I have just uploaded a new YouTube video to the Wargaming Miscellany YouTube channel.
It lasts approximately six 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 six minutes.
The video can be found here on the Wargaming Miscellany YouTube channel.
Eric Knowles' Madasahatta Campaign served as a model for my own colonial imagi-nation setup. It featured three countries:
British Dammallia
Named by Sir Archibald Creep, the first European explorer to set foot there. It is reputed that the name resulted from Sir Archibald's Portuguese cartographer and man-servant mis-hearing his master's comments about the county; ‘There's damn all 'ere!’.
The Colony is administered for the Crown by the Colonial Office in London, and there is a Colonial Governor resident in the capital, Port Albert, but the main power lies with the British Afro-Asian Colonial Company which owns the rights to almost everything.
German Mankanika
Named by Doctor Franz Mattengloss, the first European explorer to set foot there.
The Colony is administered for the Imperial German Government by the Colonial Ministry in Berlin, and there is a Colonial Governor in the Capital, Port Wilhelm.
The Sultanate of Marizbar
It is ruled by the Sultan of Marzibar, who owes titular allegiance to the Sublime Porte, but who rules Marzibar as a despot. Marzibar is an island that is eight miles long by two miles wide on which are situated several small villages and a town, Marzibar City. The latter was called the ‘Venice of Africa’ by Arab explorers and traders during the 17th Century; it has also been described as ‘the worst, pestilential hell-hole on the coast of Africa’ by Sir Archibald Creep.
I have used these Madasahatta-like colonies as a background for several mini-campaigns and one-off battles in the past ... and methinks that I ought to do so again!
I recently watched a podcast that discussed the growing use of AI by some YouTube creators. One of the people involved in the discussion mentioned that they had evidence that some of their content had been copied without their permission and then reworked using AI before being uploaded. The plagiariser then earned income from the ripped off work thanks to the YouTube algorithm.
Another topic that was mentioned was the use of AI to create the thumbnails that creators upload to YouTube to attract viewers ... and that they all tended to look the same.
I decided to see what sort of job ChatGPT would do if I asked it to design a thumbnail for my most recent YouTube video. The thumbnail I created using the opening image of my video looked like this ...
... and ChatGPT's design looked like this:
I must admit that the end result is quite impressive ... but I'm not sure if I'll be asking ChatGPT to design my YouTube thumbnails in the future.
I recently had a conversation with my old friend David Crook about the Madasahatta Campaign that we both took part in many years ago. In particular, we talked about how the late Eric Knowles used figures from his huge collection to create the various armies that were fielded during the land campaign as well as the naval battles we fought using Eric's extensive 1/1200th-scale fleets of warships dating from the 1880s to the 1910s.
This set me thinking, and I have spent some time since reading the book I wrote about the campaign. The PDF edition of the book included a colour map of Madasahatta that I drew:
At the outbreak of the campaign, the various forces deployed on the island were as follows:
Garrison of New Surrey (The British Colony)
Garrison of Hansaland (The German Colony)
Garrison of the Arab Concession (The Arab/Turkish Colony)
Whoppituppas Tribal Forces (The local native tribes)
In theory, it would not be too difficult to reproduce these forces using 28mm, 15mm, or even 10mm figures ... and it is something that I have considered doing several times over the years.
Eric was a great enthusiast for puns, and this becomes clear when one looks at names he chose for the (fictional) people - and tribes - who were involved in events on Madasahatta:
I strongly suspect that much of the above is no longer acceptable to members of the general public as they reflect the somewhat different views at the time ... but back then we didn't know better.
I have just uploaded a new YouTube video to the Wargaming Miscellany YouTube channel.
It lasts approximately six minutes.
The video can be found here on the Wargaming Miscellany YouTube channel.
As my regular blog readers will know, I have had an abiding interest in the Spainsh Civil War ever since I went to Spain on a package holiday in the 1960s. Over the years, I collected many books on the subject and this led to me writing several sets of Spanish Civil War wargame rules (including íARRIBA ESPAÑA!) and eventually a source book about the war ... LA ULTIMA CRUZADA.
One aspect of the war that is rarely covered is the role of the Republican and Nationalist navies ... and yet, it was much more significant than many people realise because so much of the material used by both sides arrived by sea. If one side had been able to achieve superiority at sea early in the war, they would have been able to strangle their opponent's ability to fight, and the war would have ended almost as soon as it started. As it was, neither side was able to maintain a full blockade of the other's coastline until the end of the wat in April 1939.
Any book that covers the naval aspects of the Spanish Civil War is bound to attract my attention, and when I heard that the doyen of UK naval wargame designers – Professor David Manley - was about to publish one, I looked forward to acquiring a copy. Luckily, he knew that I might be interested and arranged for a copy to be sent to me when it was published.
A FLEET TORN ASUNDER ...
... is split into the following sections:
The first two sections give the reader a brief but very informative explanation of the course of the maritime war, including the actions of the so-called neutrals and the role of air power. The scenarios cover all the major naval actions that took place, and the campaign system is easy to understand and includes an excellent campaign map and the option to include a simple land campaign as well.
The ship and aircraft data tables are designed to be used with David Manley's FIND, FIX AND STRIKE naval wargame rules and cover all the ships and aircraft – including those of Germany, Italy, the USSR, the UK, and France – that one could possibly envisage using!
I thoroughly recommend this book to anyone who has any interest in the naval aspects of the Spanish Civil War. It is worth the price just for the scenarios ... as is the campaign system! If I was grading out of ten, it would get a ten star!
A FLEET TORN ASUNDER was written by Professor David Manley and published in 2026 by Long Face Games. It is available as a watermarked PDF from Wargame Vault and costs £8.00/$10.87.
Writing this review has given me an excuse to republish some photographs of the Navarra, ...
... a World War One-era light cruiser that was extensively modernised in Cadiz and joined the Nationalist fleet just before the end of the Spanish Civil War.
I collected the latest issue of THE NUGGET from the printer (Macaulay Scott Printing Company of Welling, Kent) on Saturday and intend to post it out to members of Wargame Developments later today.
I will send the PDF copy to the webmaster as soon as I can so that members can read this issue of THE NUGGET online.
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.
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.