I have just uploaded a new YouTube video to the Wargaming Miscellany YouTube channel.
It lasts approximately three and three-quarter minutes.
The video can be found here on the Wargaming Miscellany YouTube channel.
The random thoughts of an ancient wargamer. Featuring rules, battle reports, and all sorts of miscellaneous wargaming (and other) topics.
I have just uploaded a new YouTube video to the Wargaming Miscellany YouTube channel.
It lasts approximately three and three-quarter minutes.
The video can be found here on the Wargaming Miscellany YouTube channel.
In response to the third blog post in this series, Mark Condone – a very regular blog reader and contributor to the PORTABLE WARGAME FACEBOOK PAGE and the PORTABLE WARGAME COMPENDIA – made a very helpful comment about the Timescale rules I had written.
He made the point that the length of the day varies from season to season, and in light of his comment, I have 'borrowed' his ideas.
Mark also suggested a very simple way for players to randomise the start of a battle.
Caveat: Whilst I know a reasonable amount about wargaming, I am a complete novice when it comes to psychogeography … so if I’ve have misunderstood aspects of the latter, please will my regular blog readers bear this in mind when it comes to any comments they might wish to make. I always welcome constructive and informed criticism … but not the other sort!
I became interested in psychogeography because I had watched John Rogers’s YouTube videos, listened to him discussing psychogeography with Ian Sinclair, and discovered that Guy Debord had been both an early advocate of psychogeography as well as being a wargame designer.
At first, I could not see any other links between psychogeography and wargaming … and then began to look at how the former looks at maps and terrain. Guy Debord was a Situationist, and one of their approaches involved what is known as dérive, which can best be defined as being an unplanned journey through a landscape. I suspect that wargamers would consider what they do to be the opposite of this; in other words, they plan their journeys through the landscape.
So, it seems that psychogeographers and wargamers look at landscape in diametrically opposed ways … but do they?
When a wargamer looks at the terrain they a going to fight a battle on, the rules they are likely to use will include penalties or bonuses that relate to that terrain. For example:
Applying psychogeography to these same features, questions arise that are not incompatible with wargaming. For example:
In other words, terrain has meaning as well as military characteristics.
It is important at this point to consider maps as interpretations of terrain and that they are not neutral objects. For example:
Psychogeography challenges the idea that there is such a thing as a ‘correct’ map … and wargamers tend to do the same thing.
For example, if you give three players with different roles maps of the same country:
They are geographically the same country but in wargame terms they are three completely different landscapes.
This appears – to me – to be close to psychogeographical thinking.
The Situationist dérive – which forms part of the thinking behind psychogeography – involves moving through a place without following a normal, predetermined route and seeing where the environment leads you.
There is an obvious wargaming equivalent to this … running a campaign or fighting a battle in terrain that is poorly surveyed … if it has been surveyed at all!
For example, a player might record the following the following in their campaign diary:
In this instance, the player’s mental map of the terrain is developing alongside the physical map they are using. Some of the information they garner will be factual; some of it will be rumours; some will reflect prejudices; and some of it may simply be wrong.
Things are now beginning to resemble how historical commanders understood campaign geography, and one is drawn to the conclusion that campaign narratives naturally embrace psychogeography.
A long-running wargame campaign generates something similar without anyone consciously designing it. Locations become memorable because of a campaign event that occurred there. The physical terrain hasn’t changed … but its psychological geography has.
There is also an interesting link between psychogeography and nineteenth-century Kriegsspiel.
In a traditional Kriegsspiel, the umpires deliberately restrict what opposing commanders know. As a result, the players manipulate units on an incomplete map. They also receive reports and issue orders based upon incomplete information. Consequently, the commanders operate partly within an imagined landscape that is inside the commander’s head.
Psychogeography suggests that it might be able to take this further and create a psychogeographical campaign system where every important location has three characteristics:
After several campaign turns, the campaign map accumulates memory … and that is psychogeography emerging through play. It also suggests something potentially quite powerful: the campaign map itself could change according to what happens in the campaign without the physical geography changing at all.
I have seen this happen in several Matrix Games and RPG campaigns, and on reflection it would seem to me that many wargamers have been including psychogeography in their games without realising it.
These are my thoughts so far, and I would welcome comments on what I have written.
The editor sent me the latest issue of THE NUGGET earlier this week, and I sent it to the printer (Macauley Scott Printing Company, Welling, Kent) yesterday. I hope to collect it and post it out to members of Wargame Developments by the middle of the month.
IMPORTANT: Please note that this is the FIRST issue of THE NUGGET to be published for the 2026-2027 subscription year.
If you have not yet subscribed for the 2026-2027 subscription year, please request a PayPal invoice from the Treasurer or follow the instructions on how to pay by bank transfer using the information on the relevant page of the website.
As I mentioned in an earlier blog post, the significant changes I am making to THE GATLING'S JAMMED rules from THE PORTABLE COLONIAL WARGAME book are as follows:
The section that deals with the third of these currently reads as follows:
Timescale
Over the past couple of years I have been following the adventures of John Rogers, a YouTuber and writer whose channel is dedicated to 'immersive London walking tours exploring the hidden history of London, its streets, suburbs, and forgotten places – from ancient paths and lost rivers to post-war estates and overlooked corners of the city.' He also explores 'coastal paths, countryside walks, and historic locations across the UK.' His films 'combine walking, storytelling, psychogeography, and cultural history, uncovering the layers of the urban landscape and the stories embedded within it.' John is occasionally accompanied by others, including Ian Sinclair, who is a great advocate of psychogeography.
So, what is psychogeography?
Psychogeography was developed as a concept by members of the Letterist International and Situationist International in the early 1950s and is defined as being 'the exploration of urban environments that emphasises interpersonal connections to places and arbitrary routes.' The concept was influenced by Marxist and anarchist theory and the Dadaists and the Surrealists.
In INTRODUCTION TO A CRITIQUE OF URBAN GEOGRAPHY – published in 1955 by The Situationist International Text Library – Guy Debord defined psychogeography as 'the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behaviour of individuals.'
In the UK, it has a small but very active following, particularly amongst academics, artists, filmmakers, and writers. The latter include Peter Ackroyd and Will Self.
So, why did I become interested in psychogeography?
The answer is very simple. I live on Shooters Hill and it has been identified by the late Steve Moore and Ian Sinclair as being a psychic hotspot, which apparently makes it an important location in psychogeography.
And what links psychogeography to wargaming?
Again, the answer is simple ... Guy Debord. In the 1960s, he felt that if the left-wing remained ignorant of military strategy, they were unlikely to prevail in the class war he expected to take place soon. In conjunction with Alice Becker-Ho, he devised a grid-based wargame – LE JEU DE LA GUERRE – that he hoped would fill this void.
The cover of the 1987 edition of Le Jeu de la Guerre.
The game was published in France in 1977, and an English edition followed in 1985. In recent years, Class Wargames – a London-based group – has revived interest in the game, and an electronic version is available to download.
Members of Class Wargames playing Le Jeu de la Guerre in Brazil.
I have played the latter solo many times on my iPad (it has an AI opponent option available as well as the option to play online against other wargamers), and it certainly helps to develop ones strategic thinking!
A screenshot of the electronic version of Guy Debord's wargame.
Time – and life – permitting, I hope to investigate further into the possibility of applying psychogeography to wargaming.
As I mentioned in an earlier blog post, the significant changes I am making to THE GATLING'S JAMMED rules from THE PORTABLE COLONIAL WARGAME book are as follows:
The section that deals with the second of these currently reads as follows:
Grading a general and activating units
One of my favourite paintings by René Magritte – the Belgian surrealist painter – is 'The Treachery of Images' (In French, 'La Trahison des images').
It is often referred to by its alternative – and probably better known – name of 'This Is Not a Pipe/Ceci n'est pas une pipe' ... and it depicts an image of a pipe with the words 'Ceci n'est pas une pipe' underneath the image.
What I like about it is the fact that the painting conveys an apparent paradox! To the casual observer, it looks like a pipe ... but the actuality is that – as the words underneath the image state very clearly – it isn't a real pipe.
Now what on earth has this to do with wargaming?
Bear with me; things will become clear ... I hope!
Back in 1931, Harry Beck designed a schematic diagram of the London Undergound network ... and if you ask the internet to find a map of the London Underground, a modern version of Harry Beck's design will appear.
Harry Beck's original 1931 diagram of the London Underground network.
Perhaps it ought to have 'Ce n'est pas une carte/This isn't a map' underneath it?
The Cambridge Dictionary defines a map as being 'a drawing of the earth's surface, or part of that surface, showing the shape and position of different countries, political borders, natural features such as rivers and mountains, and artificial features such as roads and buildings' and the Collins Dictionary states that it is 'a physical or digital image of a particular area such as a city, a country, or a continent, showing its main features as they would appear if you looked at them from above'.
By these definitions, Harry Beck's diagram is not a map. You certainly could not navigate your way around London's roads using it as the actual geographic positions of the underground stations is very different from their relative positions on Harry Beck's diagram. For example, this is the section of Beck's diagram showing the section of the tube from Earls Court in the west to Waterloo in the east and Queens Road in the north to West Brompton in the south.
Here is the same section of the London Underground superimposed on a road map of the same area. (N.B. the colours used to designate the different tube lines is different.)
Bearing in mind that most of the tube lines shown were constructed using the 'cut and cover' method and followed the route of existing roads. the differences are very noticeable.
As an aside, according to Transport for London (TfL), the average time it takes to travel between stations on the London Underground is 2.5 minutes ... so, by counting the number of stations between one's starting point and end point and multiplying by 2.5, you can calculate the approximate journey time from one station to another.
So, what has all this to do with wargaming?
One style of wargaming 'map' is the point-to-point one, like this ...
A point-to-point map of the area around the Battle of Waterloo. The travel time between each of the places on the map is approximately the same ... and the geographical positions of each is correct.
... and it seems to me to bear more than a passing resemblance to Harry Beck's design ... especially if you add a colour code to the different parts of the road network!
So, could Harry Beck's design – and the many similar designs used across the world – form the basis of a point-to-point wargame campaign map? I think so ... and if I get time, I may explore this idea further.
I have been making somewhat slower progress on my Portable Belle Époque Wargame rules than I expected ... but I'm gradually getting there!
As I mentioned in an earlier blog post, the significant changes I am making to THE GATLING'S JAMMED rules from THE PORTABLE COLONIAL WARGAME book are as follows:
The section that deals with the first of these currently reads as follows:
Machine gun fire phase
In July, thanks to the generosity of Nigel Drury, I added a model of the IJNS Nagato to my collection of 1:1200th/:1250th-scale Japanese warships.
Since then – and thanks to eBay – I have acquired a second model of a Nagato-class battleship ... so now I can field both IJNS Nagato and her sistership IJNS Mutsu in a naval wargame.
I now have models of six of the ten battleship that the Imperial Japanese Navy had in service in 1941. To complete my collection, I need another two Kongo-class fast battleships (IJNS Hiei and IJNS Kirishima), the IJNS Yamashiro (a Fuso-class battleship), and IJNS Hyūga (an Ise-class battleship).