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Showing posts with label Wargame Design. Show all posts
Showing posts with label Wargame Design. Show all posts

Monday, 1 June 2026

1812 The Retreat from Moscow: A Battle Chronicle Wargame

Over the years, I've taken part in several what Wargame Developments term 'road movie' wargames ... and thoroughly enjoyed them. These always involved a team of players co-operating with each other to get from A to B whilst the umpire (what role-players would call a game master) presented them with a series of problems, events, or scenarios that they had to deal with.

For example, during a 'road movie' game involving a German battlegroup retreating from a Russian offensive in 1944, they discovered that they had to cross a frozen river and didn't have any bridging equipment. At the same time, a Russian armoured column was closing in on them, and a group of partisans were thought to be in a nearby forest. The umpire took on the role of non-player characters and actually performed the function of a plumpire (player/umpire).

Some time ago – and thanks to Big Lee's (i.e. Lee Hadley) YouTube channel and blog – I became aware that Paul Brook (who also has a YouTube channel and a website) was working on a 'road movie'-style of game about a group of French soldiers during the retreat from Moscow. I became intrigued and followed the progress with growing interest. Big Lee and Ray Rousell (another blogger) were the principal play-testers and wrote about their battles on their respective blogs (here and here).

The rules have now been published and they live up to my expectations ... and more!

The rules are published as an A5-sized softback and are sixty-pages long. It is divided into ten main sections:

  • Introduction
  • Core Rules
  • The Turn
  • Movement
  • Shooting Melee
  • Buildings
  • Loot
  • Campaign Phase
  • Scenario

The introduction explains the Battle Chronicle concept and its design objectives. These are:

  • Highly narrative
  • Campaign-driven
  • Complete, stand-alone wargames
  • Suitable for collaborative or solo play

These are all admirable – and quite ambitious – objectives ... and it says much for the work of the designers that it achieves all of them.

I particularly like the fact that the rules use standard D6 dice and not the usual range of dice I've seen used in role-play games. Furthermore, unlike the latter, the rules are clear, coherent, and easy to understand. Admittedly, I had seen videos of the play-test before I read the rules, but they are – in my opinion – an exemplar of how rules should be presented. Everything you need to know is laid out in a very user-friendly way and includes a quick reference sheet inside the back cover.

One important aspect of the rules that – again, in my opinion – set them apart is the fact that the actions of the Russian troops are controlled by a simple but very effective set of mechanisms that don't require an umpire and can be used by solo wargamers. This is a big plus in my book ... and I can see myself using something like them to 'control' enemy units in my own solo wargames.

The book also includes several scenarios:

  • The Barn at Dawn
  • Through Frozen Streets
  • The Killer Wind
  • The Eagle

Each scenario includes a map, and require tabletops that are 2' x 2' (60cm x 60cm), 3' x 2 (90cm x 60cm)', 3' x 3', (90cm x 90cm) and 4' x 4' (120cm x 120cm) respectively ... which means that they do not require a huge amount of space to set them up. In addition, the total number of figures required is small (seventy-six in total, made up of eighteen French infantry, six French cavalry, six civilians, twelve Russian infantry, twelve Russian Jagers, and twelve Cossacks.)

In conclusion, I can thoroughly recommend these rules ... and I understand that there are more Battle Chronicles in the pipeline.


1813 THE RETREAT FROM MOSCOW: A BATTLE CHRONICLE WARGAME was written by Paul Brook, Lee Hadley, and Ray Rousell and published in 2026 by Pazoot (ISBN 978 19195 1980 7) and costs £12.00. It can be purchased from Pazoot.

Tuesday, 5 May 2026

The Portable Belle Époque Wargame rules: Grading generals and activating units: Correcting an error!

One of my regular blog readers (Rumblestrip) has pointed out that the chart in yesterday's blog post contained an error. I have therefore redrawn it and that section of the blog post should now read as follows:

Grading generals

In these rules, generals are a player’s tabletop alter ego. However, if we want them to perform realistically during a wargame, they should not be regarded as being infallible super-heroes and should have some limits placed on what they can do each turn. This can be done by:

  • Grading each general as either good, average, or poor.
  • Placing restrictions on the number of units they can activate each turn.

To determine a general’s grading, two D6 dice are thrown and the combined dice score determines the general’s grading.

This grading helps to determine how many units they can activate each turn.

This means that each grade of general has the following chance of being generated using this mechanism:

  • Good: 16.6%
  • Average: 75%
  • Poor: 8.3%

I have also added a YouTube video that covers this erratum to the Wargaming Miscellany channel. It can be found here.

Monday, 4 May 2026

The Portable Belle Époque Wargame rules: Grading generals and activating units

I have been slowly working on the draft of my Portable Belle Epoque Wargame rules ... and have adapted a previously designed grading system for each side's generals and a playing card activation mechanism.


Grading generals

In these rules, generals are a player’s tabletop alter ego. However, if we want them to perform realistically during a wargame, they should not be regarded as being infallible super-heroes and should have some limits placed on what they can do each turn. This can be done by:

  • Grading each general as either good, average, or poor.
  • Placing restrictions on the number of units they can activate each turn.

To determine a general’s grading, two D6 dice are thrown and the combined dice score determines the general’s grading.

This grading helps to determine how many units they can activate each turn.


How many units can a general activate each turn?

Before the battle begins, each side is allocated a playing card colour (i.e. red or black). The number of units they command is totalled, divided by 2, and rounded up. This gives the median value of the playing cards that commander will be allocated. The median value of the playing cards is then adjusted according to the general’s competence:

  • Good: Increase the median value of the playing cards by 1.
  • Average: No adjustment is made to the median value of the playing cards.
  • Poor: Reduce the median value of the playing cards by 1.

The players extract the red and black playing cards from two packs of playing cards and place them in separate piles.

The red general removes the red playing cards that have their modified median playing card value from their pile plus the red playing cards that have their modified median playing card value plus 1 and minus 1.

The black general removes the black playing cards that have their modified median playing card value from their pile plus the black playing cards that have their modified median playing card value plus 1 and minus 1.

Example 1

A red general commands a force of 9 units and has been allocated a grading of good. They therefore have a basic median value of playing card of 5 (9 ÷ 2 = 4.5, which when rounded up equals 5). Their modified median playing card value is 6 (5 + 1), and they select from the pile of red playing cards the 5, 6, and 7 of Hearts and Diamonds. The rest of the red playing cards are discarded

The red general's activation cards.

Example 2

A black general commands a force of 11 units and has been allocated a grading of poor. They therefore have a basic median value of playing card of 6 (11 ÷ 2 = 5.5, which when rounded up equals 6). Their modified median playing card value is 5 (6 – 1), and they select from the pile of black playing cards the 4, 5, and 6 of Clubs and Spades. The rest of the black playing cards are discarded.

The black general's activation cards.

The red and black activation cards are combined together along with two Jokers to form the pack of activation cards. The pack is then shuffled and placed face down.

At the start of the battle, the top card of the activation pack is turned over, and the colour and value of that card determines which side activates its units and how many of them can be activated. Once all the units that side can activate have been activated, the playing card is discarded and placed face up next to the pack of activation cards.

The next card of the activation pack is then turned over, and the colour and value of that card determines which side activates its units and how many of them can be activated. Once all the units that side can activate have been activated, the playing card is discarded and placed face up next to the pack of activation cards.

This process continues until a Joker is turned over, at which point the discarded activation cards are returned to the pack of activation cards and the whole pack is re-shuffled, and the process begins again.

During the turn sequence, the artillery and machine gun fire phases take place before a side activates its other units. Both sides can activate their artillery and machine gun units each time one of their side’s activation cards is turned over. If they do this, these count as one of that side’s unit activations.

Example 3

A side can activate 6 units. It chooses to activate an artillery unit and a machine gun unit during the artillery and machine gun fire phases. Once these phases have taken place, that side can then activate 4 other units.

It may well be that one side can have a run of activation cards, but this is part of the randomness generated by this mechanism. Experience shows that over time this apparent unfairness tends to even itself out.


I have also added a YouTube video that covers these mechanisms to the Wargaming Miscellany channel.

It can be found here.

Tuesday, 7 April 2026

War Games And Their History: Volume 2

I have had a long-term interest in the history of wargaming, and back in 2012 I bought C G Lewin's WARGAMES AND THEIR HISTORY ... and mighty impressed I was by the book's coverage of the topic!

The original book contained the following chapters:

  • Foreword by Major General Patrick Cordingley DSO, DSc, FRGS
  • Introduction
  • Chapter 1: Ancient and Medieval Games
  • Chapter 2: Games Played between 1600 and 1800
  • Chapter 3: Games for Military Training
  • Chapter 4: Games for Naval Training
  • Chapter 5: Games for the Public: 1800 – 1900
  • Chapter 6: Games for the Public: 1900 – 25
  • Chapter 7: Games for the Public: 1925 – 50
  • Chapter 8: Modern Games for the Public
  • Chapter 9: Official War Games in the Nuclear Age
  • Appendix 1: List of War Games
  • Appendix 2: Bibliography
  • Endnotes
  • Index

The second volume contains the following chapters:

  • Acknowledgements
  • List of Illustrations
  • Introduction
    • What Makes a War Game?
    • About this Book
    • War Games in History
    • Games to Stimulate Recruitment
    • Methods of Capture
    • Task Forces
    • Hexagons
    • Games versus Reality
    • The War in Ukraine
    • The Peace Conference
    • Strategy and Tactics
    • The Best War Games
    • The Battlegame Books
    • Official War Games
    • Cyber War Games
    • Future War Games
    • Artificial Intelligence
    • Making up your own rules
  • Chapter 1: Games published before 1900
  • Chapter 2: Games published 1900-1925
  • Chapter 3: Games published 1925-1950
  • Chapter 4: Games published 1950-1975
  • Chapter 5: Games published 1975-2005
  • Chapter 6: Strategy and Tactic
  • Appendix: List of War Games
  • Endnotes
  • Bibliography
  • Index

The introduction is – in my opinion – worth the price of the book ... and the rest of the book is a treasure trove of information about games that I'd love to know even more about.

One interesting point I noticed from the illustrations ... the sheer range of different grids/areas and point-to-point systems used for movement. It has certainly given me some ideas for my Belle Époque map!

I was interested to note that several people I know are referenced in the book. These include (in alphabetical order):

  • Antoine Bourguilleau
  • John Curry (and the History of Wargaming Project)
  • Nick Drage
  • The late Peter Perla
  • Tim Price
  • Professor Phil Sabin


WAR GAMES AND THEIR HISTORY was written by C G Lewin and published in 2012 by Fonthill Media (ISBN 978 1 78155 042 7).

WAR GAMES AND THEIR HISTORY: VOLUME 2 was written by C G Lewin and published in 2026 by Fonthill Media (ISBN 978 1 78155 951 2)

Saturday, 28 March 2026

Squared grids: A short (and incomplete) history

My PORTABLE WARGAME rules are designed to be used with either a square or hex grid, hence the use of the term 'grid area' in the text. Over the years, I've used both types of grid and have come to the following conclusions:

  • Square grids work well in wargames set during historical eras when armies fought in linear formations.
  • Hex grids work well in wargames set during historical eras when armies fought in more flexible formation.

I am currently working on the draft of a set of PORTABLE BELLE ÉPOQUE WARGAME rules and I have yet to decide which type of grid to use. However, as part of my deliberations I have spent time looking at the history of square grids ... and decided that it might be of interest to my regular blog readers if I shared the results of my researches.


As far as my research shows, wargames with square grids were being used by the time that Johann Christian Ludwig Hellwig – the Duke of Brunswick’s Master of Pages – first published his wargame in 1780. An improved edition appeared in 1782, and this was followed in 1803 by a drastically revised edition.

A reconstitution of Hellwig's wargame.
Creative Commons CC0 License

This was followed in 1812 by Lieutenant Georg Heinrich Rudolf Johann von Reisswitz's famous KRIEGSSPIEL, which also used a gridded terrain although movement and weapon ranges were measured using dividers.

All the playing equipment used in von Reisswitz's KRIEGSSPIEL was stored in a specially constructed wooden chest.
The top of the specially constructed wooden chest turned through 180 degrees and opened to become the playing surface.
Some of the playing equipment used in von Reisswitz's KRIEGSSPIEL.
Von Reisswitz's KRIEGSSPIEL in use. It shows some of the terrain squares.

This game was developed by his son, Georg Heinrich Rudolf von Reisswitz, into the game that was widely used by the Prussian Army ... and subsequently by many other nations.

Later examples of nineteenth and early twentieth century wargames that used squared grids include:

  • STRATEGONON (1830) by Wilhelm Freiherr von Aretin.
An Illustration from STRATEGONON showing examples of the two-dimensional buildings and trees used to play the game. These are reminiscent of the two-dimensional building used by Joseph Morschauser.
An Illustration from STRATEGONON showing examples of the playing pieces used to play the game. It is thought that the figures were fixed to the wooden blocks using wax.
An Illustration from STRATEGONON showing examples of the differently shaped wooden terrain blocks used to play the game.
  • THE GAME OF WAR (1858) by Walter Whitmore Jones*.
  • WAR-CHESS OR GAME OF BATTLE (1866) by Colonel Charles Richardson. This used a grid of diagonal squares.
An image from the Illustrated London News of POLEMOS, THE NEW GAME OF WAR being played at the Royal United Service Institute (RUSI).
Some of the painted figures supplied with boxed stes of POLEMOS, THE NEW GAME OF WAR.
  • GAME OF NAVAL BLOCKADE (1888) by Lieutenant H Chamberlain RN.
A reconstruction of Lieutenant Chamberlain's GAME OF NAVAL BLOCKADE..
  • NAVAL WAR GAME (1898 onwards) by Fred T Jane. Like von Reisswitz the Elder’s wargame, Fred Jane’s game used a square grid as its playing surface, and in the first edition (1898) movement and weapon ranges were measured using the grid. In subsequent editions this was done using rulers.
A naval battle being fought using Fred Jane's NAVAL WAR GAME rules.
  • BATTLE (1908) by T H Ward and J Ward. This used simple wooden pieces and a board that was almost identical to a chessboard.
The wooden BATTLE playing pieces.
The BATTLE board and playing pieces set up for a game.
  • SOLDATEN-SPEIL (1908) by E L Böttcher. This used a squared grid with 630 squares (30 x 21) and sixty two metal playing pieces per side (twelve cavalry and fifty infantry).
The top of the box containing the pieces required to play E L Böttcher's SOLDATEN-SPEIL.
The figures included in E L Böttcher's SOLDATEN-SPEIL.
  • JEU DE LA GUERRE (1907) by Ms Julie Moller. This was very similar to L'ATTAQUE.
  • L’ATTAQUE (1908) by Ms Hemance Edan. This game formed the basis of several other wargames, including MANOEUVRES, LE CHOC, DOVER PATROL, AVIATION, TRI-TACTICS, and STRATEGO.
One of the illustrations used in the patent granted to Ms Hemance.Edan for the game L'ATTAQUE.
An early example of the L'ATTAQUE games board and playing pieces.

In the 1960s, Joseph Morschauser wrote several sets of rules that used square grids. These included his FRONTIER rules.

A battle being fought using Joseph Morschauser's 'Frontier' rules. His square grid appears to have 384 (24 x 16) 3-inch/7.5cm squares, making his tabletop 6 foot x 4 foot (180cm x 120cm).
A close up of Joseph Morschauser's Britians soldiers in action on his gridded tabletop.

In more recent times, the French Marxist, philosopher, filmmaker, critic, and founder of the Situational International Guy Debord devised A GAME OF WAR, which also uses a square grid ... which allows diagonal as well as orthogonal movement.

A screenshot of a battle being fought using the computer version of Guy Debord's A GAME OF WAR.

* Walter Whitmore Jones also wrote the first standardized rules for croquet, and this led to the establishment of the All England Croquet Club in 1868.

Tuesday, 3 March 2026

Thinking about my Portable Belle Époque Wargame rules

In reply to a comment by Neil Patterson about his recent battle report entitled LITTLE GREAT WAR: KAVKAZ CAMPAIGN EPILOGUE, Archduke Piccolo stated that:

One change to the rule set I will make is to increase the machineguns 3 Strength Points. At 2SP, they are too brittle. ... I'm thinking of increasing the MG range, too, to 4 grid areas instead of 3, one more than rifle range.

It might not be such a bad idea to reduce to 2 grid areas the effective range of rifles (and MGs too maybe) whose targets are in any kind of cover. This on top of the existing penalties.

Part of the tabletop battlefield featured in Archduke Piccolo's recent battle report. © Archduke Piccolo.

Interestingly, I have been thinking about this very element of my draft PORTABLE BELLE ÉPOQUE WARGAME rules ... and although I had come to slightly different conclusions, I am now having a re-think.

Friday, 5 September 2025

It’s back … but it’s not as bad as it was … and it’s helped me set some wargame-related priorities

That pesky virus/bug is back again, but its effects are somewhat reduced!

I half expected that this would happen as several other people have mentioned this boomerang effect in blog posts and comments … and in several cases, it lasted on and off for several weeks.

As part of my strategy to cope with the debilitating effects of the virus/bug, I have decided to set myself three wargame-related priorities, one short-term, one medium-term, and one long-term. There are, respectively :

  1. Complete the next Portable Wargame Compendium by the beginning of November so that it can be published in time for Christmas.
  2. Write a set of World War II rules for the Eastern Front/Great Patriotic War that I can use with my vehicle and figure collection.
  3. Complete renovating my Eastern Front/Great Patriotic War collection.

This means that I don’t expect to do very much with my Belle Époque collection for the next few months … although that might well change if my interest in my medium- and long-term priorities flags at some point.

Saturday, 26 April 2025

H G Wells' Kriegspiel rules

The front cover of the first edition of H G Wells' LITTLE WARS.
The title page of the 1966 reprint H G Wells' LITTLE WARS. It was produced by Quantum Reprints. I own a copy of the 1970 reprint that was published by Arms and Armour Press.

As a follow up to my recent book review of Paul Holcroft Wright's latest book, I have transcribed the Appendix from H G Wells' LITTLE WARS and it is shown below.


LITTLE WARS AND KRIEGSPIEL

This little book has, I hope, been perfectly frank about its intentions. It is not a book upon Kriegspiel. It gives merely a game that may be played by two or four or six amateurish persons in an afternoon and evening with toy soldiers. But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it – in spite of the pacific outbreak in its concluding section. They tell me – what I already a little suspected – that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function. I am particularly indebted to Colonel Mark Sykes for advice and information in this matter. He has pointed out to me the possibility of developing Little Wars into a vivid and inspiring Kriegspiel, in which the element of the umpire would be reduced to a minimum; and it would be ungrateful to him, and a waste of an interesting opportunity, if I did not add this Appendix, pointing out how a Kriegspiel of real educational value for junior officers may be developed out of the amusing methods of Little War. If Great War is to be played at all, the better it is played the more humanely it will be done. I see no inconsistency in deploring the practice while perfecting the method. But I am a civilian, and Kriegspiel is not my proper business. I am deeply preoccupied with a novel I am writing, and so I think the best thing I can do is just to set down here all the ideas that have cropped up in my mind, in the footsteps, so to speak, of Colonel Sykes, and leave it to the military expert, if he cares to take the matter up, to reduce my scattered suggestions to a system.

Now, first, it is manifest that in Little Wars there is no equivalent for rifle-fire, and that the effect of the gunfire has no resemblance to the effect of shell. That may be altered very simply. Let the rules as to gunfire be as they are now, but let a different projectile be used – a projectile that will drop down and stay where it falls. I find that one can buy in ironmongers' shops small brass screws of various sizes and weights, but all capable of being put in the muzzle of the 4.7 guns without slipping down the barrel. If, with such a screw in the muzzle, the gun is loaded and fired, the wooden bolt remains in the gun and the screw flies and drops and stays near where it falls – its range being determined by the size and weight of screw selected by the gunner. Let us assume this is a shell, and it is quite easy to make a rule that will give the effect of its explosion. Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead, and if there is a gun completely within the circle of three inches radius from the shell, it is destroyed. If it is not completely within the circle, it is disabled for two moves. A supply waggon is completely destroyed if it falls wholly or partially within the radius. But if there is a wall, house, or entrenchment between any men and the shell, they are uninjured – they do not count in the reckoning of the effect of the shell.

I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantrymen who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4.7 gun. It may be fired from any convenient position behind the row of five men, so long as the shot passes roughly over the head of the middle man of the five.

Of course, while in Little Wars there are only three or four players, in any proper Kriegspiel the game will go on over a larger area – in a drill-hall or some such place – and each arm and service will be entrusted to a particular player. This permits all sorts of complicated imitations of reality that are impossible to our parlour and playroom Little Wars. We can consider transport, supply, ammunition, and the moral effect of cavalry impact, and of uphill and downhill movements. We can also bring in the spade and entrenchment, and give scope to the Royal Engineers. But before I write anything of Colonel Sykes' suggestions about these, let me say a word or two about Kriegspiel "country."

The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars.

Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available. Each side will be under the supreme command of a General, who will be represented by a cavalry soldier. The player who is General must stand at or behind his representative image and within six feet of it. His signalling will be supposed to be perfect, and he will communicate with his subordinates by shout, whisper, or note, as he thinks fit. I suggest he should be considered invulnerable, but Colonel Sykes has proposed arrangements for his disablement. He would have it that if the General falls within the zone of destruction of a shell he must go out of the room for three moves (injured); and that if he is hit by rifle-fire or captured he shall quit the game, and be succeeded by his next subordinate.

Now as to the Moves.

It is suggested that:

  • Infantry shall move one foot.
  • Cavalry shall move three feet.
    • The above moves are increased by one half for troops in twos or fours on a road.
  • Royal Engineers shall move two feet.
  • Royal Artillery shall move two feet.
  • Transport and Supply shall move one foot on roads, half foot across country.
  • The General shall move six feet (per motor), three feet across country.
  • Boats shall move one foot.
  • In moving uphill, one contour counts as one foot; downhill, two contours count as one foot. Where there are four contours to one foot vertical the hill is impassable for wheels unless there is a road.

Infantry.

  • To pass a fordable river = one move.
  • To change from fours to two ranks = half a move.
  • To change from two ranks to extension = half a move.
  • To embark into boats = two moves for every twenty men embarked at any point.
  • To disembark = one move for every twenty men.

Cavalry.

  • To pass a fordable river = one move.
  • To change formation = half a move.
  • To mount = one move.
  • To dismount = one move.

Artillery.

  • To unlimber guns = half a move.
  • To limber up guns = half a move.
  • Rivers are impassable to guns.

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE.

Royal Engineers.

  • No repairs can be commenced, no destructions can be begun, during a move in which R.E. have changed position.
  • Rivers impassable.

Transport and Supply.

  • No supplies or stores can be delivered during a move if T. and S. have moved.
  • Rivers impassable.

Next as to Supply in the Field:

  • All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.
  • These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry.
  • Isolated bodies of less than thirty infantry require no supplies – a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food.

N.B. – Supplies are not effective if enemy is between supplies and troops they belong to.

  • Men surrounded and besieged must be victualled at the following rate: –
  • One packet food for every thirty men for every six moves.
  • One packet forage every six horses for every six moves.
  • In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet.
  • In the event of supplies failing, the following consequences ensue: –
  • Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them).
  • Infantry, cavalry, R.A., and R.E. cannot move without supply – if supplies are not provided within six consecutive moves, they are out of action.
  • A force surrounded must surrender four moves after eating its last horse.

Now as to Destructions:

  • To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.
  • To destroy a railway culvert R.E. take one move; to repair R.E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves.
  • A supply depot can be destroyed by one man in two moves, no matter how large (by fire).
  • Four men can destroy the contents of six waggons in one move.
  • A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.*

Next as to Constructions:

  • Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high. Two men may make an inch of entrenchment.
  • Epaulements for guns may be constructed at the rate of six men to one epaulement in four moves.*

[* Notice to be given to umpire of commencement of any work or the placing of a mine. In event of no umpire being available, a folded note must be put on the mantelpiece when entrenchment is commenced, and opponent asked to open it when the trench is completed, or the mine exploded.

Rules as to Cavalry Charging:

  • No body of less than eight cavalry may charge, and they must charge in proper formation.
  • If cavalry charges infantry in extended order –
  • If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantrymen charged, and the infantry loses one man for each sabre charging.
  • At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging.
  • At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.
  • If cavalry charges infantry in close order, the result is reversed.
  • Thus, at more than two feet one infantry-man kills three cavalrymen, and fifteen cavalrymen one infantryman.
  • At more than one foot one infantryman kills two cavalry, and ten cavalry one infantry.
  • At less than one foot one infantry-man kills one cavalry, and five cavalry one infantry.
  • However, infantry that have been charged in close order are immobile for the subsequent move.
  • Infantry charged in extended order must on the next move retire one foot; they can be charged again.
  • If cavalry charges cavalry: –
  • If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it must do one of three things – dismount, charge, or retire. If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear.
  • Dismounted cavalry charged is equivalent to infantry in extended order.
  • If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men.
  • If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level.
  • If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four.
  • If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued – the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire.
  • If driven off the field or into an unfordable river, the retreating body is destroyed.
  • If infantry find hostile cavalry within charging distance at the end of the enemy's move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else.
  • If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot.
  • If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues.

The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed.

The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man – the infantry about an inch high – which is better adapted to Kriegspiel purposes.

We hope, if these suggestions "catch on," to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand.

We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire's decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become.

We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.


It is interesting to note that Wells recommends the use of 'a smaller, cheaper type of man – the infantry about an inch high' ... which sounds as if he advocating the use of 25/28mm figures! I was not aware that Britains had manufactured such small figures, but as the following scale guide from their 1940 catalogue shows, they certainly did so by the middle of the twentieth century.

Thursday, 10 April 2025

Dominion of the Spear and Bayonet: Expansion supplement

Whilst I was on our recent cruise, Steve Parker sent me a copy of the expansion supplement for his DOMINION OF THE SPEAR AND BAYONET rules.

The booklet contains information relating to thirty-six historical Colonial battles. Each entry includes:

  • A brief background to the battle.
  • Army lists for both sides.
  • Suggestions for the deployment of each side’s units.
  • A description of what took place during the actual battle and the results.

The battles included in the booklet are:

  • Assaye 1803 (British East India Company vs. Maratha Confederacy)
  • Tippecanoe 1811 (United States vs. Shawnee)
  • Graham’s Town 1819 (British vs. Xhosa)
  • Nsamankow 1824 (British vs. Ashanti)
  • Rama 1824 (British East India Company vs. Burmese)
  • Ayacucho 1824 (Spanish vs. South American Patriots)
  • Macta 1835 (French vs. Algerian tribes)
  • San Jacinto 1836 (Mexicans vs Texans)
  • Miani 1843 (British East Indian Company vs. Baloch)
  • Ferozeshah 1845 (British East Indian Company vs. Sikh Empire)
  • Palo Alto 1846 (United States vs. Mexicans)
  • Chillianwala 1849 (British East Indian Company vs. Sikh Empire)
  • Chinhat 1857 (British vs. Rebel Sepoys)
  • Agra 1857 (British vs. Rebel Sepoys)
  • Khushab 1857 (British vs. Persians)
  • Palikao 1860 (French & British vs. Qing Chinese)
  • Puebla 1862 (French vs. Mexicans)
  • Amoaful 1874 (British vs. Ashanti)
  • Rosebud 1876 (United States vs. Native Americans)
  • Little Bighorn 1876 (United States vs. Native Americans)
  • Inyezane 1879 (British vs. Zulu Empire)
  • Isandlwana 1879 (British vs. Zulu Empire)
  • Khambula 1879 (British vs. Zulu Empire)
  • Kandahar 1880 (British vs. Afghans)
  • Majuba Hill 1881 (British vs. Boers)
  • El Obeid (Shaykan) 1883 (Egyptians vs. Mahdists)
  • Tamai 1884 (British vs. Mahdists)
  • Batoche 1885 (Canadian Militia vs. Metis and First Nation)
  • Lugalo 1891 ( Germans vs. Hehe)
  • Dogba 1892 (French vs. Dahomey)
  • Wana (Waziristan) 1894 (British vs. Mahud tribesmen)
  • Adwa 1896 (Italians vs. Ethiopians)
  • Omdurman 1898 (British vs. Mahdists)
  • Colenso 1899 (British vs. Boers)
  • Langfang 1900 (British, French, United States, Germans, Russians, and Japanese vs. Chinese)
  • Tientsin 1900 (British, French, United States, Germans, Russians, and Japanese vs. Chinese)


DOMINION OF THE SPEAR AND BAYONET SUPPLEMENT was written by Steve Parker and published in 2025 by Orc Publishing. It is available to buy online in PDF format from Wargame Vault for £4.40/$5.66.

Tuesday, 1 April 2025

Dominion of the Spear and Bayonet

Just over a month ago I wrote a review of Steve Parker's DOMINION OF THE SPEAR solo wargame rules. Since then, he has added DOMINION OF PIKE AND SHOT and now DOMINION OF THE SPEAR AND BAYONET. The latter enables players to fight Colonial battles set between 1800 and 1900 and uses the same basic design and game engine as his previous rules.

In his description of the rules, Steve states that:

Dominion of the Spear and Bayonet is a very, very simple set of solo wargames rules … allowing one to fight two Colonial armies … against each other in around ten minutes. They are written for the game to generate a plausible and – with some imagination – an amusing narrative. Although figures can be used, battles can easily be fought on paper (no measuring) using pen or pencil and two different coloured six sided dice. Armies consist of 3 to 6 units and a points system is included.’

There are five different types of unit:

  • Line Infantry: These are infantry that fight in close formation and rely on firepower to destroy enemy units. It also includes Machine Guns.
  • Ambushers: These are infantry or cavalry that attack enemy units by ambushing them.
  • Skirmishers: These are infantry or cavalry who fight in a dispersed formation and rely on firepower or missile weapons to destroy enemy units. It includes European light infantry, natives or militia with firearms or bows, light cavalry with carbines or rifles, dismounted cavalry, and horse archers.
  • Melee Units: These are infantry units that are armed with spears (Spearmen), bayonets (Bayonets) or cavalry. It includes infantry and cavalry that fight in close formation and rely on charging their opponents and fighting with melee weapons (e.g. spears, swords, lances, bayonets).
  • Artillery: It includes all artillery (e.g. cannons, field guns, and rockets). Artillery is especially useful against troops in fortifications.

Examples of units include:

  • Trained militia armed with muskets – Line Infantry (cost 2 points).
  • Zulu veteran warriors – elite Spearmen (cost 3 points).
  • Tribesmen firing from sangars – fortified Skirmishers (cost 3 points).
  • British Highlanders infantry – elite Bayonets (cost 3 points).
  • Best European infantry – elite disciplined Line Infantry (cost 4 points).

As in the previous rules, the battlefield is split into eight areas:

The booklet also includes a number of optional rules:

  • Optional Artillery and Rocket Battery rules.
  • Optional Alternative Activation rule.
  • Optional Rallying Phase.
  • Optional Unreliable Troops.

The book includes a play through of a battle between British Indian Army units (the British Chitral Relief Expedition) and Pathan tribesmen (Chitrali and other Pathani tribesmen) on the North-West Frontier, and this really helps the reader to understand how the game's mechanisms work.

The booklet also includes 122 army lists that cover the the following conflicts:

  • The Second Anglo-Maratha War (1803 to 1805)
  • The Bolivian War of Independence (1809 to 1825)
  • The Argentine War of Independence (1810 to 1818)
  • The Mexican War of Independence (1810 to 1821)
  • Tecumseh’s War (1811 to 1813)
  • The Fourth Xhosa War (1811 to 1812)
  • The Creek War (1813 to 1814)
  • The First Seminole War (1816 to 1818)
  • The First Anglo Burmese War (1824 to 1826)
  • The Padri War (Sumatra) (1821 to 1838)
  • The First Anglo-Ashanti War (Ghana) (1823 to 1831)
  • The Java War (1825 to 1830)
  • The Second Seminole War (1835 to 1842)
  • The First Opium War (1839 to 1842)
  • The French Conquest of Algeria (1830 to 1903)
  • The Mexican-Texan War (Texas War of Independence) (1835 to 1836)
  • The First Anglo-Afghan War (1838 to 1842)
  • The British invasion of Sindh (1843)
  • The Franco-Moroccan War (1844)
  • The Franco-Tahitian War (1844 to 1846)
  • The First Anglo-Sikh War 1845 to 1846)
  • The New Zealand Wars (1845 to 1872)
  • The Mexican-American War (1846 to 1848)
  • The Taiping Rebellion (1850 to 1864)
  • The Anglo-Persian War (1856 to 1860)
  • The Second Opium War (1856 to 1860)
  • The Indian Mutiny (1857 to 1858)
  • The French Intervention in Mexico (1862 to 1867)
  • The Fenian Raids (1866 to 1871)
  • The British Expedition to Abyssinia (Ethiopia) (1867 to 1868)
  • The North-West Frontier Black Mountain Expeditions (1868. 1888, and 1891)
  • The Russian Conquest of Central Asia (1866 to 1881)
  • The Third Anglo-Ashanti War (1873 to 1874)
  • The Aceh War (Indonesia) (1873 to 1904)
  • The Great Sioux War (1876 to 1877)
  • The Nez Perce War (1877)
  • The Second Anglo-Afghan War (1878 to 1880)
  • The Anglo-Zulu War (1879)
  • The First Boer War (The Transvaal War) (1880 to 1881)
  • The Belgians in the Congo (1880 onwards)
  • The Mahdist War (1881 to 1899)
  • The Tonkin Campaign (Northern Vietnam) and Sino-French War (1883 to 1886)
  • The North-West Rebellion (1885)
  • The Italo-Ethiopian Wars (1887 onwards)
  • The Abushiri Revolt (Tanzania) (1888 to 1889)
  • The Hehe Resistance (1891 to 1898)
  • The Second Franco-Dahomean War (Benin) (1892 to 1894)
  • The First Matabele War (Zimbabwe) (1893)
  • The North-West Frontier Chitral Campaign (1895)
  • The Conquest of Gaza (Mozambique) (1895 to 1897)
  • The Cuban War of Independence (1895 to 1898)
  • The North-West Frontier Tirah and Tochi Campaign (1897)
  • The Spanish-American War (1898)
  • The Philippine-American War (1899 to 1902)
  • The Boxer Rebellion (1899 to 1901)
  • The Second Boer War (1899 to 1902)

The booklet ends with suggestions for a very interesting Big Battle version of the rules and also includes a QRS (Quick Reference Sheet) on its back cover.

I have yet to try the rules, but I certainly hope to do so soon.


DOMINION OF THE SPEAR AND BAYONET was written by Steve Parker and published in 2025 by Orc Publishing. It is available to buy online in PDF format from Wargame Vault for £4.40/$5.69.

Sunday, 16 March 2025

Other people’s Portable Wargames: Antoine Bourguilleau’s modern version of the Portable Wargame

Even though I am still rather unwell, I just could not pass up on the opportunity to mention Antoine Bourguilleau’s modern version of the PORTABLE WARGAME rules. He staged a game using the rules at the recent Paris Defence and Strategic Forum alongside his own game, DUEL TACTIQUE.

Antoine Bourguilleau's wargame, DUEL TACTIQUE.
The cover of the rule book from Antoine Bourguilleau's wargame, DUEL TACTIQUE.

Antoine Bourguilleau has kindly uploaded French and English language editions of his modern version of the PORTABLE WARGAME to the files section of the PORTABLE WARGAME Facebook page.

Two French defence journalists – Clément Daniez (of L'Express) and Laurence Defranoux (of Libération) – playing Antoine Bourguilleau's modern version of the PORTABLE WARGAME. It was the first time either of them had tried wargaming!
A close-up of Antoine Bourguilleau's modern version of the PORTABLE WARGAME.
Another close-up of Antoine Bourguilleau's modern version of the PORTABLE WARGAME.

Antoine Bourguilleau is a historian, wargame designer, reserve officer in the French Army, and lecturer at the École de guerre and the Institut d'Etude de la Guerre et de la Paix en Sorbonne. He was also one of the authors of THE PORTABLE PIKE AND SHOT WARGAME.