Showing posts with label Rulebooks. Show all posts
Showing posts with label Rulebooks. Show all posts

Tuesday, 28 April 2026

Review of Ad Glorium-Et Ultra: Wargame Rules for 20th Century Conflicts

If you’ve ever felt that modern tabletop wargaming rules can be overly complex, Ad Glorium – Et Ultra! might be exactly what you’re looking for. In my latest video, I take a detailed look at this compact and affordable ruleset, designed to cover 20th-century warfare from the trenches of the First World War through to speculative World War Three scenarios.

What makes this system stand out is its clear design philosophy: keep things fast, fun, and simple, while still capturing the feel of combined-arms warfare. Rather than getting bogged down in excessive detail, the rules focus on playability—something that will immediately appeal to hobbyists who prefer getting models on the table rather than buried in charts and calculations.

In the video, I break the rules down into several key areas. First, I look at the structure of the rulebook itself—how easy it is to navigate, how clearly the information is presented, and whether it supports players during gameplay. I then move on to the mechanics, examining the core D6 system, the role of morale, and the Command, Control & Communications system, which adds an interesting layer of tactical decision-making through limited-use “extra turn” opportunities.

Another important aspect I explore is the balance between clarity and complexity. Modern warfare can be a daunting period to game, with a huge range of equipment and organisational structures. However, Ad Glorium – Et Ultra! takes a deliberately simplified approach, grouping similar units together and focusing on battlefield effect rather than technical specifications. This makes it far more accessible, particularly for players who may be new to the period.

I also discuss the wider ecosystem surrounding the rules. While this is very much an “artisan” project rather than a big commercial release, there are still useful supporting materials available, including free scenario books and reference sheets. Combined with its low price point, this makes it a very approachable entry into modern wargaming.

Ultimately, this isn’t a ruleset trying to simulate every possible detail—it’s a flexible framework designed to let you explore the period in your own way. Whether you’re a veteran historical wargamer or someone curious about branching into 20th-century conflicts, this review should give you a clear idea of what to expect and whether Ad Glorium – Et Ultra! deserves a place on your table.


Sunday, 22 March 2026

The Rulebook Trap: Fluff vs Substance

One of the interesting quirks of the tabletop wargaming hobby is that our rulebooks often serve two very different purposes at the same time. On the one hand, they’re instruction manuals that explain the mechanics of the game. On the other hand, they’re often part history book, part lore compendium, and sometimes even part art book designed to inspire players. That combination raises an interesting question: how much fluff should a wargame rulebook really contain

Today, my video explores the balance between background material and rules mechanics in tabletop wargaming rulebooks. Some gamers love diving into rich lore and historical explanations, while others just want to find the rules quickly and get miniatures onto the table. That tension between storytelling and practicality can shape the entire reading experience of a rulebook.


The discussion becomes even more interesting when you compare fantasy and science fiction games with historical wargames. In fictional settings, everything about the universe has been created by the authors, from the factions and technology to the basic assumptions about how the world works. Lore isn’t just decorative in those games; it helps players understand the setting itself. Without background material explaining the world, the motivations of its factions, and the nature of its technology or magic, the rules can feel disconnected from the setting.

Historical wargames approach the problem from the opposite direction. The setting already exists in the real world, and players have access to countless books, documentaries, and historical studies if they want to explore the period in more detail. That means rulebooks don’t necessarily need to carry the same burden of explaining the world. A little context can provide flavour and help explain design choices, but too much history can start to feel like unnecessary page filler when players already have other resources available.

Of course, the balance isn’t always easy to strike. Too much background material can make a rulebook difficult to navigate during a game, while too little flavour can leave the system feeling dry and mechanical. Somewhere between those extremes lies the sweet spot where rules clarity and thematic immersion support each other perfectly.

Sunday, 29 June 2025

Struggling with rules: Watch This

Struggling to learn new wargame rules? You’re not alone—and in this video, I share my honest journey through the rulebook fog and how I finally found ways to make the rules stick. Whether you’re trying to grasp the basics of a new historical wargame or hoping to become confident enough to teach rules to your gaming group, this video is packed with practical tips and personal experiences to help.


 

Sunday, 19 May 2024

From Warhammer to Historical Wargaming: Finding the right rules

How does the Warhammer player branch out from Games Workshop's systems to find historical wargaming rules from the thousands of titles available? There are three essential questions you must ask yourself that will help narrow the options available and make it easier to find the right set of rules for you.


 

Monday, 13 May 2024

Test of Resolve: Deep dive rules review

My long overdue review and flip-through of the Test of Resolve rules is finally here. Test of Resolve is a set of rules designed for refighting the dynastic struggle in England between 1455 and 1487, known as The Wars of the Roses. This is a card-driven system which produces exciting and unpredictable tabletop conflicts. 


 

Saturday, 30 March 2024

They Died for Glory: Rules flip-through and Review

They Died for Glory is a set of rules written specifically for wargaming the Franco-Prussian War of 1870-71. This turning point in the development of modern warfare can be dramatically recreated on the game table with this easy-to-learn ruleset. Designed for 15mm figures the rules can accommodate larger or smaller scales and make refighting huge battles possible for any wargamer.



Sunday, 24 December 2023

Clarity verses Inspiration: The Pursuit of Precision in Wargame Rules

All wargame rules are a compromise between Clarity and Inspiration. Getting the balance right can be very difficult, and getting it wrong can lead to endless confusion.

Sunday, 14 August 2022

Too many choices

Do you play a period because you like a set of rules? or do you like a set of rules that fits the period you want to collect? And of it's the latter, how do you choose a ruleset to commit to? I'm often indecisive when faced with multiple options and I am currently struggling to find a set of rules for a new project.

Sunday, 1 May 2022

Top 3 Rulebooks of all time (and why they made the cut)

Today's video is another inspired by my recent 'Call to Arms' for ideas and questions. The question submitted by pbeccas asked, "What are your top three favourite rule books of all time". I decided to expand this to also ask, why my top three were picked but also decided to ask a couple of my mates from Posties Rejects to give their suggestions as well. The result is an eclectic mix of rulebooks covering a wide range of periods. 


For more detail about Richard & Ray's choices check out their blog posts reviewing some of the rules mentioned in the video:

Richard's review of They Died for Glory
Richard's review of Koenig Krieg
Ray's review of Donnybrook
Ray's review of Beneath the Lily Banners