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By the Waters of Merom:


Joshua’s Surprise Attack
c1400BC
by Vincent Black

With a conflict between


Joshua (yes, he of The Bible
fame) and the Canaanite
Kings as it’s backdrop,
Vincent Black presents a
wargames scenario which will
see your chariot models in
action on the tabletop.

To men of Biblical times who walked almost everywhere, or whose idea of a


“sweet ride” was a good-natured donkey, the chariot must have been a daunting
sight. It was after all the most tangible symbol of power most of them were likely
to encounter. The chariot was more than just a symbol, however. Those same
men most often went into battle carrying just spears and wearing little or no
armour, and they faced terrifying odds if their opposition was mounted in
chariots. The hapless spearman then faced being ridden down by battle-trained
Products
horses, shot through with arrows, or being pinned by a well-thrown javelin from
mentioned
chariot borne infantry. Even the dust being kicked up by a force of chariots
in this
might prove unnerving for poorly disciplined part-time soldiers. But, all of that
Article
depended on the chariot being activated – the horses attached and the men on
--None-- the chariot ready to fight – otherwise the vehicle was in reality a lump of wood
with wheels attached. If a well led force without chariots could get within striking
distance of an unprepared chariot army, preferably still in camp and sleeping,
then the odds might level out and the “chariot” force could be beaten. If the
attackers got the timing wrong, however, and the defenders reached their
chariots, the day would undoubtedly take a turn for the worse and defeat would
be almost assured. Such was the opportunity and risk facing the Hebrew
commander Joshua at the Waters of Merom when facing a coalition of Canaanite
kings trying to prevent his conquest of their lands.

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There is little doubt


that chariots were the
super-weapons of the
Bible and every army
worth its salt had a
chariot contingent.
Chariots are
mentioned in the Old
Testament. However,
on most occasions,
chariots belong to the
enemies of the
Hebrews, perhaps to
show the power of the
forces that the
Hebrews had to
overcome to establish
themselves in their
“promised land”. The
Egyptians had them,
of course, but the
Philistines also
maintained a chariot
arm, as did the kings
of the smaller tribes
and cities in Canaan
and beyond. In the
Book of Isaiah, the
idolaters possessed
silver and gold, and
there was no end to
the numbers of
chariots they could
field.

In Jeremiah, the chosen people were to beware chariots coming at them “as a
whirlwind” with “horses swift as eagles”. To stand in their way was folly. Even
the great Hebrew commanders found fighting chariots a daunting task. Judah in
the Book of Judges conquered city after city in his campaigns, but baulked at
facing the “iron chariots” fielded by the cities in the valleys. Indeed, only once in
the Book of Judges do the Hebrews defeat a chariot force and that seems to have
been through the enemy chariots becoming caught in a flooded river – such was
the nature of divine intervention. The earlier Hebrew leader Joshua might have
wished for a similar solution when he faced the combined armies at Merom, but
he would have to rely on human endeavor and ingenuity.

Hebrew military history begins properly in the wilderness years following Moses’
exodus from Egypt, in the 15th century BCE or thereabouts, although some
historians now argue that the Hebrews were not the slaves of the Egyptians of
Victorian invention but mercenaries protecting the invasion routes into Egypt.
Moses appears to have trained an army in the generation spent wandering the
Sinai but he was not the one to use it; that honour would fall to Joshua. Our first
encounter with him is in Exodus where he leads a counter attack against the
Amalekites, but his major success was to capture the fortified town of Jericho
during the Hebrew conquest of Canaan – he marched his army around until the
walls “came tumbling down”. Joshua was again victorious at the Battle of Ai
where he employed a classic bait and switch battle plan to lure his enemy into a
full-scale battle against overwhelming odds. Joshua’s success preceded him as he
marched onwards and northwards into Canaan, so that he could offer amnesty to
cities that surrendered while promising total destruction to those who would not.
This was a serious situation for the Canaanite kings who could not afford to let

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Joshua entrench his army on the high ground from where they could strike in
any direction. If the Hebrews were to be defeated, it had to be done quickly and
ruthlessly. To that end, King Jabin of Hazor called the Canaanite tribes to meet
at the Waters of Merom to discuss strategy and combine forces. The most
prominent of the respondents were the Kings of Madon, Shimron, and Achpash,
and they brought their chariots.

Most of the precepts for tactical


victory in battle were already known
to the Hebrews and their enemies:
whether they had the means and
resources necessary to win was a
different matter. Offensively, the
principle was to close with the
enemy as quickly as possible with
the maximum force. An army on the
defensive would focus on weakening
the enemy before they arrived,
absorbing the charge, and then
counter-attacking in force. Almost
all strategies for winning were based
on those tactical considerations. On
paper, the Hebrews were deficient in
every resource to make victory
possible, yet they steam-rolled their
way into Canaan and eventually
conquered anyone who came against
them.

The three resources required to wage effective warfare were wood, metal, and
horses. The basic infantry weapon was the spear, a combination of wood and
metal. Soldiers could use it at short range or throw them in the case of more
lightweight spears. The development of the bow allowed soldiers to hit their
enemies at greater distances, but archery required training if it was to be much
use in battle. A curious form of sword was used for very close-quarter fighting.
The sword had a handle with an elongated curved sickle blade, useful for
chopping down onto arms and hands, or slicing across to lop off heads or hack
into enemy bodies. To counter those weapons, rudimentary armour was
developed with helmets and breastplates the most common apparatus available.
Procuring the metal to make armour was expensive, however, and only the most
fortunate men could afford to wear greaves on their legs or forearm protection.
Shields of varying sizes and utility complemented body armour but the
aggressive tactical use of the shield as developed by the Greeks and Romans was
not yet in evidence.

Throughout the early chapters of the Bible, we read that the Hebrews were
poorly armed compared to their enemies. This was partly a propaganda exercise
on the part of the Hebrew writers to show the odds overcome by the chosen
people and the influence of their god. However, it is likely that the Hebrews had
an established centre of operations where weapons were manufactured and
repaired. Moreover, a string of victories meant that the Hebrews main armoury
was equipment captured from their defeated enemies. Thus, by the time Joshua
came to the Merom it is likely that his infantry was at least as well-equipped as
the Canaanite alliance.

The imbalance between the Hebrews and their enemies was compounded when
it came to chariots. The Canaanite chariots were lightweight, two-wheeled,
wooden platforms pulled by a pair of horses. They were not the magnificent
creatures of Hollywood’s ‘sword-and-sandal’ epics, though, but more like
comparatively small shaggy ponies. They were also difficult to train and
maintain. Moreover, horses were vulnerable when static. What that meant for

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warfare was that chariots were very useful for transporting men quickly around a
battlefield but chariots were little value as shock weapons or for fighting at close
quarters. Nevertheless, chariots were highly effective out on the open plains
where they had room to manoeuvre, harassing the flanks of enemy infantry and
destabilizing their formations and making it easier for the frontal assault to
succeed when it came. The Hebrews knew that they could only neutralize enemy
superiority in chariots by fighting in the hills or on rough terrain, but to
complete their conquest of Canaan, the Hebrews needed to defeat chariot forces
out on the plains.

The orthodox tradition


is that the area where
the Canaanite kings
encamped lay on the
edge of ideal chariot
terrain on the plain of
Huleh. The plain was
hard and flat for six
miles and no infantry
force could cope with
chariots under such
conditions. Their
camp was probably in
the valley of Huleh,
not quite so perfect
but still manageable
terrain if they could
deploy the chariots to
fight. Moreover, as a
combined force, the
kings would have been
confident they could
deal with the upstart
Hebrews: numbers
alone should do the
job and the chariots
would make sure of it.
Joshua’s mother did
not raise a fool,
however, and he was
well aware of the
difficulties he faced
and the potential
horror of being caught
in a full-scale chariot
attack. Nevertheless,
his army had some
distinct advantages
despite its size.
Joshua’s army was
unified whereas the
enemy was a
conglomerate force
with no clear
hierarchy.
The Hebrews were also by now quite well-armed. That meant Joshua’s infantry
could fight on equal terms with the enemy infantry at least, if not the chariots.
Most important for the Hebrews was the strength of their religious belief that
must have underpinned their morale on the battlefield. But would it be enough?

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Joshua exhibited some doubts on the eve of battle and must have been relieved
when his god told him not to worry and that victory was assured. By the end of
the next day, the voice promised, Joshua would be killing enemy horses and
burning their chariots. Buoyed by that promise, Joshua set out his plans. And so,
early the following morning, the Hebrews set out to win their finest battle yet.

To negate the enemy chariots, Joshua had to hit them when they were not ready
and deployed. To that end, he organized his army into detachments all of whom
would hit the enemy camp around the same time and preferably before the
enemy guards could raise the alarm. We can only imagine the look of surprise on
the faces of the Canaanite guards as the Hebrews rushed out of the morning
haze. First one shout then many would tear the quiet of the dawn. Men emerged
from tents to see what was going on, others rolled out of their sleeping blankets
fumbling for weapons and shields. The charioteers started running to get the
horses and lead them to the chariots. Canaanite commanders, meanwhile, began
barking orders and demands. The Hebrews came on and the swiftest entered the
camps even as their slingers’ missiles were still in the air. Sickle swords slashed,
their blades glinting in the sunlight, and Hebrew spears impaled the slowest of
the enemy. The Canaanites could not get organized; everywhere was chaos and
panic. There was nothing left to do but abandon all chances of winning and seek
safety. The enemy that survived the first assault took to their heels chased and
cut down by the pursuing Hebrews all the way to the valley of Mezpah. As
promised, Joshua’s small army had conquered again. They duly wiped out the
horses and burned the enemy chariots, basking in the glow of fire and victory.

Joshua wasted little time celebrating his victory and pushed on to the town of
Hazor. The Hebrew army took the town and sacked it, burning it to the ground.
King Jabin of Hazor’s body lay in the ashes. Joshua followed up by sacking other
cities, sparing no man who stood against him or his army. There was little left of
the former tenants of Canaan by the time Joshua finished and he gave the now
peaceful land to his people to rule.

Scenario

The battle by the Waters of Merom


lends itself well to a wargame for up
to five players. It is an early classic
example of discipline over numbers,
and provides interesting tactical
problems for both sides. There are
also some options contained within
the scenario if the players choose to
refight the engagement as part of a
campaign – that is especially the
case when it comes to subordination
amongst the allied Kings.
Missions

The Hebrew command is taken by one player. His mission is to destroy utterly
the alliance camping along the banks of the Merom. He will have to strike
quickly and take enormous risks if he is to be successful.

The Allied Kings can be played by up to four players, one each for Hazor, Madon,
Shimron, and Achshaph. The overall commander is Jabin of Hazor, but each
commander must look to his own interests if events spin out of control.
Remember the maxim, he who runs away lives to fight another day, although
that will hardly endear you to Jabin if he should win. It’s your call.

Forces

We do not know for certain the sizes of the forces involved at the Waters of

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Merom. Historian Richard Gabriel argues for camps of approximately 2,500


men each with up to 50 chariots and a Hebrew force of 8,000 divided into four
commands. However, for the sake of argument, we could argue that the Hebrews
had suffered some losses along the way and round down their numbers
accordingly. For this scenario, therefore, we will assume a Hebrew force of 6,400
made up of mostly sword carrying infantry with some contingents of bowmen,
slingers, and spearmen. You can of course, decide on your own arrangements in
accordance with your own resources.

Using the Field of Glory rules, the forces at the Waters of Merom were as
follows:

Joshua & the Hebrews

Any combination of the following to equal 6,400.

Close
Type Armour Quality Training Shooting
Combat
Guard Medium
Unprotected Superior Drilled Bow Swordsman
Infantry Foot
Medium
Javelinmen Protected Average Undrilled - Light Spear
Foot
Medium
Unprotected Poor Undrilled - Light Spear
Foot
Light
Unprotected Average Undrilled Javelins Light Spear
Foot
Medium
Archers Unprotected Average Undrilled Bow -
Foot
Light
Unprotected Poor Undrilled Bow -
Foot
Light
Slingers Unprotected Average Undrilled Sling -
Foot

The King of Hazor, Madon, Shimron, and Achshaph

Any combination of the following to equal 2,000 men and 50 chariots.

Close
Type Armour Quality Training Shooting
Combat
Light
Chariots - Superior Undrilled Bow -
Chariots
Light
Guard Medium
Protected Superior Drilled - spear,
Infantry Foot
Swordsman
Medium
Javelinmen Protected Average Undrilled - Light Spear
Foot
Archers Medium
Unprotected Average Undrilled Bow -
Medium Foot

Terrain & Deployment

The battlefield is set up on a 6’x4’ table with a narrow river running down the
centre from east to west. The river is fordable along its length but only on foot.
There is no restriction for light infantry crossing the river, but heavy infantry will
be impeded. The northern and southern table edges are slightly elevated with
some rocky outcrops and vegetation providing cover for an army approaching
from the south. There is also the usual vegetation found along the banks of the

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river, which are not steep enough to hinder movement.

The Hebrew army begins the game on the southern table edge. They have not yet
been spotted and they have the initiative throughout the battle.

The Allied Kings are in four camps of 1 square foot anywhere along the northern
bank of the river but must be at least partly located within 12” of the river. The
camps must not be within 6” of each other. The player representing Jabin of
Hazor has first choice of campsite, with the other players rolling dice to decide
on deployment hierarchy. Within the camps, the chariots, horses, and men must
be in separate corners of the square – thus, in the event of an attack, the
contingent will have to get the men to the horses, then the horses to the chariots
before they can take part in the battle.

The Waters of Merom


is designed to be
played with Field of
Glory rules, but some
aspects of the battle
require special
emphasis or local
rules:

The Hebrew
commander has the
first initiative and the
first move.

The Hebrews can only


be spotted within 24”
of an allied camp on
an even roll of a d6 at
the end of the Hebrew
turn.

Right: The battlefield


map.
The Allied Kings can only act if the Hebrews are spotted directly or the alarm is
raised from one of the other locations.

Raising the Alarm moves at the rate of 24” per turn, i.e. any camp within 24”
can begin to respond to a raised alarm from a neighbouring camp on its next
turn. Camps from 24” to 48” must wait for a turn for the alarm to reach them.

The alarm can be raised by more than one camp simultaneously.

Subordinate allied troops must take orders from King Jabin of Hazor if his
command is within 12” of them even if that means over-riding their own
commander’s orders.

Victory Conditions1. The Hebrews win completely if they destroy all the allied
forces.2. King Jabin of Hazor wins only if the Hebrews are driven from the
field.3. The other allied Kings win if their forces are intact at the end of the
battle and King Jabin has been routed.

References

Richard A. Gabriel, The Military History of Ancient Israel (Praeger, 2003)


Martin J. Dougherty et al, Battles of the Bible (Amber Books, 2008)
Chaim Herzog, Battles of the Bible (Weidenfeld & Nicholson, 1978)

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Yigael Yadin, The Art of Warfare in Biblical Lands, Vol.1 (McGraw-Hill, 1963)

NOTE: Dougherty provides some very useful illustrations of weaponry,


chariots etc.

Last Updated On Tuesday, October 26, 2010 by Blake at Battlefront

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