Saturday, 5 July 2025

The Theft of the Hittite god

The victory of Gonad of Gath and his ally Pajamarama, from the Anatolian hell hole that is Marmaris, has meant a chance to steal the Hittite god.  It's a disgusting yet rather sexy statue that we intend to oil up and perform unholy rites upon.  Gonad has offered to be in charge of that onerous task!

We have six turns to get into contact with the temple.  Is that possible?

The Hittite god.  With the claw of Vectron, proving He Shows Favour.

And the temple in the hills

The Hittites have only a small garrison but more are coming to assist.

The Peleset race forward using all of our mighty deeds just to keep going 

And Mighty Gonad, nine cubits tall gets (the second) charge.

We press closer but it's costly.

The big boy kills the group blocking him, but his own men are spent.

And the fight continues as The Giant Peleset King wallops another of their warrior bands

They put up a stiff resistance.  The Peleset use their chariots as bait.

But the chariots win.  I'm astounded.

Pajamarama and Wilma do their very best to get themselves killed.

Frankly the fight to keep Pajamarama's boys back was absolutely heroic.  The enemy lost three generals.  ( It may have been four!)

And the King of Gath rolls a mighty 11 hits in one round.  Blow that trumpet boy!

Arsius, my heroic long suffering number two hero charges in the chariots again.  Crazy guy!

But by turn five the jig is very much up.

The Giant King is within a whisper.  He can't be stopped.

And Arsius wins again.  The chariots rush through.

And it's three up as we take the god.  He/she/it is in for quite a night!

Next time

The walls of the city of the Hittites.


Sing, oh muse

Tell of the Great King

A man of Great length

And very tall too.

He smote the Hittites

Took their stone god

And got very amorous.

Ding, dong!



Wednesday, 2 July 2025

ALASHIYA RECAP

We're three weeks into our Bronze Age campaign, the first two games of which have been recorded by the blind poet Humor. These, so called, poems make up the Testiad, and largely concern the exploits of the eponymous hero Testes. No bias there then!

As it happens, Testes died in the second battle and Humor failed to record the third (apparently even Philistines can forget their mobile phone), bringing the Testiad to an abrupt end.

Hence, this is probably a good point to take a step back and provide the players with a bit of context, as well as a battle report.

Our Bronze Age project was conceived during lockdown, after an initial suggestion from Uriah the Hittite. As Uriah divides his residence time between the UK and Cyprus, it seemed only natural to base the campaign in Cyprus - Alashiya as it was then known.

We set the campaign in the Late Bronze Age and it was unapologetically designed to use our respective figure collections. Hence, Sea Peoples and Hittites were to be the protagonists.


The origins and identity of the various Sea Peoples are much debated and largely unproven. However, some argue that they originated in the Aegean, including Greece and Western Anatolia. This places them nicely in a position to interact with the Hittites and Alashiya in a 'what if' setting.

So, whilst our campaign is fictional, the Hittites did have an interest in Alashiya, apparently invading at least once. Elements of the Sea Peoples are also believed to have raided Alashiya. For instance, in the renowned Armana letters, the Egyptian pharaoh, Akhenaten, accused the king of Alishiya of being complicit in raiding, to which the king replied;

 'Why my brother, do you charge me with this? I have done nothing of the kind! These men from Lukka seize villages in my own country year after year!'

As the Lukka are usually ranked amongst the Sea Peoples, this gives us all the justification we needed. Hence, our campaign features a Hittite garrison on Alishiya, presumably there to control the production copper of which Alashiya is famous. This unfortunate garrison will then be subject to the depredations of a raiding confederation of Sea Peoples.

Our original intention was to game this using a suitable set of skirmish rules, such as 'Lion Rampant'. However, emerging from lockdown, we discovered that we had acquired far more miniatures than we could possibly use. Fortunately, the recent publication of 'Midgard', an army levelm set of rules, with its emphasis on legendary and heroic warfare, proved to be just what we needed. The rules even include lists for the Trojan war, which served as a useful starting point.

With the rules sorted, all we needed now was a campaign format. I decided to go with a system that would generate a finite number of scenarios, with a suitable narrative background.


The map consists of four areas, the limits of which are defined by the Hittite / Cypriot city and  the Black Ships, which also serve as the campaign objectives. Between these we have an area into which the Sea Peoples will raid and an area in which the Hittites will push them back towards their ships. Each area has four possible scenarios (with some twists) and is determined by which side has the campaign advantage (i.e. whoever won the last battle). To advance to the final objective an army must have played three of the scenarios in the adjacent area (not necessarily won) and have the advantage.   A game at one of the objectives will constitute the campaigns grand finale. This will give a minimum of four games and a maximum of seven.

The 'Midgard' rules use a system of reputation points to decide the winner of a battle. For the purposes of the campaign, the reputation scored at the end of a game (including negative totals) is banked and the accumulated total, at the end of the grand finale, decides the campaign winner.

The campaign currency (aka reputation tokens) are oxhide ingots. These oxhide shaped copper ingots were common in the Bronze Age and are seen in Egyptian and Minoan frescoes, and extant examples are known from period ship wrecks.

A copper ingot

Minoan tribute bearer in an Egyptian frescoe.

In addition to an army's Reputation, scored as per the rules, we also award or deduct reputation tokens to individual heroes. Thus, at the end of the campaign, we will know which hero was the most heroic. To avoid confusion we use a different set of tokens for these, shaped like Greek pithoi (or amphorae as our resident Philistine insists on calling them).

The Story so Far

The campaign started with the Sea Peoples (an alliance of Peleset and Ekwesh) raiding into Hittite territory and attempting to draw the Hittites into battle by threatening to desecrate one of their sacred stones. The scenario was inspired by the 'Lion Rampant' scenario 'Hold on Tight', in which victory points are scored by holding a central objective. However, in this case the objective was a standing stone, based upon a so-called healing stone near Limassol.


The game saw the Hittites take up tactically advantageous positions, in a typical wargame style, which allowed the Sea Peoples to notch up Reputation, each turn, by staying in contact with the stone. (By contact I mean the Hero Testes p*ssing on it). A close game where Hittite gains in combat were offset by copious amounts of urine, resulting in a victory for the Sea Peoples. 

Game Two saw the Sea Peoples caught, on the march, after a raid into Hittite territory. For this game the Sea Peoples had four extra units, classed as Hordes, containing a mixture of slaves, livestock and escorting warriors. The objective was to escort these units across the table to exit by the opposite table edge. A tough mission as they counted as both Brittle and Reluctant. Inevitably, the Sea Peoples were surrounded and defeated - although Testes contingent did forge ahead and leave his Ekwesh allies to face the Hittites on all sides. That said, he did die in battle - serves him right, the bounder.

Game Three

The third game saw the Hittites pushing the Sea Peoples back towards the ships. The Sea Peoples had the option to take up various defensive positions with a reduced force or camp on the plains with their whole force. The newly promoted Peleset leader, Gonad, opted to camp with the full army.

Gonad of Gath - a strapping fellow

For their part, the Hittites had the option of a night attack, catching the Sea Peoples in camp, or a dawn attack allowing them time to decamp. Wary of possible confusion and disorganisation likely in a night attack, the Hittites chose a more cautious dawn attack. 

The Ekwesh deploy to the left of the Peleset,
with their left echeloned back to avoid being outflanked

The Peleset take up position on the right, dangerously close to a wood.

As dawn breaks, the Sea Peoples are seen to be largely in place,
with only Pyjamarama's Ekwesh deployed forward of the main position.

The Hittites immediately put pressure on the Peleset, driving off their chariots
and archers with massed missile troops and chariot runners.

On the left, Hittite archers prove an annoyance for the advanced Ekwesh.

The Hittites seize the initiative, putting Gonad's Peleset under pressure and gaining early advantage in Reputation.
The Hittites are clearly ahead at this point.


Pyjamarama is similarly assailed but holds on tight.

Until the inevitable failed 'Risk to Heroes' test, spending Reputation for a reroll.

Pyjamarama's unit is destroyed and another raven heralds a failed 'Risk to Heroes' test.
More reputation is spent and another raven is rolled - a wound for Pyjamarama.
Inexplicably, the Hittites choose not to follow up.

With the battle going their way the Hittites get over excited and challenge Arsius to a single combat.
Too much reliance on the Battle Smiter ability methinks. The Hittite leader's dice rolling
 fails him and he is slain by Arsius. More Reputation for the Sea Peoples and a massive loss
 of four Reputation for the Hittites - the battle begins to turn.

A wounded Pyjamarama gamely charges in gaining more Reputation. The Hittites win the
melee but the loss of a couple of units empties their vessel of Reputation and its game over.

After a surprise win, the advantage is once again with the Sea Peoples. If they can win the next one it will be on to the city for the grand finale!

So that's where we stand going into game four. Hopefully, our resident Philistine will remember his phone this time and I can hand back reporting duties to Blind Humor with the accompanying bad poetry.







 



Monday, 23 June 2025

The Testiad : Death of a Hero.

 The campaign continues.  The Hittites create new heroes, after two were killed.  

Campaign progress after game 1
Game two
The Raid.
The Peleset and their unreliable ally decided to raid, and gathered hostages slave honey cows and some very cute looking .mouflon sheep.


The terrain is laid by the Hatti.  This represents the route home.  The Raiders must escape from the far edge.

The deployment.  Testes leads with Pajamarama following up.

Testes leads the march.  Great dice although the hordes with loot use all of his mighty deeds to move.  Ominous!  Pajamarama has trouble with the mouflons.

The Hittites come on quickly.  That riverbed keeps them off the column.  Hittites skirmishers erupt from the village.

The Hittites descend on our open flank.  Pajamarama moves to counter.
Testes however pressed on trying to get off table.  

I try to get the column off table, but find the movement dice failing.

The Hittites use their chariots well, beating up the horny cows.

And Testes ends up fighting across the river

The Hittites offer single combat, and Testes is "proud" so can't refuse.  Both commanders die.  That is the end of the road for the Testiad.

And Pajamarama also takes a mighty wound.

The Hittites cross the riverbed as Testes command gets a group of slaves off table.

And the end as Pajamarama is abandoned by his ally and surrounded.  Pub o'clock and a loss for the Sea People's, who remain one point ahead in the campaign.


Testes has passed, but his gigantic son, Gonad Sea King of Gath is out for revenge.  Big boy!  I did a chariot skateboard for him too!