free Hero

13

3

2

LI Javelinmen

7+

4

1

52

15

Tectomaros and the right center infantry command. The unit on the far right belongs to Smertomara, and are Fanatics (blue ring). I had never used a Fanatic unit before – they hit on a 6+ even when disordered, but their Save number is one worse. 

CMD

Description

Save

Spec/Ammo

Pts

VM

3

Right Center – Tectomaros Drunemetron

3

General

2+

Replay

4

2

3

Warriors, Deep

7+

Free Hero

10

3

3

Warriors, Deep

7+

Free Hero

10

3

3

Warriors, Deep, Veteran

6+

Free Hero

13

3

3

3

LI Javelinmen

7+

2

4

1

3

LI Javelinmen

7+

2

4

1

Camp

1

3

46

16

Olorix and the right flank Galatian Cavalry Command. 

CMD

Description

Save

Spec/Ammo

Pts

VM

4

Right Flank Cavalry – Olorix Rigosages

4

General, Mtd, Heroic

3+

Replay

6

2

4

Cavalry, Javelin, Veteran

6+

3

11

2

4

Cavalry, Javelin – Hero

7+

2

10

2

4

27

6

GALTIAN 150 pts   VM 43/3 = 14


Hippolochos and the left flank Macedonian cavalry command. 

CMD

Description

Save

Spec/Ammo

Pts

VM

1

Left Flank Cavalry – Hippolochos

1

General, Mtd, Heroic

3+

Replay

6

2

1

Cavalry, Javelin, Veteran

6+

3

11

2

1

Thracian Light cavalry, Javelin

7+

2

5

1

1

Thracian Light cavalry, Javelin

7+

2

5

1

27

6


Leocharis and the left center infantry command

CMD

Description

Save

Spec/Ammo

Pts

VM

2

Left Center – Leocharis

2

General

2+

Replay

4

2

2

Pikes, Deep  Hero

7+

First strike

14

3

2

Pikes, Deep

7+

First strike

13

3

2

Thracian Javelinmen, xtra 2HCW

7+

2

8

2

2

LI Javelinmen

7+

2

4

1

2

LI Slingers

8+

3

4

1

47

12


Autodikos and the right center Macedonian infantry command. 
It  is best not to speak of his Latin cousin, Biggus Dikus!

CMD

Description

Save

Spec/Ammo

Pts

VM

3

Right Center – Autodikos

3

General

2+

Replay

4

2

3

Pikes, Deep   Hero

7+

First strike

14

3

Pikes, Deep    Hero

7+

First strike

14

3

3

Thracian Javelinmen, xtra 2HCW

7+

2

8

2

3

LI Javelinmen

7+

2

4

1

3

LI Slingers

8+

3

4

1

Camp

1

3

49

15


Periandros and the right flank Macedonian cavalry command; the red ring denotes a Veteran unit. 

CMD

Description

Save

Spec/Ammo

Pts

VM

4

Right Flank Cavalry – Periandros

4

General, Mtd, Heroic

3+

Replay

6

2

4

Cavalry, Javelin, Veteran

6+

3

11

2

4

Thracian Light cavalry, Javelin

7+

2

5

1

4

Thracian Light cavalry, Javelin

7+

2

5

1

27

6


Macedonian 150 pts   VM 39/3 = 13

Macedonians go first; left flank situation after each command takes a group March move. 

same on the right. Somebody left their Hero behind!
Situation after the first Thracian turn. 

Situation after the second Macedonian Turn,

and after the 2nd Thracian Turn. 

Macedonian Turn 3 – General Periandros moves his cavalry forward on the Macedonian Right; the light cavalry in the woods chuck their Javelins at the opposing Thracian cavalry as they move forward, and score a rare hit from missile fire, which the Thracian horse obligingly failed to save. 

Situation in the Center after Macedonian Turn 3…note the ugly gap in their lines… a novel tactic, or a striking blunder?!

On the Macedonian Left, Hippolochos’s men balk at advancing any further at this time! “I’m fetta up with you losers”, shouts the General to his men!

The Thracians start of their Turn 3 in similar fashion, with their Left flank cavalry balking at moving forwards… or anywhere else, for that matter! General Bitorix bites his tongue, resisting the temptation to make a cheesy pun. 

The Thracian center moves forward smartly, lead as it is by General Smertomara. Mind the Gap!

Thracian cavalry charges some Macedonian Light Cavalry; they are hit as their attempt to evade fails, but save, and then withdraw. 

Second verse, same as the first – except this time the 2nd LC successfully evades. 

General Olorix Rigosages moves up with his veteran horse, but another charge attempt by the original unit fails to materialize. 

The action moves to the Thracian Right Center, where a lucky Javelin shot impacts the opposing Macedonian infantry sheltering in an olive grove. 

Further advances by the Thracian Right Center end Thracian Turn 3. 

Situation at the end of Turn 3. 

Periandros and  his veteran Companions successfully charge the Thracian cavalry opposing them, inflicting a hit, but the Thracians strike back successfully as well. 

In the Macedonian Left Center, General Leocharis tries to do something about “The Gap”, leading a successful charge on the Fanatic (blue bead) Thracian Warband to their right front. Their covering Javelinmen hurl their missiles to little effect. 

“First and 10, do it again!”.. with a pair of 10’s – one as an activation (a difficult move for a deep unit, so they needed a 8+; the Macedonians hit, but the Thracians save. The Thracians miss battling back, but a Hero finds an opening and and scores a hit, howevert the Macedonians save as well. 

Battlefield overview, end of Turn 4 for Macedon. 

Bitorix and his Thracian cavalry trample the opposing Macedonian LC, whilst a rally attempt by the other Thracian Cavalry fails. 

Bitorix wheels his cavalry to threaten the flanks of the opposing Macedonian horse, but they then run out of energy to accomplish anything more for the time being. 

Thracian Left Center: Smertomara Unidia leads a Veteran Warband in a charge (using his Replay on the initial Ace!) on the White Macedonian Phalanx; they hit but the Macedonians and their General both save. 

The Macedonians hit on their battle-back, but the Warband and the General both save as well. 

The two other Galatian warbands move forwards, but a follow up attempt at a charge falls short. 

Galatian Right Center: Warbands advance to both sides of  General Tectomaris Dunemetron, witht he Veteran (red bead) warband continuing on into the Macedonian LI Javelinmen.

The Javelins fail their evade, are hit in melee, and fail to save – 1 Macedonian Victory Medal lost!

Galatian Right Flank cavalry under Olorix Rigosages: He charges at the head of his veteran Cavalry, scoring a hit on the enemy; the opposing General saves, and in the Battle-back , orolix is hit and killed – 2 Galatian Victory medals lost! Galatian slingers shoot… and miss!

Far right Galatian Cavalry charge, but both Thracian LC evade successfully. 

The original Veteran cavalry charges again, and both sides hit…and save. The initiative passes back to the Macedonians to start Turn 5.
Macedonian Right Flank – Periandros and his veteran Companions chargethe opposing Cavalry on the diagonal, but bot they and the Galatians fail to hit in the melee. 

Thracian LC changes facing, but fails to complete their planned maneuvers thereafter!

For Hippolochos and the Left Flank Macedonian cavalry, turn 5 is brief, as the Companions pull back,   a Javelin toss by the Thracian LC misses, and the Companions fasil; to activate a second time to Rally, even with the replay by the attached General. 

Macedonian Left Center sees an important Rally success for the Thracian infantry in the woods. 

A failed activation prevents further actions Leocharis’s command. . 

Macedonian Right Center: General Autodikos seems, err, otherwise occupied, as the box with the Blue Phalanx fails whatever it was that it was attempting!

Galatian Turn 5 – Rally round the flag, boys we’ll rally once again, shouting Bitorix Tectosages!

Speaking of Bitorix, he charges the LC in the woods with his Cavalry; they evade, but have no legal evade move, and are thus eliminated! (Rules note, being in Cover, they could have opted to stand for the charge, which would seem to have been the better choice!)

1 Macedonian Victory Medal lost!

Oh what a lovely flank; too bad Bitorix couldn’t pull of the charge despite 2 attempts (needing a “10”). 

Middle Warband charges, and eliminates the Macedonian LI, who fail to evade or save – 1 more Macedonian Victory Medal lost!

Leftmost Warband tries the same thing, but the LI evade behind the (green) Thracians,.  

The Warband continues its wild charge in to the Thracians, but fail to hit, then being hit on the battle-back, which they fail to save. Ouch! Those 2-handed Romphia chopper thingies are mean and nasty!

A second charge by the Warband fails to hit, but is itself hit on the Battleback, and fails to save. The farthest right Warband successfully pulls back it sLI skirmishers, but fails to move into “The Gap”. “Wait till next Turn!”

The action moves to the Galatian right Center. The veteran Warband charges, and hits. Rules note: Ordinarily Pikes always strike FIRST in frontal melee… except when the target is as deep or deeper than they., as is the case with the Warbands. 

The Phalanx fails to hit back, even aided by a Hero. 

Galatian Skirmishers pull back from in front of the Middle Warband; an attempt at a second charge by the Veteran Warband then fails. 

The Leaderless Galatian Right Flank Cavalry charges (rules note – actually, with a “2”, they should have failed to activate, as being without a general makes all Activations for any but Light units more difficult); the Thracian LC fails to evade, is hit, and dispersed! Such are the fortunes of War!

The other Galatian Cavalry charges the Companions opposite it; they miss, and the Companions miss on the battle-back… that is, until a heroic feat by the Macedonian General Hippolochos disrupts the enemy, which they are unable to shrug off. Further Galatian activations fail. 
Situation at the end of Turn 5.

Macedonian Turn 6: Hippolohos and his Companions charge, but fail to hit, even aided by the Generals heroism; The Galatian cavalry strikes back, but both the Companions and their General save. 

Thracian Lc chuck Javelins at the opposing Galatians, but they save the hit! Further activation attempts are unsuccessful. 

Macedonian left Center; a sling shot misses, and attempt by the Thracians in the woods to drive off the opposing LI fails. Just like that, and it is onto the 3rd command!

Thracians charge, and inflict a scend hit on the opposing Warband, which fails to save or hit on the battle-back! Aces end the turn for this command, and then the Macedonian Right Flank Cavalry. Uhf!

Galatian Left Center, Turn 6: Smertomara charges the White Phlanx, scoring a hit, the battle back misses, but prodigies of valor threaten to score, but are shrugged off by the battle lust of the Galatians. 

Smertomara’s 2nd charge inflicts the third hit on the opposing phalanx, and it collapses, costing the Macedonians a big 3 Victory Medals. Smertomara’s boys surge forwards into the big gap in the Macedonian center. This cannot be good! 

A second Warband surges forward in to The Gap. Things are looking grim for the Phalangites and thuei supports!

With 2 hits, the leftmost warband pulls back to lick its wounds. Then the far right Warband turns to flank the Yellow Phalanx. Smertomara’s boys fail to replicate the maneuver on the other side of The Gap. 

Galatian Right Center: Warband’s charge hits but is saved, and the Phalanx’s battle-back also hits, but is not saved. 

Rightmost Warband advances into yet another gap in the Macedonian battleline!

It turns to flank the Thracians in the woods, but the command then runs out of initiative. 


Galatian Right flank cavalry – the charge in the center ends in disaster, as the Galatians fail to hit, but the Macedonians strike back hard, which is not saved – 2 Victory Medals lost by the Galatians. The other Galatian Cavalry chases the Thracian LC…

twice, but their horse are too tired for a 3rd attempt. Aces end the turn for the Galatian Left flank cavalry before they can accomplish anything. 

Situation at the end of Turn 6. 

Macedonian Right “Center”, Turn 7: Blue Phalanx’s attack results in an unsaved hit to both sides!

Thracians move up, but an attempt by the Macedonian slingers to occupy the woods to their right fails. 

On the far right, the isolated Macedonian Companions move forwards and then turn towards the Center, whereupon their horses are too tired to proceed further this turn. 

The Yellow phalanx smartly pulls back from the threatened flank attack, but the Thracians inn the woods are unable to face the Warband to its right. 

On the far Left, Macedonian Companions rally off a hit, with inspiration from General Hippolochos. 

They then about face, planning to chase down the Galatian cavalry. After moving forward one box…

They successfully charge the enemy in the rear, hitting twice (double hit cards for hitting a flank or rear in melee).  The tough Galatians save both hits, BUT being hit in the rear, cannot battle back. 

They manage a second charge, but fail to hit. Their exhausted horses are unable to mount a 3rd charge!

Overview of the battle at the end of Macedonian Turn 7. 

On the Galatian left, and attempt to address the cavalry to their rear… does poorly!

Bitorix and his Warband turn to threaten the flank of the Macedonian Blue phalanx, but an attempt by the battered Warband on the left to pull back for a future rally attempt falls flat. 

The Galatians have more success in the right center, where a flank charge by the rightmost warband obliterates the Thracians in the woods. 

A rally attempt by the veteran warband is unsuccessful, and an attempted maneuver by the LI Javelinmen fails. 

The Galatian cavalry turns to face Hippolochos and his Companions, ignoring the Thracian LC to their rear, but that is all they can manage, and Turn 7ends. 

Overview of the Battlefield at the end of Turn 7. The Macedonians are in trouble in the Center, while their situation on the flanks looks better. 

Battle of Salamanca, July 22, 1812: set up for Historicon

 

At Historicon, on Saturday evening  from 6 Pm to 11 PM,  I will be running the Battle of  Salamanca, perhaps one of Wellington’s most decisive battles. This is an Eagle’s eye overview of the field. 

Marshal Marmont’s army had become fragmented; seeing this, Wellington swiftly seized the advantage and attacked! Here we see the most exposed French formation as it is about to receive the surprise attack by British infantry and cavalry. 

Center of the Battlefield from behind the French lines. The last hill section needs more flock – I ran out and had to order more!

Eastern end of the field, with the Greater and Lesser Arapiles hills. 

Note the LARGE gap between the French Left and the rest of the army!

The numbers are much more even in the Center!

French may have the advantage on their right… but one of their formations will be late to the action!

View from the British Right. 

and the British Right Center

Left Center from the British position, including the village of Los Arapiles. 

Finally, the Britiash left from their positions. 

Overview of the table form the East… 

and the West.
The scenario i have pretty much adapted (stollen) from that by James Roach. Rules will be Field of Battle, 3rd edition, with Jared’s MOVE card variant and a few other small tweaks. 


Battle of Salamanca, July 22, 1812


Allied Army: Wellesley (Exceptional LD 12+1)  31 units


7 – Cavalry Division: Stapleton Cotton/Anson (Skilled LD 12)

Two  Dragoon units (DD 8, CD 12) #

One Light Dragoon unit (DD 6,  CD 12) #


11 – D’Urban: (Average LD 10)

One Portuguese Cavalry unit (DD 6,  LD 10)

One  Hussar unit (DD 6,  CD 12) #


10 – 3rd Division: Packenham (Skilled LD 12)

Two British infantry units (DD 8,  CD 12)

One  Portuguese infantry unit (DD 6,  CD 10)

One Horse Artillery battery (DD 8,  CD 12)

3 – 4th Division: Lowry Cole (Poor LD 8)

One  British infantry unit (DD 6,  CD 10)

One British infantry units (DD 6,  CD 10)  (at 1)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)  (at 1)

Note: 4th Division had taken heavy casualties at the assault upon the Trinidad breach at Badajos in April).


5 – 5th Division: Leith (Skilled LD 12)

Three British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD6,  CD 10)

One Foot battery (DD6,  CD 12)

4 – 6th Division: Clinton (Skilled  LD 12)

Two British infantry units (DD 8,  CD 10)

One Portuguese infantry unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)

6 – 7th Division: Hope (Skilled  LD 12)

One British infantry unit (DD 8,  CD 10)

One Brunswick Oels infantry unit (DD6  CD 10 Light Infantry)

One Chasseurs Britannique infantry unit (DD 6  CD 10)

One Foot battery (DD 6,  CD 12)


9 – Spanish Division: Espagnac (Skilled LD 12)

Two Spanish infantry (DD 6,  CD 10)

2 Pack’s Brigade: (Skilled LD 12)

One Portuguese infantry unit (DD 6,  CD 10)

One Portuguese Cacadores SK infantry unit (DD 6,  CD 10 Light Infantry, Rifles)

8 – Bradford’s Brigade: (Average LD 10)

One Portuguese infantry unit (DD 6  CD 10)

# These British Cavalry units are subject to “pursuit”; if they win a Melee on an Odd roll, they lose UI equal to the loser’s, BUT this does not cost them Army Morale Points, and they otherwise carry on as usual – there is no pursuit movement.


French Army: Marmont (Average LD 10)  31 units

Note: Marmont was seriously wounded on the Greater Arapiles sometime after 3pm and was replaced by Bonnet when Clausel couldn’t be found. Bonnet was seriously wounded soon after and replaced by Clausel who had reappeared after going to get an injured heel dressed. In effect, command of the army changed three times in an hour and confusion reigned in this vital period immediately prior to Wellington’s attack.

F – Heavy Cavalry Division: Boyer (Average LD 10)

Two Dragoon units (DD 6,  CD 12)

One Horse battery (DD 8,  CD 12)

D – Light Cavalry Division: Curto (Reliable, 4 DMP)

Two   Chasseurs a Cheval units (DD6,  CD 10)

C – 2nd Division: Clausel (Average  LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Three French Line unit (DD 6,  CD 10)

One Foot  battery (DD 6,  CD 12)


G – 4th Division: Bonnet (Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Three French Line units (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)


B – 5th Division: Maucune (Average, LD 10)

One French Leger unit (DD 8,  CD 12 Light Infantry)

Two French Line units (DD 8,  CD 10)

Two Foot batteries (DD 6,  CD 12)


E – 6th Division: Brennier ((Average, LD 10)

One French Leger unit (DD 8,  CD 12  Light Infantry)

Two French Line units (DD 6,  CD 10)

One FootI battery (DD 6,  CD 12)


A – 7th Division: Thomieres (Average,  LD 10)

One French Leger unit (DD 8,  CD 12)

Two 4UI French Line unit (DD 6,  CD 10)

One Foot battery (DD 6,  CD 12)

Note: The French Line unit closest to the British is surprised, and probably in panic. This is represented by a disordered column of attack.

H – 8th Division: Sarrut ((Reliable, DMP)

One French Leger unit (DD 8,  CD 12)

Two French Line units (DD 6,  CD 10

One Foot battery (DD 6,  CD 12)

Note: This division starts the game off table. It cannot arrive before the second MOVE card. See Time and Arrivals.

TERRAIN

Lesser Apariles: At the eastern end of the field, and in British possession, is the Lesser [or Southern] Arapiles. This is a cone that rises out of the plain and is rocky and steep on its northern facing slopes (Class III  terrain) but much less so on its southern facing slopes (Class II terrain).

Greater Arapiles: Opposite the Lesser Arapiles, and in French possession, is the longer, Greater Arapiles. This hill is steep and rocky on every side topped by a natural terrace supported on a 1m to 2m high vertical cliff face (Class II terrain). Infantry (line deployment only) and artillery on the terrace can fire down from a superior position, count as obscured to fire from below the rim, and will count as defending a fortification if charged. 

Note: Artillery on the terrace had insufficient gun depression to fire on any troops climbing the hill’s slopes.

Los Arapiles: Directly west of the Lesser Arapiles, and centrally placed within the British deployment, is the village of Los Arapiles. This linear village runs east to west and comprises stone buildings (Class II terrain and cover).

The Monte de Azan: Is a low, undulating, three mile long plateau; described as ‘ideal for marching’. The bulk of the French army is presently deployed on it, or making its way westward on or behind it. It obscures units 3″ beyond the facing contour but does not provide a superior position for fire or defence. Troops marching on top of it gain the 3″ rate bonus for road movement – it’s ‘The Monte de Azan Superhighway’.

Other terrain features: These include the small village of Miranda de Azan (class III terrain)which stands at the north western end of the Monte de Azan; two pieces of gently rolling high ground (Class II terrain), one between the Greater Arapiles and the Monte de Azan, the other extending from the northern edge of the battlefield to the western end of the Monte de Azan) which provide dead ground to troops behind them; and several areas of open, cork tree woodland that dot the battlefield’s edges, especially south of the French position (class II Terrain). Lastly, there are four roads radiating from Los Arapiles. The Los Arapiles to Miranda de Azan road is important in game terms because it serves as a delineating feature for British victory objectives (see below).

TIME AND ARRIVALS

The game will commence with the armies deployed as they were at about 4.00pm. 

Marmont and Bonnet have already been wounded and carried from the field and French command has devolved to Clausel. Bonnet with 8th Division is holding the Greater Arapiles, Clausel’s 2nd Division and Maucune’s 5th Division have taken up position on the Monte de Azan, and Boyer is holding the gap between the two positions with his heavy cavalry supported by a French regiment of 8th Division. Thomiere’s 7th division is marching westward along the top of the Monte de Azan and has become separated from the rest of the army and is now out on a limb: Brennier’s 6th Division and Curto’s light cavalry are marching in Thomiere’s support. 

Packenham and D’Urban with orders to ‘sweep all before them’ on the Monte de Azan and are about to assault Thomieres 7th Division (see Surprise Attack below). Leith’s 5th Division, supported by Hope’s 7th Division, Cotton’s cavalry, Bradford’s Brigade and the Spanish Division, have been ordered to assault the French position to their front, and Leith’s division is presently filtering through Los Arapiles in compliance with those orders. Other units have not yet received orders to attack (see Victory Conditions below).

Surprise Attack: The game starts with the British getting an unopposed pre-turn one initiative phase of 4 initiative points. This phase can only be used to activate D’Urban and Packenham in an effort to take full advantage of their successful ‘ambush’ of Thomieres column. As soon as this phase is over any surprise has been lost: The British deck is shuffled – the game begins with turn one. 

Tardy Sarrut: From the second French MOVE, the French player can start dicing for arrival: On the second card  roll D8 Vs D8; on the third MOVE card roll D12 Vs D8 and if 4th Division rolls higher it can arrive then. It will arrive on the fourth MOVIE card (historical arrival) in any event. Sarrut arrives over the southern table edge between the south eastern corner and the start of the Monte de Azan.

Game Duration: The game will last five MOVE cards by both sides, after which the light will be deemed too poor for the action to continue.

VICTORY CONDITIONS:  Each side must bring its opponents Army Morale Points (AMP) to zero – at which point victory is achieved. If neither side has done so before nightfall (end of the 5th MOVE for both sides) the game is drawn.

French objectives: Holding the Lesser Arapiles is a victory objective for the French:  It is worth 4 British AMP. Holding the greater Arapiles is a victory objective for the French: It is worth 4 British AMP.

British Objectives: Holding the Greater Arapiles is a victory objective for the British: It is worth 4 French AMP. If an attempt is not made to storm (charge) the terrace of the Greater Arapiles by the fourth British MOVE card (historically made by Pack’s Brigade) the British will lose 4 AMP. Holding the Monte de Azan (by having more units on top of it, east of the Los Arapiles to Miranda de Azan road, than the French) at the end of the 4th British MOVE  is a victory objective for the British: It is worth 6 French AMP.

“And his Chariots were gleaming in Purple and Gold”

With apologies to Lord Byron…

I needed some more 2 horse Assyrian chariots for the earlier years of the Empire.

These are from Old Glory, and fit the bill nicely!

Once again assembly issues arose. the triangular piece above the pole is clearly designed to go the other way around (pointing down), but it just didn’t fit!

So, I just went with it as it did fit!

We saw the Purple, so here’s the Gold!

I di glue on the extr quivers on the side of the cab. 

The reigns were once again made from painted dental tape. 

In To the Strongest terms, these would be more “Chariots” than Light Chariots or Heavy Chariots. 

I used epoxy to fix the crew into the cab – always a challenge!
Here’s the third and last Chariot. 

If you are in the US, it’s hard to beat the value of Old Glory!

Chariots are a pain, but they always look super on the tabletop!

Rebasing project for my 45 year old Minifigs Assyrian army underway; the chariots are staying on their original bases – way to difficult to re-do them! Also seen are some new Foundry Assyrians from Richard to add to the army; it seems unlikely that I will get to them until after Historicon!
Rebasing done – nothing fancy, green bases, green turf blend flocking. Have I mentioned that I hate rebasing? 

Sphinx hijinks!

I finished this sextuplet of Sphinxes that I obtained from Acheson Creations earlier this year. 

We are all familiar with the Great Sphinx at Giza, but they were common symbols through the history of Ancient Egypt; notably the 1.5 mile long road connecting Luxor and Karnak, “The Avenuie of the Sphinxes, estimated to have had over 900 of the staues!

The Sphinxes will be appearing on the table at my Egypt vs Sea Peoples game at Historicon. I am often amazed how few people now days are familiar with the famous “Riddle of the Sphinx”… even if that is more Greek in origin!

 

Renewed shall be the chariots that were broken…

Quite a number of years ago, my freind, Ken Baggaley gave me a bunch of old figures, mostly ancients. These became the bulk of my Canaanite Army. In with the assorted figures were a couple of rather battered chariots and a surplus of Sea Peoples crew figures. I have no idea of the manufacturer. 

With the Sea Peoples due back on the table for Hstoricon 2025, I decided to try to resurrect them for service. Unfortunately, when I epoxied the Pole to the cab, I put in on backwards. After I realized my error, I was loathe to risk cutting it of and reattaching it, so I just went with it (green). The second chariot had no remaining pole at all, so I fashioned one from soft wire and a spare  white metal piece from a different chariot set (orange).   
The cabs and horses pretty much needed a full repaint as well, and the crew were unpainted. 
As I have done with my other chariots, I made “reins” out of dental tape painted the appropriate color(s), and glued them in place.
With most chariot models fitting the crew into the cab can be challenging. These smallish figures made it easier than usual.
The chariots got my “desert” basing with fine sand, fine talus, and tufts.