Friday, 8 May 2026

The Retreat is Coming!

Every now and then, a tabletop wargaming project comes along that feels genuinely different.

Over the last few months, I’ve had the chance to be directly involved in playtesting Battle Chronicle: The Retreat from Moscow, a new historical miniature wargaming project developed by Paul from the Pazoot channel. Having now spent a significant amount of time with it (alongside my regular gaming partner Ray) I wanted to share why this is a project I’m genuinely excited to support.

This wasn’t one of those situations where I was handed a finished ruleset and asked for a quick opinion. I’ve been involved since the early stages, when the system was still very much rough around the edges. Some of the earliest versions were, to put it politely, enthusiastic experiments held together by optimism and dice rolls. And that’s exactly why I believe in it.

Over the course of months, we repeatedly tested all four linked scenarios, deliberately pushing the rules to their limits. We found balance issues. We discovered mechanics that slowed the game down. We encountered those inevitable “well, that definitely doesn’t work” moments that every game designer secretly dreads. But what impressed me most was the process that followed.

Each round of feedback was taken seriously. Rules were revised, mechanics tightened, unclear interactions clarified, and the entire experience steadily refined through multiple iterations. This wasn’t about forcing a product out quickly, it was about making sure the final result genuinely worked on the tabletop.

What makes Battle Chronicle stand out is its focus.

Rather than being another generic historical ruleset trying to cover every conceivable period and battle, this is a tightly designed narrative experience. Each Chronicle is a self-contained cooperative skirmish mini-campaign built around a specific historical setting.

The first instalment throws players into Napoleon’s retreat from Moscow, placing them in command of desperate survivors struggling against exhaustion, attrition, freezing weather and an automated enemy system designed to create constant tension.

It feels less like playing a standard tabletop battle and more like trying to survive a collapsing historical disaster. For me personally, it’s also done something every good project should do: it got miniatures onto the table.

Ray and I have had Retreat from Moscow figures waiting for their moment for some time, and Battle Chronicle finally gave us the perfect excuse to build games around them, and actually get stuck in.

In my latest video, I talk through the full journey, from those very rough early playtests through to why I now feel confident recommending it.


If you’re interested in historical tabletop wargaming, narrative campaigns, cooperative miniatures gaming, Napoleonic history, or the design process behind new rulesets, I think you’ll find this one interesting.

And if Battle Chronicle sounds like your kind of project, keep an eye out... The Retreat from Moscow is with the printers now, with release expected soon.

Monday, 4 May 2026

Old School Gaming Done Right

In this latest video, I take a closer look at We Want the Gold, a narrative-driven fantasy skirmish wargame by Robert Poynton. Now, as someone who primarily focuses on historical wargaming, stepping into a fantasy system isn’t something I do often—but this one stood out for a couple of reasons. Not only does it come from a designer with a strong grounding in old-school gaming, but it also draws heavily on the shared DNA between early roleplaying games and tabletop wargaming.

What makes We Want the Gold particularly interesting is its clear design philosophy. This isn’t a game about tight balance, competitive optimisation, or exhaustive simulation. Instead, it leans into storytelling, player agency, and cinematic moments. Small warbands clash over objectives—usually involving treasure—while navigating shifting alliances, opportunistic betrayals, and the unpredictable flow of the game.

Mechanically, the system is deliberately lightweight. Using simple D6-based resolution and a randomised activation system driven by chit draws, the game introduces just enough friction to keep players engaged without slowing things down. The result is a fast-paced experience where decisions matter, but the rules rarely get in the way.

One of the standout features of the rulebook is how quickly it gets you into the right mindset. Within a few pages, players have a clear understanding of the game’s intent and tone. The inclusion of the designer’s notes helps reinforce this, encouraging players to treat the system as flexible and adaptable rather than rigid and prescriptive.


Of course, that flexibility comes with trade-offs. The rules are written in a more informal style, which means they rely on interpretation and common sense rather than strict precision. For some groups, that’s a strength—it allows for creativity and fluid gameplay. For others, particularly those used to tightly written competitive systems, it may present a challenge.

Support for the game is relatively light, with limited official resources and a smaller community presence. However, this also reinforces the idea that We Want the Gold is less of a live service product and more of a self-contained toolkit—something you can pick up, adapt, and make your own.

Ultimately, this is a game that knows exactly what it wants to be. It offers a flexible, narrative-first approach to skirmish gaming that prioritises fun and memorable moments over mechanical complexity. If that aligns with what you’re looking for, it’s well worth exploring.


Sunday, 3 May 2026

Solo Wargaming Isn't What You Think It Is

Solo wargaming has long carried an unfair reputation within the tabletop hobby, often seen as a second-best alternative to playing against a live opponent. But for a growing number of tabletop wargamers, historical gamers, and miniature painters, solo play has become not just a fallback, but a preferred way to engage with the hobby. In this video, I take a fresh look at solo wargaming and explore why it’s more popular, more accessible, and more rewarding than ever before.

Drawing on real experiences and community feedback, I examine the practical reasons why many players turn to solo gaming. From busy work schedules and family commitments to geographic isolation or the simple challenge of coordinating games, solo play allows hobbyists to stay active and engaged when traditional gaming isn’t possible. But beyond convenience, there are genuine advantages. Solo games offer the freedom to experiment, learn rules in depth, and develop tactical thinking without pressure. They also create opportunities for immersive storytelling and scenario-driven gameplay that can be harder to achieve in competitive settings.


A key part of making solo wargaming successful is the ability to “automate” the opposing force. This video explores a range of methods, from classic rule-based systems like the well-known “Mr Babbage” approach, to the enduring influence of programmed wargame scenarios pioneered by Charles Grant. These systems introduce structure, unpredictability, and narrative tension, transforming solo play into a dynamic and engaging experience.

I also discuss modern innovations, including how newer rulesets are integrating built-in automation mechanics, and how we’ve approached this challenge in Battle Chronicle: The Retreat from Moscow. By combining structured decision-making systems with flexible gameplay, it’s possible to create an opponent that feels responsive without becoming overly complex.

Finally, the video looks at the growing role of AI in solo wargaming. While still a topic of debate within the community, AI tools offer intriguing possibilities for generating decisions, adding narrative flavour, and enhancing immersion. At the same time, they raise important questions about consistency, control, and the role of technology in a traditionally hands-on hobby. By examining both the opportunities and the concerns, this discussion aims to provide a balanced perspective on where solo wargaming might be heading next.

Whether you’re completely new to solo play or already experimenting with your own systems, this video offers practical ideas, inspiration, and a fresh perspective on one of the most flexible and creative aspects of the wargaming hobby.

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.