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Friday, 28 February 2025

Dominion of the Spear

Recently I received a copy of Steve Parker's DOMINION OF THE SPEAR wargame rules. I wanted to play test them before writing a detailed review, but as I lack any suitable Ancient figures, and what figures I do have are in storage, I was not able to do so until now. (Basically. I didn't read Steve's Introduction until last weekend. In it he states that it 'is a simple solo game played with paper and pencil and two dice'. Stupid me for not picking up on that sooner!)

DOMINION OF THE SPEAR is a simple set of solo Ancient wargames rules.

The armies used in the rules consist of three to six units which are determined by a points system that is included in the booklet. The battlefield is divided into eight areas:

There are four basic types of units:

  • Melee Infantry with melee weapons.
  • Missile infantry with long-range missile weapons.
  • Melee Mounted with melee weapons.
  • Missile Mounted with long-range missile weapons.

These units can be classified as armoured (+1 point) or not and/or as elite (+1 point) or not.

Some examples of units are:

  • Melee Infantry: Ancient Egyptian Spearmen
  • Armoured Melee Infantry: Greek Hoplites
  • Missile Infantry: Persian Sparabara Archers
  • Armoured Melee Mounted: Parthian Cataphracts
  • Missile Mounted: New Kingdom Egyptian Chariot Archers

Units deploy on the battlefield with the back rank on both sides being the reserve area and the central three areas being the left, centre, and right sectors. A D6 dice throw determines which side is the attacker and which is the defender.

After each side has deployed their units, the battle begins. Combat takes place in each sector in turn, with the Missile troops firing before the Melee troops engage in combat. If a unit is destroyed, it can be replaced by a unit that is in the reserve area. The combat system uses a D6 die and is both simple and elegant.

The book includes a play through of the Battle of Hydaspes (326 BC) between Alexander the Great's Macedonians and King Porus's Indians, and going through it really helps the reader to understand how the game's mechanisms work.

The booklet also includes 196 army lists that are divided into the following periods:

  • The Ancient Near East Age
  • The Age of the Greek and Persian Wars
  • The Age of the Romans
  • The Dark Ages
  • The Age of the Crusaders
  • The Age of Mongol Invasions
  • The Late Middle Ages

Designer Notes are also included along with a quick reference sheet on the back cover.

Since then, Steve has sent me a copy of his DOMINION OF THE SPEAR BATTLES EXPANSION booklet, which contains scenarios and army lists for thirty-six battles ranging from Megiddo (1479 BC) to Agincourt (1415 AD). The complete list is as follows:

  • Megiddo 1479 BC
  • Kadesh 1274 BC
  • Arrapha 616 BC
  • Thymbra 536 BC
  • Marathon 490 BC
  • Plataea 479 BC
  • Gaugamela 331 BC
  • Ipsus 301 BC
  • Raphia 217 BC
  • Cannae 216 BC
  • Magnesia 189 BC
  • Carrhae 53 BC
  • Taurus 39 BC
  • Edessa 260 AD
  • Immae 272 AD
  • Adrianople 378 AD
  • Chalons 451 AD
  • Badon Hill 517 AD
  • Dara 530 AD
  • Taginae 552 AD
  • Yarmouk 636 AD
  • Nechtansmere 685 AD
  • Tours 732 AD
  • Brunanburh 937 AD
  • Lechfeld 955 AD
  • Civitate 1053 AD
  • Hastings 1066 AD
  • Manzikert 1071 AD
  • Dorylaeum 1097 AD
  • Hattin 1187 AD
  • Arsuf 1191 AD
  • Ain Jalut 1260 AD
  • Bannockburn 1314 AD
  • Kulikovo 1318 AD
  • Kosovo 1389 AD
  • Agincourt 1415 AD

The scenarios and setup are very simple. For example, the Battle of Agincourt (1415) sees five French units (1 x Armoured Cavalry [Mounted men-at-arms]; 1 x Armoured Spearmen [Dismounted men-at-arms}; 2 x Spearmen [1 of which are Dismounted men-at-arm in mud]; and 1 x Crossbowmen) take on four English & Welsh units (1 x Armoured Spearmen [Dismounted men-at-arms with polearms]; and 3 x Elite Longbowmen [Welsh])

The booklet also includes some optional rules for unit activation, larger armies, and terrain.

Finally, the back cover has a Quick Reference Sheet for the rules.

Having played through a couple of the battles on paper (once you have realised that you do not need a physical board and figures to use these rules, just a piece of paper, a pencil, and two D6 dice!) I see them as an excellent alternative to the Fast Play 3 x 3 Portable Ancient Wargame rules, especially for the solo wargamer who has limited time and space but who still wants to fight campaigns. I thoroughly recommend these rules ... and at the price they are being sold at, in my opinion they are a bargain!


DOMINION OF THE SPEAR was written by Steve Parker and published on Wargame Vault by Ork Publishing. As of today, they cost $5.56 ... which is about £4.50.

DOMINION OF THE SPEAR BATTLES EXPANSION was written by Steve Parker and published on Wargame Vault by Ork Publishing. As of today, they cost $5.56 ... which is about £4.50.

Thursday, 27 February 2025

Ian Dury’s experiments using ChatGPT

I recently received an email from Ian Dury about his experiments using ChatGPT:

I have started to use ChatGPT to flesh out some of the lower-level details for the campaign and just asked it to produce a scenario for a battle. The results are attached and I thought that they might be of interest. I thought they were pretty good.

This is the instruction I gave to the software:

  • Prepare a fictional scenario for a multi-player wargame set in the Kohat district of the North West Frontier of India in 1881.
  • At a minimum, the scenario should include:
    • Introductory context explaining why the scenario is occurring and the events that triggered it.
    • Details of the forces involved (one or more Pathan tribes, British Indian army troops).
    • An outline map for the scenario.
    • Initial briefings for each player taking command of a force.
    • Victory conditions.
    • Random events (both positive and negative) that could impact any or all of the forces involved.
  • The scenario should be based around an outlying British fort that has been damaged during an earthquake.


He attached a copy of the document that ChatGPT produced … and when I read it, I was impressed. By setting out very specific parameters, Ian ensured that ChatGPT produced results that made a lot of sense and did not include anything that was off piste. The final document is produced below.


Wargame Scenario: The Siege of Fort Lockhart (Kohat, 1881)

Introduction & Context

In the early hours of March 2, 1881, a violent earthquake struck the Kohat region on the North-West Frontier of India. Among the structures affected was Fort Lockhart, a small but vital British outpost guarding the caravan routes and serving as a forward base against hostile tribes. The earthquake severely damaged the outer walls, creating breaches and causing a partial collapse of the south bastion.

Seizing this opportunity, the Orakzai and Afridi tribes have mobilised, gathering warriors for an assault before British reinforcements can arrive. Meanwhile, the British garrison must hold out until relief forces fight their way through the treacherous mountain passes.

The stage is set for a desperate struggle between the determined Pathan tribes and the beleaguered defenders of the British Empire.


Forces Involved

British Garrison at Fort Lockhart

  • Commander: Major Edward Harrington
  • Troops:
    • 1 company of the 5th Punjab Infantry (50 men, professional, well-armed)
    • 1 platoon of the 3rd Sikh Infantry (20 men, experienced and steadfast)
    • 10 Royal Artillerymen operating a single 7-pounder mountain gun
    • 15 Frontier Constabulary troopers (local auxiliaries, variable morale)
    • 10 non-combatants (engineers, medics, and camp followers)
  • Status:
    • Supplies: Limited rations and ammunition (enough for three days of sustained combat)
    • Fortifications: The earthquake has caused breaches in the walls, reducing defensive bonuses.
    • Morale: Generally steady but can be affected by attrition and command decisions.

Tribal Forces

  • Orakzai and Afridi Warriors:
    • Leaders: Malik Zarin Khan (Orakzai) and Gul Rahman (Afridi)
    • Total Strength: Approx. 300 warriors, armed with jezails, swords, and captured British rifles.
    • Tactics: Hit-and-run attacks, ambushes, and massed assaults.
    • Morale: High initially, but dependent on leadership and battle progress.
    • Supply: Largely self-sufficient but will struggle if drawn into a prolonged siege.
  • Possible Reinforcements:
    • More tribal warriors could arrive depending on events.
    • British relief force expected within 3-5 days.

British Relief Force (Optional, Arriving Mid-Scenario)

  • Commander: Colonel Henry Colvin
  • Composition:
    • 1 company of the 21st Punjab Infantry (60 men)
    • 20 cavalry troopers from the 1st Punjab Cavalry
    • 1 mule-drawn 7-pounder mountain gun
    • 10 Pathan scouts and guides
  • Objective: Reach Fort Lockhart before it falls.


Outline Map & Terrain Details

The game master should provide a basic topographical map featuring:

  • Fort Lockhart: A walled fort with damaged sections (indicated on the map), with crumbling bastions and limited visibility from certain towers due to debris.
  • Nearby Hills: Rugged, rocky high ground surrounding the fort, ideal for Pathan snipers and ambushes. The hills provide natural cover and make direct assaults challenging.
  • Approach Roads: Two primary routes exist—one is a narrow, winding mountain path used by the relief force, while the other is a dried-up riverbed frequently used by the tribes for stealthy movement.
  • Stream/Water Source: A small but vital stream lies near the fort, serving as the garrison’s only fresh water supply. The tribes may attempt to cut off access to it.
  • Small Villages and Huts: Scattered along the valley, these provide potential hiding places for Pathan warriors and can be used for staging surprise attacks.
  • Caves and Tunnels: The region is dotted with natural caves, which some tribesmen may use for ambushes or to store extra supplies.
  • Rockslides and Unstable Ground: The earthquake has made parts of the terrain unstable, meaning both sides risk movement hazards, particularly along steep cliffs and loose shale.


Initial Briefings

British Garrison (Major Edward Harrington)

  • Situation: Fort Lockhart has suffered structural damage. The tribes are gathering for an assault. Ammunition and food are limited, and reinforcements are days away. Your duty is to hold the fort at all costs.
  • Orders:
    • Defend the fort: Repair breaches and prepare defensive positions
    • Manage resources: Avoid wasteful expenditure of ammunition.
    • Signal for relief: Use heliographs or runners to coordinate with the approaching column.
    • Handle morale: Keep discipline among your men and prevent desertions.
  • Victory Conditions:
    • Hold the fort for at least four days until reinforcements arrive.
    • Inflict heavy enough losses on the enemy to force a retreat.
    • Successfully evacuate and escape if holding out is impossible.

Tribal Commanders (Malik Zarin Khan & Gul Rahman)

  • Situation: The British fort is weakened. This is your chance to strike a major blow against the imperialists before they receive reinforcements.
  • Orders:
    • Capture or destroy Fort Lockhart.
    • Avoid unnecessary losses. Your warriors are not easily replaced.
    • Cut off British supplies and reinforcements. Use ambushes and harassment tactics.
    • Exploit the terrain. Use sniper fire from the hills and hidden tunnels to weaken the enemy.
  • Victory Conditions:
    • Capture the fort or force its surrender before reinforcements arrive.
    • Destroy the British forces inside, including supplies and weapons.
    • Maintain high tribal morale and avoid heavy casualties.


Random Events Table (Roll 1d6 Each Turn)

  1. Desertion! A group of Frontier Constabulary troopers defect to the tribes.
  2. Sniper Fire. A hidden tribal sniper takes a shot at a British officer.
  3. Delayed Reinforcements. The relief column is delayed by a rockslide.
  4. Earthquake Aftershock! Further damage to the fort; roll for structural collapse.
  5. Surprise Tribal Reinforcements. 50 more warriors arrive to support the attack.
  6. British Airburst Shells. The mountain gun scores a direct hit, breaking an enemy charge.

Wednesday, 26 February 2025

A trip to Greenwich Park

By lunchtime yesterday, the sun was shining, it wasn’t raining, and the air temperature was tolerable … and Sue and I decided that some fresh air might do us some good. After a look at the various places we could go for a walk, we decided to go to Greenwich Park.

It took us less than fifteen minutes to drive to the park and I was able to find a disabled parking place near the Pavilion Cafe. From there we walked past the Royal Greenwich Observatory towards the statue of General Wolfe …

… and the viewpoint from which one has a panoramic view of the National Maritime Museum, the Queen’s House, the former Royal Naval College (now the University of Greenwich), the former Millennium Dome (now the O2), and - in the distance - the Shard.

Although I’ve visited Greenwich Park many times before, I never realised that the statute of General Wolfe …

… was paid for by the Canadian government and unveiled by the then Marquis of Montcalm in 1930.

Sue and I decided to eat lunch in the Pavilion Cafe …

… which turned out to be quite reasonably priced for a venue in a very touristy area.

We enjoyed our short break in Greenwich Park and there is no doubt that going out into the fresh air was better for us than sitting at home. We may have returned home tired, but we were mentally refreshed by our excursion.

Tuesday, 25 February 2025

Will we ever be free of this awful virus?

Back in early January, I wrote about Sue and I feeling under the weather due to a 'flu-like virus that was doing the rounds. Since then we seem to have experienced a cycle of feeling better ... and then feeling unwell again. It is probably just as well that I didn't go to Cavalier on Sunday as by that afternoon Sue and I could hardly stay awake.

After a rather disturbed night's sleep, Sue and I were feeling a bit better and went out to do some much-needed shopping on Monday morning ... but by the time were got home, we were both feeling exhausted. I did manage to do a bit of preparation for the game I am planning to put on at Dice on the Hill on Wednesday evening, but the effort left me so tired that I fell asleep in my armchair from 4.00pm until after 5.00pm.

I am determined not to miss my planned game on Wednesday, so Sue and I plan to stay indoors today, keep hydrated, and sleep as and when we feel tired. With luck this will help to break the virus's grip and we can finally look forward to a spell of better health.

Sunday, 23 February 2025

Today I could have gone to Cavalier ... but I haven't

Tunbridge Wells Wargames Society's annual show – Cavalier – is taking place today, and as it marks the beginning of the wargaming year for many of us who live in this corner of England, I usually go ... but this year I haven't.

The reasons are varied, but essentially they are as follows:

  • My ongoing problems with mobility. Although I can drive, once at the car park near the venue I will have to walk the rest of the way, and once inside there is nowhere on the ground floor to sit, something that I must do quite regularly. (I can walk about 100m before needing to rest.) Furthermore, walking around a crowded venue with a walking stick will not be easy and I do not want to risk tripping up and falling over.
  • I have agreed to stage a World War II Portable Wargame at Dice on the Hill on Wednesday and need to get the necessary figures and terrain out of storage in Dartford. As I have several appointments on Monday and Tuesday, I will have to go to the store on today as I do not want to leave it until Wednesday ... just in case.
  • My wargaming mojo is not what it should be at present (Although I should have got over the 'flu bug I caught earlier this year, I am still finding difficult to concentrate on anything for more than about ten minutes), and I lack the basic motivation to go to a wargame show.
  • There are several things that I really need to do and that I cannot (or should not) put off any longer. For example, I have a detailed review of Steve Parker's DOMINION OF THE SPEAR wargame rules and DOMINION OF THE SPEAR BATTLES EXPANSION half finished, and I want to get it uploaded to my blog within the next day or two.
  • I have the second play test of my simple late nineteenth century battleship vs. battleship naval wargame rules to stage and write about on my blog ... and possible make a video for my YouTube channel.

I might have made the effort to go to Cavalier if there had been anything in particular that I wanted to buy, but as my current project is currently on hold, there isn’t.

Hopefully I will make it to next year’s Cavalier … and will not regret not going today.

Saturday, 22 February 2025

A local war memorial

Sue and I are always looking for interesting places to go to so that I can exercise and improve my mobility and stamina. Recently, we went about half a mile from our house to part of Plumstead Common to see a local war memorial dedicated to the 8th (City of London) Howitzer Brigade of the Royal Field Artillery.

The unit was formed in 1908, although its origins go back to the 1860s. It comprised 21st County of London (Howitzer) Battery, 22nd County of London (Howitzer) Battery, and VIII London (Howitzer) Brigade Ammunition Column and was headquartered at 'Oaklands', St Margaret's Road (now St Margaret's Grove), Plumstead, and had access to the Drill Hall in Bloomfield Road.

It was armed with a total of eight horse-drawn 5-inch howitzers and formed part of 2nd London Division of the Territorial Force.

The unit was mobilised at the outbreak of the Great War and in October 1914 it was deployed to France as part of the British Expeditionary Force (BEF). It took part in the Battles of Aubers Ridge, Festubert, Loos, and the Somme. After the end of the war the unit was reconstituted as the 65th (8th London) Brigade, Royal Field Artillery (still mainly based in Plumstead, with one battery in Eltham) and became 65th (8th London) Field Regiment, Royal Artillery in November 1938.

The unit’s memorial …

… was erected after the Great War. On its back it has a swastika engraved towards the top of the memorial …

… and it is important to note that there is nothing sinister about this as it was the unit’s sign during the Great War. (The swastika used is the reverse of the one used by the Nazi Party and has its origins in ancient Indian culture.)

Friday, 21 February 2025

Look back in wonder

I have been reorganising the books in my toy/wargame room and decided to put all the books I have written and published as well as the wargame glossy magazines that I have contributed to on the same shelf … and this is the result:

Looking at them, I am amazed and just how many books etc., there are.

(I have not included the articles I have written for THE NUGGET and several books that I have contributed to.)

Wednesday, 19 February 2025

A ChatGPT-generated Chaco War Matrix Game

In addition to the recent set of Portable Chaco War Wargame rules that I used ChatGPT to generate, I also asked it to create a six-player Matrix Game about the Chaco War. The end result needed a bit of tweaking by me and again, the end result is about 90% ChatGPT and 10% me.


Chaco War Matrix Game

1. SIDES & ROLES

Each side has three players representing different aspects of their war effort. Each player has a hidden objective.

Bolivia (Better Equipped but Logistically Challenged)

  • High Command (President Daniel Salamanca) – Plans offensives, logistics, overall strategy, and the country’s war economy. Must balance supply and morale.
  • Field Commander (General Hans Kundt) – Directs battles, deploys reinforcements, and manages morale. Must compensate for Bolivia’s poor jungle tactics.
  • Diplomat & Intelligence (Vice President Tejada Sorzano) – Conducts foreign relations, espionage, and propaganda. Must negotiate foreign support, manage internal politics, and conduct espionage.

Bolivian Hidden Objectives

  • High Command: Ensure two supply routes remain open by 1934.
  • Field Commander: Capture Fortín Boquerón within three months.
  • Diplomat & Intelligence: Gain European arms shipments before 1935.

Paraguay (Outnumbered but Defensively Stronger)

  • High Command (President Eusebio Ayala) – Plans defensive strategies and organises counterattacks. Must manage the country’s limited resources.
  • Field Commander (General José Félix Estigarribia) – Directs troops, fortifies positions, and disrupts enemy supply lines. Must focus on using ambush tactics and fortifications to make up for the limited strength of the army.
  • Diplomat & Intelligence (Vice President Raúl Casal Ribeiro​) – Manages propaganda, arms smuggling, and potential Argentine support. Must focus on diplomacy, morale, propaganda, smuggling arms from abroad, and sabotage operations.

Paraguayan Hidden Objectives

  • High Command: Maintain fortified positions in key zones until late 1934.
  • Field Commander: Destroy at least three Bolivian supply units.
  • Diplomat & Intelligence: Convince Argentina to block Bolivian arms shipments.

2. EVENT CARDS

At the start of each month, draw an event card that affects both sides. The following are Examples of Event Cards

Weather & Terrain Events

  • Severe Drought: Roll a D6 die for each unit. On a 1-2, it loses supply.
  • Impassable Mud: All troop movements suffer -1 penalty this turn
  • Hidden Water Source Found: One side regains a lost supply unit.

Political & Diplomatic Events

  • International Arms Shipment: A random side gets an extra artillery unit.
  • Argentine Pressure: Paraguay gets +1 morale, but Bolivia gets a diplomatic advantage.
  • Revolt in Bolivia: If Bolivia is losing, they must dedicate a unit to suppress unrest.

Military & Tactical Events

  • Paraguayan Guerrilla Success: Paraguay gains a free attack in a jungle hex.
  • Bolivian Air Raid: Paraguay must roll D6; on 1-3, one unit is disrupted.
  • Secret Tunnel Discovered: A defending fortification loses its +2 bonus.

3. TURN STRUCTURE (ONE TURN = ONE MONTH)

Propose Actions

  • Each player declares an action (e.g., "Launch an attack on Fort Nanawa" or "Negotiate for Argentine arms shipments"), its result, and three reasons why it should happen.
  • Other players may argue for or against the action’s effectiveness.

Resolve Arguments (Dice Roll)

  • The strongest argument gets a +2 bonus, a weak one gets a -2 penalty
  • Roll a D6 to determine success:
    • 1 or 2: Failure
    • 3 or 4: Partial success
    • 5 or 6: Full success

Update the Game State

  • Adjust troop positions, supply levels, morale, and political situation.
  • If key objectives are met, declare victory conditions.

4. KEY GAME ELEMENTS

Logistics & Supply

  • The Chaco terrain is harsh – supply chains must be maintained to keep forces combat-ready.
  • Players can target enemy supply lines, build forts and airstrips, or negotiate for foreign aid.

Battles & Fortifications

  • Players can launch assaults or build forts/trenches.
  • Forts give +2 defence, while jungle ambushes give +1 attack.

Foreign Relations

  • Paraguay seeks aid from Argentina and Brazil.
  • Bolivia seeks support from Peru and European suppliers.
  • Diplomacy can shift the balance of arms.

5. VICTORY CONDITIONS

  • Bolivia wins if it captures Fortín Boquerón and Asunción before 1935.
  • Paraguay wins if it holds the Chaco and destroys three Bolivian supply lines.
  • If neither wins by 1935, the game enters negotiation mode – the side with better morale, supply, and territory forces favourable peace terms.


All that is needed to play the game is a map and some counters to represent military units etc.

Tuesday, 18 February 2025

Some Portable 3 x 3 Chaco War Wargame rules produced by ChatGPT

As I mentioned in a recent blog post, I have been using ChatGPT to create a set of Portable 3 x 3 Chaco War wargame rules. They needed a minor amount of tweaking to improve the clarity of the rules but what follows is probably 90% ChatGPT and 10% me.

A 1933 map of Paraguay. The disputed area - the Gran Chaco - is shown shaded in pink.

Portable Chaco War Wargame

A fast-play grid-based wargame representing the difficult jungle and desert warfare of the conflict.

1. Game Setup

  • Map: A 3 x 3 (or larger) grid, covered with a mix of open areas, dense jungle, dry scrub, and fortifications.
  • Units: Infantry, Machine Guns, Mortars, Cavalry, Artillery, Air Support, and Commanders.
  • Command & Control: Each side has a Commander with randomly-generated number of unit activations per turn.
  • Fog of War: Hidden movement represents surprise attacks in difficult terrain.

2. Turn Sequence

  • Command Phase: Each side rolls a D6 die to determine the number of units that can be activated this turn (each side activates that many units).
  • Movement Phase: Activated units move one or two grid area, unless slowed by terrain.
  • Combat Phase: Activated units may fire or assault enemy units in adjacent grid areas. (Defending units can fight back.)
  • Morale Phase: Units check morale if they have been hit twice or more.
  • Supply Phase: Check supply lines (units without supply suffer penalties).

3. Units & Special Rules

Unit Move (in grid areas) Weapon Range (in grid areas) Attack Value Defence Value Special Rules
Bolivian Infantry 1 2 2 3 Well equipped, but suffers if moving through jungle. D6 die sore of 3, 4, 5, or 6 needed to move through jungle.
Paraguayan Infantry 1 2 2 3 Better adapted to the terrain; gains +1 Defence in jungle.
Machine Guns 1 3 4 3 May not move and fire in the same turn.
Mortars 1 3 4 3 May not move and fire in the same turn. Can fire over obstacles, but have limited ammunition (D6 die mortar rounds per gun).
Cavalry 2 1 2 2 Can move after attacking (this represents their ability to hit-and-run),
Artillery 1 4 3 2 May not move and fire in the same turn. Can fire over obstacles, but have limited ammunition (D6 die artillery rounds per gun).
Air Support - - 3 - May be used once per battle. May only target non-jungle grid areas.
Fortifications - - - +2 Provides cover bonus.
Commanders 2 - 1 1 Boosts morale by adding +1 to morale of any unit in an adjacent grid area..

4. Combat

  • Both players roll a D6 die and add and subtract their attack/defence values and any modifiers.
  • Higher roll wins; loser is hit.
  • If the result is a tie, both units are hit.

5. Special Features

  • Hidden Movement & Ambushes
    • Each side may place dummy counters in jungle/scrub grid areas.
    • Units are revealed only when spotted by a unit entering an adjacent grid area and rolling a D6 die score of 4, 5, or 6.
    • If an enemy unit moves into a grid area occupied by an enemy unit they have not spotted, they suffer -1 from their defence value.
  • Supply & Attrition
    • Each unit must be able to trace an unimpeded path to a supply base.
    • If cut off for two turns, units suffer -1 on attack values and movement distance.
    • Capturing enemy supply base restores half a D6 die score (rounded down) of lost units.
  • Morale
    • If a unit has taken two or more hits, roll a D6 die:
      • 1, 2 or 3: Unit retreats a grid area.
      • 4, 5, or 6: Unit holds position.
      • Commander in adjacent grid area +1 to any D6 die score.
  • Weather Effects
    • At the start of each game, roll a D6 die for weather:
      • 1 or 2: Extreme Heat: Reduce all movement by 1 grid area.
      • 3 or 4: Fog: Ranged attacks suffer -1 attack value.
      • 5 or 6: Normal Conditions: No effect.

6. Campaign & Scenarios

  • Scenario 1: The Battle of Nanawa (1933)
    • Bolivian Objective: Capture Paraguayan defences within 6 turns.
    • Paraguayan Objective: Hold the position or repel attackers.
    • Special Rule: Paraguayan defenders are fortified and get +1 defence value.
  • Scenario 2: Guerrilla Warfare in the Jungle
    • Bolivian Objective: Escort a convoy across the jungle to supply a fort.
    • Paraguayan Objective: Ambush and destroy at least 2 Bolivian units.
    • Special Rule: Paraguayan forces start hidden, Bolivians must scout carefully.
  • Scenario 3: The Fall of Fort Boquerón (1932)
    • Bolivian Objective: Break through Paraguayan lines before turn 5.
    • Paraguayan Objective: Defend the fort; if it falls, retreat to fight another day.
    • Special Rule: Mortars and artillery have limited ammunition (D6 rounds per gun).


It is interesting to note that ChatGPT has taken into account the terrain found in ther Gran Chaco and the differences between that Bolivian and Paraguayan infantry. The former were mainly drawn from the Bolivian Altiplano (which is a high semi-arid and arid plateau with a cool and humid climate) and the latter were mainly Guarani who were used to living in the semi-arid, broadleaf jungle and scrub-covered lowland terrain found in the Gran Chaco.

Monday, 17 February 2025

You are never too old to learn something new

I haven’t blogged for the past few days for a couple of reasons.

Firstly, I’ve been suffering from a general lassitude that seems to have crept up on me. I have no idea why, other than it’s the last hurrah of the flu-like bug I caught after Christmas, coupled with rather over indulging myself on my birthday.

Secondly, I’ve been learning how to use two new-to-me apps, ChatGPT and Discord. I’ve already mentioned ChatGPT on my blog, but what I’ve been doing is experimenting with its use as a means to create period specific versions of the PORTABLE WARGAME rules (e.g. the Chaco War), potential scenarios, and related campaign Matrix Games. So far, the results have been variable because I’ve had to learn how much and what type of information I need to input in order for it to generate meaningful results.

Discord is used by the local gaming group I have joined to organise its activities and as a means for players of particular games to communicate with one another. Having begun to explore its potential, I have begun to realise that so far that represents only a fraction of what it can do, and that it can be a viable alternative means of playing wargames online … something that I’ve tended to use Zoom and FaceTime to do in the past.

I may be old and worn out, but I hope that I’m not too old and knackered to learn - and use - new things.

Friday, 14 February 2025

Thursday, 13 February 2025

A new laptop: Hopefully the answer to my computer problem

After a lot of attempts to solve my computer problems, I finally decided to buy a refurbished Acer laptop that was fitted with a more powerful processor and more solid-state memory than my existing HP one. It arrived on Tuesday, and since then I have been slowly setting it up.

I now have a working laptop that can save files to OneDrive and that has the latest version of Microsoft 365. I am currently transferring all my files over to OneDrive and – as a backup – to the hard drive on my old desktop computer.

This may seem to be a bit of a 'belt and braces' approach to solving the problem I had, but I'd rather have multiple locations on which my files are stored than to risk losing some of them in the future.

Now that has been done, I can start working on a number of projects that have been in a state of suspension since the middle of January.

Wednesday, 12 February 2025

A set of Portable Wargame rules written by ChatGPT

As part of my investigation into the use of ChatGPT in wargaming …

… I asked it to design me a set of PORTABLE WARGAME rules for the period 1880 to 1910, and what follows is the result.


Portable Wargame Rules: Colonial & Early 20th Century Warfare (1880 to 1910)

A simple, fast-playing, and portable wargame system for small-scale battles.

1. GAME OVERVIEW

This set of rules is designed for quick and engaging wargames set between 1880 and 1910, covering conflicts like the Anglo-Zulu War, Mahdist War, Spanish-American War, Russo-Japanese War, and early colonial skirmishes.

The rules prioritize playability while maintaining historical flavour.

Scale & Setup

  • Map/Grid: Hexagonal or square grid (8 x 8, 10 x 10, or larger)
  • Unit Representation: One unit represents a small detachment, platoon, or company.
  • Dice: D6-based mechanics for simplicity.

2. UNIT TYPES & STATS

Each unit has the following attributes:

  • Strength Points (SP): Represents combat f fectiveness.
  • Units are eliminated at 0 SP.
  • Firepower: Maximum range and fire dice roll.
  • Movement: How many spaces the unit moves.
  • Morale: Affects retreat and combat resilience.

Unit Type SP Firepower Range Movement Notes
Regular Infantry 4 SPs 1D6 2 grid areas 2 grid areas Core unit, steady fire.
Native Infantry 3 SPs 1D6-1 1 grid area 3 grid areas Fast but less powerful.
Cavalry 3 SPs 1D6-1 1 grid area 4 grid areas Charge bonus.
Artillery 3 SPs 1D6+1 4 grid areas 1 grid area Indirect fire, powerful at range.
Machine Guns 3 SPs 2D6 3 grid areas 1 grid area Devastating firepower but immobile.
Commanders - - - 2 grid areas Boosts morale & activation.

3. TURN SEQUENCE

Each turn consists of the following phases:

A. Initiative Phase

  • Both sides roll 1D6. The higher roll decides who goes first. Re-roll ties.

B. Activation Phase

  • Players alternate activating units (move/fire or fire/move).
  • A unit may either:
    • Move & Fire
    • Fire & Move
    • Charge into Melee (Cavalry & Native Infantry only)

C. Movement Rules

  • Terrain affects movement (e.g., hills cost +1 movement, rivers require a bridge or crossing).
  • No diagonal movement on squares; hex grids allow full movement.
  • Cavalry may retreat 1 space after melee combat.

4. COMBAT RULES

A. Shooting

  • Roll 1D6 (or more based on unit type) to determine hits.
  • Target hit on 4+ (unless modified).
  • Cover reduces hit chance (-1 to dice rolls).
  • Condition Modifier:
    • Target in cover -1
    • Long-range fire -1
    • Command nearby +1
  • Example: British Regular Infantry fires at Native Infantry in cover. Rolls 1D6, but applies a -1 penalty.

B. Melee Combat

  • Both players roll 1D6.
  • Higher roll wins; loser retreats or loses 1 SP.
  • If the result is a tie, both lose 1 SP.
  • Cavalry gets +1 when charging.

C. Morale Checks

  • A unit reduced to 1 SP rolls 1D6. On 1-2, it retreats; on 3+, it holds.
  • Commanders nearby add +1 to morale rolls.

5. VICTORY CONDITIONS

  • Control the battlefield: Hold key objectives for X turns.
  • Break the Enemy: Reduce the enemy's force to below 50%.
  • Survival: Defend a position until a set turn.

6. OPTIONAL RULES

A. Command & Control

  • Commanders can activate 1 additional adjacent unit per turn.
  • Without a commander, units require 1D6 roll of 3+ to activate.

B. Special Weapons

  • Gatling Guns: Roll 3D6 but jam on a double 1 (misses next turn).
  • Bayonet Charges: Infantry get +1 in melee when charging from 2 spaces away.

7. EXAMPLE SCENARIO

Colonial Defence Situation: A British column is ambushed by a large force of native warriors. The British must hold their ground until reinforcements arrive.

  • Map: Village in the centre, river on one side, hills on the other.
  • British Forces: 3 Regular Infantry (4 SP), 1 Artillery (3 SP), 1 Machine Gun (3 SP), 1 Commander.
  • Native Forces: 6 Native Infantry (3 SP each), 2 Cavalry (3 SP each).
  • Objective: British must survive 8 turns without losing 50% of their force.

8. FINAL NOTES

  • This system is easy to expand with more unit types (early tanks, armoured trains, etc.).
  • Designed for solo, two-player, or small group play.
  • Play on a small board (8 x 8 grid), making it portable and quick.


I find it interesting that ChatGPT has not just copied the text and mechanisms from the published versions of the PORTABLE WARGAME. For example, it has added Morale rules, and the Melee rules are very different from those I have written. It has also included ideas for Victory Conditions (something that I know some wargamer like) as well as some Optional Rules that have rather piqued my interest.

I was intending to play test Joseph Morschauser's FRONTIER rules in the near future, but I am now giving serious consideration to shelving that idea and play testing these rules instead.

Tuesday, 11 February 2025

Some thoughts about VCOW

Over the weekend I took part in several VCOW (Virtual Conference of Wargamers) sessions. These included:

Wake Island: A virtual battlefield tour of the Alamo of the Pacific

This presentation made extensive use of Google Earth images as well as contemporary and modern maps to tell the background to the United States occupation and defence of Wake Island. It was a fascinating insight to the little known event surrounding the Japanese attack and capture of the island group in the early days of the Pacific War.

Midway

The presenter of this session was injured in a car accident earlier that day (luckily, not seriously) but another attendee – who had seen the original presentation – stepped in and gave what turned out to be an excellent description of the Battle of Midway. There were lots of extremely interesting contributions in the subsequent discussion from the very knowledgeable attendees.

Matrix Game Simulation

This session looked at the way in which advances in Large Language Models (AI) – and ChatGPT in particular – is having an impact upon Matrix Games. After a short introduction, the presenter took the attendees through a Matrix Game about the growing US interest in acquiring Greenland. The results were very believable and went some way to convincing me that this technology has much to recommend it.

The presenter then used a Matrix Game about the Spanish Civil War (Viva la Muerta!) that I designed many years ago as an example of how quickly the text of a Matrix Game can be adapted for use with ChatGPT. This took a matter of minutes, and the presenter then ran through the first few turns of the game before asking the program to complete it. I was most impressed with the result ... and I became a firm convert to the concept of using such programs to enhance my tabletop wargaming.

As far as I am concerned, this was the standout session of VCOW, and it has convinced me to investigate the wargaming potential of such computer programs.

Article 5

Article 5 of the Treaty that set up NATO states:

The Parties agree that an armed attack against one or more of them in Europe or North America shall be considered an attack against them all and consequently they agree that, if such an armed attack occurs, each of them, in exercise of the right of individual or collective self-defence recognized by Article 51 of the Charter of the United Nations, will assist the Party or Parties so attacked by taking forthwith, individually and in concert with the other Parties, such action as it deems necessary, including the use of armed force, to restore and maintain the security of the North Atlantic area.

Any such armed attack and all measures taken as a result thereof shall immediately be reported to the Security Council. Such measures shall be terminated when the Security Council has taken the measures necessary to restore and maintain international peace and security.

This session saw the participants take on the roles of leading politicians in NATO member countries. They were told that an armed attack had been made on a NATO member on Christmas Eve, and were tasked with identifying what NATO’s response would be.

After a short briefing, the participants were split into four groups, and each group was asked to come up with four or five responses to the attack. These were then summarised by each group’s chair during a plenary session … and it was interesting to see the range of answers the participants came up with.

An Introduction To Cyberwarfare

Much has been written about the threat (or non-threat!) of cyberwarfare, and this lecture looked at several examples of this form of warfare. For example, the fact that the Ukrainians lost nearly 90% of their artillery in the fighting that took place in 2014 because the artillery observers were using a smartphone app to control their guns … and were unaware that the Russians had infected the app with malware that transmitted the GPS location of the observer and their guns to the Russians!

Other examples included the cyber attacks made by China on the Philippines after a confrontation in the South China Sea. Most of these involved DDoS (Distribute Denial-of-Service) attacks on Filipino government networks by groups based in China to which the Filipinos responded with the help of hacker groups and software companies.

Although my participation in VCOW was somewhat limited by it taking place over the same weekend as my birthday, those sessions I did take part in were all excellent, and I’ve come way with lots of ideas that I want to develop.

Monday, 10 February 2025

VCOW2025

During the COVID pandemic, it was not possible for Wargame Developments to run its annual conference, COW (Conference of Wargamers). As this is a central element to what the group does, it was decided to stage a virtual conference (hereinafter known as VCOW or the Virtual Conference of Wargamers). This was done using Zoom … and it has now become part of the group’s annual calendar of events.

VCOW2025 took place over the last weekend, and the programme looked like this:

Friday 7th February

  • 16.30 to 17.30: Wake Island: A virtual battlefield tour of the Alamo of the Pacific.
  • 19.00 to 19.15: Welcome & Introduction
  • 1915 to 20.15: Midway: A presentation about World War II aircraft carrier operations and tactics in the Pacific.
  • 20.30 to 22.30:
    • 1 Hour Hex & Counter: This session featured a simple hex and counter wargame of modern brigade/divisional level combat.
    • A Government For Syria: This was a quick-play matrix game about forming the Syrian Government which will take over from the transitional government in March 2025.
    • A Nip In The Air: A card-driven game about Japanese bomber crews taking part in attacks on Wake Island.

Saturday 8th February

  • 10.00 to 11.00:
    • Lessons From Gaming WMD: This was a talk/discussion about the ways in which WMDs have been wargamed since the development and deployment of the first WMDs many decades ago..
    • Two Cruiser Engagements: This session looked at two professional computer simulations of two cruiser actions.
  • 11.15 to 13.15:
    • Matrix Game Simulation: A session that looked at the way in which advances in Large Language Models (AI) will impact upon matrix games.
    • Casualty Clearing Station/Medevac: This session examined the treatment of contemporary battlefield casualties.
    • Wake Me Up Before You Go-Go, I'm So Keen To Fight Tojo: A session about the planning of the USN's first offensive operation against Japan.
  • 14.30 to 16.00: Drones And How To Wargame Them: This was a workshop/discussion session on how drones are transforming warfare, and ways in which they can be incorporated into wargames.
  • 16.15 to 18.15:
    • Vertical Urban Wargame: A game that examined fighting in a modern city environment.
    • Paris, May 1968: A matrix game that looked at the events in Paris in 1968 that almost toppled President Charles DeGaulle
  • 20.00 to 22.00: Ne Obliviscaris: This was a game about the experiences of young officers in the Argyll and Sutherland Highlanders during World War II.

Sunday 9th February

  • 10.00 to 11.00: Article 5: This was a committee game about NATO dealing with a crisis.
  • 11.00 to 12.00: An Introduction To Cyberwarfare: A lecture that considered historical case studies, current practice, and the future of cyberwarfare.
  • 12.00 to 12.15: Conference Closes

It was an excellent conference, and generated lots of interesting discussions and game design ideas.

Please note that this event was only open to members of Wargame Developments ... so if you want to take part in VCOW2026, you will need to join!

Saturday, 8 February 2025

Thanks for your best wishes

I would like to thank everyone who sent me best wishes on my seventy-fifth birthday.

Sue and I had a quiet day. We went out for breakfast in the local branch of Costa Coffee and then went on to IKEA on the Greenwich Peninsula, where I bought a new armchair to replace the one I have been using. The latter was provided via the local Adult Social Service Department, and although it is very useful, it is rather hideous to look at. As I still need an armchair but do not need this particular one, we decided to return it to the provider and to buy a replacement ... which will be delivered on Monday.

Rather than have lunch, we had afternoon tea in the M&S cafe in Charlton before returning home. By the time that we got back we were both feeling very cold and decided that rather than go out again to a restaurant for dinner, we had a takeaway from a local Turkish restaurant and watched TV instead.

As I wrote, it was a quiet day, but a very enjoyable one nonetheless.

Friday, 7 February 2025

Seventy-Five ... and still here!

Today is my birthday ... and I have reached the ripe old age of seventy-five!

The hospital where I was born on Tuesday 7th February, 1950 ... the General Lying-In Hospital, Lambeth.

© Ethan Doyle White

I am not sure what I am going to do today, although I do know that Sue and I are going out for a meal at some point. As for the rest of the day, I am not sure what else I shall be doing but I might just spend the day chilling out watching a DVD or two ... or even fighting a wargame!

And here – for the historically mined among my regular blog readers – are some 'interesting' facts:

Some of the famous events that took place on 7th February include:

  • 457: Leo I became Eastern Roman Emperor.
  • 1301: Edward of Caernarvon (later King Edward II of England) became the first English Prince of Wales.
  • 1793: The French and Spanish forces lifted the Great Siege of Gibraltar.
  • 1807: The Battle of Eylau was fought.
  • 1898: Émile Zola was brought to trial for libel for publishing J'Accuse.
  • 1900: British troops fail to relieve the siege of Ladysmith for the third time.
  • 1933: The board game Monopoly was published.

Some of the famous people who share the 7th February as a birthday are:

  • 1478: Sir Thomas More, lawyer, politician, and writer.
  • 1812: Charles Dickens, novelist.
  • 1873: Thomas Andrews, designer of RMS Titanic.
  • 1946: Pete Postlethwaite, actor who portrayed Obadiah Hakeswill in the Sharpe TV series..
  • 1962: Eddie Izzard, comedian, actor, and producer.

Thursday, 6 February 2025

Dice on the Hill

During a recent visit to Shrewsbury House - our local community centre - Sue pointed out that a gaming group met there every Wednesday evening. She suggested that I ought to pay it a visit … so yesterday, I did.

The group - Dice on the Hill - started in 2018 and has a membership of over 150, although not all of them turn up every week. It also has a presence on Facebook, Instagram, and X as well as an active Discord group. According to its website:

The majority of our members are playing role-playing games, mostly that is D&D 5e where there is always a space to play. But we also run many other systems, such as Call of Cthulhu, WFRP, Star Wars, Free League RPGS, and more. We host multiple D&D 5e campaigns and welcome newcomers for both short-term and long-term adventures.

We offer a welcoming environment for both experienced players and newcomers to explore popular games like Blood Bowl, Kill Team, Magic: The Gathering, Warhammer 40k, Zombicide, and more.

I had a reasonable idea as to what would be on offer when I visited the group … and it lived up to my expectations. I was made very welcome, and had the opportunity to see loads of RPG games in progress ...

… as well as two games of FROSTGRAVE.

I spent most of the time watching the latter, and joining in the banter around the tables.

I thoroughly enjoyed myself, and will certainly be going back again … hopefully next week!