Sunday, 29 March 2026

Clear vs Scenic Bases

One of the fascinating things about the tabletop wargaming hobby is how the smallest details can spark surprisingly passionate discussions. In this latest video, I take a closer look at one of those deceptively simple questions: Should we be using clear bases or scenic bases for our miniatures? 


The topic was inspired by an email from Harry, also known as the Glasgow Warhog, who asked a straightforward question that many hobbyists have probably considered at some point: Should we move to clear bases? His argument was simple and practical. Clear bases allow miniatures to blend seamlessly into any battlefield terrain, whether that’s grassy countryside, desert landscapes, urban ruins, or the interior of a factory. From a gameplay perspective, the idea makes a lot of sense. But like many aspects of miniature wargaming, the answer isn’t quite that straightforward.

In the video, I reflect on how basing has evolved over the decades, starting with the very earliest miniatures I painted more than forty years ago, when bases were often little more than a quick coat of green paint. From there, hobby techniques evolved into textured bases, flock, static grass, and eventually more elaborate scenic basing. Along the way, I even experimented with the legendary “oregano basing technique,” where dried kitchen herbs doubled as convincing dead grass for early miniature armies.

As painting skills improved, basing became an increasingly creative part of the hobby. Today, many miniature painters treat the base as a tiny diorama, adding multiple scenic elements such as rocks, tufts, debris, and vegetation to create a more natural and immersive look. In the video, I talk about the “three-element basing rule” I often follow, which helps create visually interesting bases that feel like small slices of the battlefield.

Of course, scenic bases come with their own challenges. A beautifully grassed base might look perfect in a rural battlefield, but perhaps less convincing inside a ruined building or on a paved city street. That’s where the appeal of clear acrylic bases becomes obvious. They adapt instantly to whatever terrain lies beneath the miniature. Clear bases offer flexibility and realism during gameplay, while scenic bases add character, storytelling, and a finished aesthetic that many modellers find deeply satisfying.

Ultimately, this isn’t about deciding a “right” answer. Like so many aspects of the hobby, it comes down to personal preference and what you enjoy most, gaming practicality or modelling creativity.

Tuesday, 24 March 2026

Can one ruleset cover 2,000 years of warfare?

Historical tabletop wargamers are always on the lookout for rule systems that strike the right balance between accessibility, historical flavour, and tactical depth. In my latest video, I take a closer look at two rulebooks from the growing On Bloody Ground series by WIP Games and Miniatures: The Wars of the Roses and The Punic Wars. Written by father-and-son design team David and Daniel Toone, the On Bloody Ground system has steadily expanded over the past few years. What began as a small set of rules covering the Norman Conquest and the Reconquista has now grown into a range of more than a dozen books covering multiple historical periods—from the American Civil War to Caesar’s campaigns and the English Civil War.



At the heart of the system is a rules engine inspired by the classic Warhammer Ancient Battles style of ranked combat, but streamlined to avoid unnecessary complexity. Instead of introducing gimmicks or novelty mechanics, the designers focus on clear, traditional tabletop wargaming principles: movement, morale, formations, and decisive combat between units. The result is a system that feels familiar to experienced wargamers while remaining accessible for newcomers.

In the video, I explore how these mechanics translate into two very different historical periods. The Wars of the Roses brings late medieval English warfare to the tabletop, where blocks of billmen, men-at-arms, and longbowmen clash in brutal infantry engagements led by ambitious nobles. The Punic Wars, on the other hand, shift the action to the ancient Mediterranean, where Roman legions face the diverse armies of Carthage, complete with Iberian warriors, Numidian cavalry, and the ever-popular war elephants.

One interesting challenge for me when reviewing these rules was scale. The system assumes individually based figures (often in 28mm scale) grouped together on movement trays. My own collections for both periods are quite different: 6mm armies that are permanently multi-based. In the video, I explore whether the system can be adapted to work with smaller-scale miniatures and alternative basing styles without losing the intended gameplay experience.

The answer, happily, is yes. With a few simple adjustments, the rules proved flexible enough to accommodate different collections while still delivering engaging and decisive tabletop battles. That adaptability is one of the strengths of the On Bloody Ground system, making it suitable for a wide range of players and miniature scales.

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.

Friday, 20 March 2026

Battle Chronicle Playtesting Chat

This evening’s video is a bit of a behind-the-scenes chat, as I sit down with Ray Rousell, fellow “Reject”, and the man behind Don’t Throw a One, to talk about the playtesting process for our upcoming skirmish campaign book, Battle Chronicle: Retreat from Moscow.

As many of you already know, this project has been a collaboration with Paul over on the Pazoot Channel. Together, we’ve been developing a set of skirmish rules designed to link games into a narrative-driven campaign, all of which will eventually be pulled together into a dedicated campaign booklet. There’s no official release date just yet, and that’s very much by design. We’d rather take the time to get it right than rush something out the door and regret it later (a radical concept, I know).


Ray and I have both been involved in the playtesting side of things, and in this short discussion, we reflect on how that process has gone so far. What’s worked, what hasn’t, and, perhaps most importantly, whether we’d willingly put ourselves through it all again. Spoiler: playtesting is equal parts inspiration, frustration, and the occasional “why did we think this was a good idea?” moment.

If you’d like to follow along with the project, you can join the Battle Chronicle mailing list for updates, release news, playtest materials, and development insights. No spam, just the good stuff: https://www.pazoot.com/battle-chronicle