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Showing posts with label Early Wargames and Wargamers. Show all posts
Showing posts with label Early Wargames and Wargamers. Show all posts

Friday, 3 July 2026

Model railways, mini-campaigns ... and the ghost of an idea

Looking at the map of the Fiddletown & Copperopolis Railway ...

... I was struck by the similarity to the sort of maps found in Donald Featherstone's book, WAR GAME CAMPAIGNS. This set me thinking ... and I remembered the 'Long Live The Revolution!' mini-campaign that I included in my book, DEVELOPING THE PORTABLE WARGAME.

The campaign was a linear one and players moved backwards and forwards from one map to another, thus:

Regional Capital

Provincial Capital

Railway Station

Capital City

Now, the last two maps had railways of them, and it would not be that difficult to add some railway track to the others. I could easily build four small, self-contained baseboards (in the style of those featured in the Budget Model Railway Challenge) that I could then use to fight a mini-campaign on, based on the 'Long Live The Revolution!' one ... and I could also connect all four together to create a small model railway.

I don't know if anything will come of this idea ... but it is certainly an interesting mini-campaign to think about!

Tuesday, 7 April 2026

War Games And Their History: Volume 2

I have had a long-term interest in the history of wargaming, and back in 2012 I bought C G Lewin's WARGAMES AND THEIR HISTORY ... and mighty impressed I was by the book's coverage of the topic!

The original book contained the following chapters:

  • Foreword by Major General Patrick Cordingley DSO, DSc, FRGS
  • Introduction
  • Chapter 1: Ancient and Medieval Games
  • Chapter 2: Games Played between 1600 and 1800
  • Chapter 3: Games for Military Training
  • Chapter 4: Games for Naval Training
  • Chapter 5: Games for the Public: 1800 – 1900
  • Chapter 6: Games for the Public: 1900 – 25
  • Chapter 7: Games for the Public: 1925 – 50
  • Chapter 8: Modern Games for the Public
  • Chapter 9: Official War Games in the Nuclear Age
  • Appendix 1: List of War Games
  • Appendix 2: Bibliography
  • Endnotes
  • Index

The second volume contains the following chapters:

  • Acknowledgements
  • List of Illustrations
  • Introduction
    • What Makes a War Game?
    • About this Book
    • War Games in History
    • Games to Stimulate Recruitment
    • Methods of Capture
    • Task Forces
    • Hexagons
    • Games versus Reality
    • The War in Ukraine
    • The Peace Conference
    • Strategy and Tactics
    • The Best War Games
    • The Battlegame Books
    • Official War Games
    • Cyber War Games
    • Future War Games
    • Artificial Intelligence
    • Making up your own rules
  • Chapter 1: Games published before 1900
  • Chapter 2: Games published 1900-1925
  • Chapter 3: Games published 1925-1950
  • Chapter 4: Games published 1950-1975
  • Chapter 5: Games published 1975-2005
  • Chapter 6: Strategy and Tactic
  • Appendix: List of War Games
  • Endnotes
  • Bibliography
  • Index

The introduction is – in my opinion – worth the price of the book ... and the rest of the book is a treasure trove of information about games that I'd love to know even more about.

One interesting point I noticed from the illustrations ... the sheer range of different grids/areas and point-to-point systems used for movement. It has certainly given me some ideas for my Belle Époque map!

I was interested to note that several people I know are referenced in the book. These include (in alphabetical order):

  • Antoine Bourguilleau
  • John Curry (and the History of Wargaming Project)
  • Nick Drage
  • The late Peter Perla
  • Tim Price
  • Professor Phil Sabin


WAR GAMES AND THEIR HISTORY was written by C G Lewin and published in 2012 by Fonthill Media (ISBN 978 1 78155 042 7).

WAR GAMES AND THEIR HISTORY: VOLUME 2 was written by C G Lewin and published in 2026 by Fonthill Media (ISBN 978 1 78155 951 2)

Saturday, 28 March 2026

Squared grids: A short (and incomplete) history

My PORTABLE WARGAME rules are designed to be used with either a square or hex grid, hence the use of the term 'grid area' in the text. Over the years, I've used both types of grid and have come to the following conclusions:

  • Square grids work well in wargames set during historical eras when armies fought in linear formations.
  • Hex grids work well in wargames set during historical eras when armies fought in more flexible formation.

I am currently working on the draft of a set of PORTABLE BELLE ÉPOQUE WARGAME rules and I have yet to decide which type of grid to use. However, as part of my deliberations I have spent time looking at the history of square grids ... and decided that it might be of interest to my regular blog readers if I shared the results of my researches.


As far as my research shows, wargames with square grids were being used by the time that Johann Christian Ludwig Hellwig – the Duke of Brunswick’s Master of Pages – first published his wargame in 1780. An improved edition appeared in 1782, and this was followed in 1803 by a drastically revised edition.

A reconstitution of Hellwig's wargame.
Creative Commons CC0 License

This was followed in 1812 by Lieutenant Georg Heinrich Rudolf Johann von Reisswitz's famous KRIEGSSPIEL, which also used a gridded terrain although movement and weapon ranges were measured using dividers.

All the playing equipment used in von Reisswitz's KRIEGSSPIEL was stored in a specially constructed wooden chest.
The top of the specially constructed wooden chest turned through 180 degrees and opened to become the playing surface.
Some of the playing equipment used in von Reisswitz's KRIEGSSPIEL.
Von Reisswitz's KRIEGSSPIEL in use. It shows some of the terrain squares.

This game was developed by his son, Georg Heinrich Rudolf von Reisswitz, into the game that was widely used by the Prussian Army ... and subsequently by many other nations.

Later examples of nineteenth and early twentieth century wargames that used squared grids include:

  • STRATEGONON (1830) by Wilhelm Freiherr von Aretin.
An Illustration from STRATEGONON showing examples of the two-dimensional buildings and trees used to play the game. These are reminiscent of the two-dimensional building used by Joseph Morschauser.
An Illustration from STRATEGONON showing examples of the playing pieces used to play the game. It is thought that the figures were fixed to the wooden blocks using wax.
An Illustration from STRATEGONON showing examples of the differently shaped wooden terrain blocks used to play the game.
  • THE GAME OF WAR (1858) by Walter Whitmore Jones*.
  • WAR-CHESS OR GAME OF BATTLE (1866) by Colonel Charles Richardson. This used a grid of diagonal squares.
An image from the Illustrated London News of POLEMOS, THE NEW GAME OF WAR being played at the Royal United Service Institute (RUSI).
Some of the painted figures supplied with boxed stes of POLEMOS, THE NEW GAME OF WAR.
  • GAME OF NAVAL BLOCKADE (1888) by Lieutenant H Chamberlain RN.
A reconstruction of Lieutenant Chamberlain's GAME OF NAVAL BLOCKADE..
  • NAVAL WAR GAME (1898 onwards) by Fred T Jane. Like von Reisswitz the Elder’s wargame, Fred Jane’s game used a square grid as its playing surface, and in the first edition (1898) movement and weapon ranges were measured using the grid. In subsequent editions this was done using rulers.
A naval battle being fought using Fred Jane's NAVAL WAR GAME rules.
  • BATTLE (1908) by T H Ward and J Ward. This used simple wooden pieces and a board that was almost identical to a chessboard.
The wooden BATTLE playing pieces.
The BATTLE board and playing pieces set up for a game.
  • SOLDATEN-SPEIL (1908) by E L Böttcher. This used a squared grid with 630 squares (30 x 21) and sixty two metal playing pieces per side (twelve cavalry and fifty infantry).
The top of the box containing the pieces required to play E L Böttcher's SOLDATEN-SPEIL.
The figures included in E L Böttcher's SOLDATEN-SPEIL.
  • JEU DE LA GUERRE (1907) by Ms Julie Moller. This was very similar to L'ATTAQUE.
  • L’ATTAQUE (1908) by Ms Hemance Edan. This game formed the basis of several other wargames, including MANOEUVRES, LE CHOC, DOVER PATROL, AVIATION, TRI-TACTICS, and STRATEGO.
One of the illustrations used in the patent granted to Ms Hemance.Edan for the game L'ATTAQUE.
An early example of the L'ATTAQUE games board and playing pieces.

In the 1960s, Joseph Morschauser wrote several sets of rules that used square grids. These included his FRONTIER rules.

A battle being fought using Joseph Morschauser's 'Frontier' rules. His square grid appears to have 384 (24 x 16) 3-inch/7.5cm squares, making his tabletop 6 foot x 4 foot (180cm x 120cm).
A close up of Joseph Morschauser's Britians soldiers in action on his gridded tabletop.

In more recent times, the French Marxist, philosopher, filmmaker, critic, and founder of the Situational International Guy Debord devised A GAME OF WAR, which also uses a square grid ... which allows diagonal as well as orthogonal movement.

A screenshot of a battle being fought using the computer version of Guy Debord's A GAME OF WAR.

* Walter Whitmore Jones also wrote the first standardized rules for croquet, and this led to the establishment of the All England Croquet Club in 1868.

Saturday, 26 April 2025

H G Wells' Kriegspiel rules

The front cover of the first edition of H G Wells' LITTLE WARS.
The title page of the 1966 reprint H G Wells' LITTLE WARS. It was produced by Quantum Reprints. I own a copy of the 1970 reprint that was published by Arms and Armour Press.

As a follow up to my recent book review of Paul Holcroft Wright's latest book, I have transcribed the Appendix from H G Wells' LITTLE WARS and it is shown below.


LITTLE WARS AND KRIEGSPIEL

This little book has, I hope, been perfectly frank about its intentions. It is not a book upon Kriegspiel. It gives merely a game that may be played by two or four or six amateurish persons in an afternoon and evening with toy soldiers. But it has a very distinct relation to Kriegspiel; and since the main portion of it was written and published in a magazine, I have had quite a considerable correspondence with military people who have been interested by it, and who have shown a very friendly spirit towards it – in spite of the pacific outbreak in its concluding section. They tell me – what I already a little suspected – that Kriegspiel, as it is played by the British Army, is a very dull and unsatisfactory exercise, lacking in realism, in stir and the unexpected, obsessed by the umpire at every turn, and of very doubtful value in waking up the imagination, which should be its chief function. I am particularly indebted to Colonel Mark Sykes for advice and information in this matter. He has pointed out to me the possibility of developing Little Wars into a vivid and inspiring Kriegspiel, in which the element of the umpire would be reduced to a minimum; and it would be ungrateful to him, and a waste of an interesting opportunity, if I did not add this Appendix, pointing out how a Kriegspiel of real educational value for junior officers may be developed out of the amusing methods of Little War. If Great War is to be played at all, the better it is played the more humanely it will be done. I see no inconsistency in deploring the practice while perfecting the method. But I am a civilian, and Kriegspiel is not my proper business. I am deeply preoccupied with a novel I am writing, and so I think the best thing I can do is just to set down here all the ideas that have cropped up in my mind, in the footsteps, so to speak, of Colonel Sykes, and leave it to the military expert, if he cares to take the matter up, to reduce my scattered suggestions to a system.

Now, first, it is manifest that in Little Wars there is no equivalent for rifle-fire, and that the effect of the gunfire has no resemblance to the effect of shell. That may be altered very simply. Let the rules as to gunfire be as they are now, but let a different projectile be used – a projectile that will drop down and stay where it falls. I find that one can buy in ironmongers' shops small brass screws of various sizes and weights, but all capable of being put in the muzzle of the 4.7 guns without slipping down the barrel. If, with such a screw in the muzzle, the gun is loaded and fired, the wooden bolt remains in the gun and the screw flies and drops and stays near where it falls – its range being determined by the size and weight of screw selected by the gunner. Let us assume this is a shell, and it is quite easy to make a rule that will give the effect of its explosion. Half, or, in the case of an odd number, one more than half, of the men within three inches of this shell are dead, and if there is a gun completely within the circle of three inches radius from the shell, it is destroyed. If it is not completely within the circle, it is disabled for two moves. A supply waggon is completely destroyed if it falls wholly or partially within the radius. But if there is a wall, house, or entrenchment between any men and the shell, they are uninjured – they do not count in the reckoning of the effect of the shell.

I think one can get a practical imitation of the effect of rifle-fire by deciding that for every five infantrymen who are roughly in a line, and who do not move in any particular move, there may be one (ordinary) shot taken with a 4.7 gun. It may be fired from any convenient position behind the row of five men, so long as the shot passes roughly over the head of the middle man of the five.

Of course, while in Little Wars there are only three or four players, in any proper Kriegspiel the game will go on over a larger area – in a drill-hall or some such place – and each arm and service will be entrusted to a particular player. This permits all sorts of complicated imitations of reality that are impossible to our parlour and playroom Little Wars. We can consider transport, supply, ammunition, and the moral effect of cavalry impact, and of uphill and downhill movements. We can also bring in the spade and entrenchment, and give scope to the Royal Engineers. But before I write anything of Colonel Sykes' suggestions about these, let me say a word or two about Kriegspiel "country."

The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars.

Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available. Each side will be under the supreme command of a General, who will be represented by a cavalry soldier. The player who is General must stand at or behind his representative image and within six feet of it. His signalling will be supposed to be perfect, and he will communicate with his subordinates by shout, whisper, or note, as he thinks fit. I suggest he should be considered invulnerable, but Colonel Sykes has proposed arrangements for his disablement. He would have it that if the General falls within the zone of destruction of a shell he must go out of the room for three moves (injured); and that if he is hit by rifle-fire or captured he shall quit the game, and be succeeded by his next subordinate.

Now as to the Moves.

It is suggested that:

  • Infantry shall move one foot.
  • Cavalry shall move three feet.
    • The above moves are increased by one half for troops in twos or fours on a road.
  • Royal Engineers shall move two feet.
  • Royal Artillery shall move two feet.
  • Transport and Supply shall move one foot on roads, half foot across country.
  • The General shall move six feet (per motor), three feet across country.
  • Boats shall move one foot.
  • In moving uphill, one contour counts as one foot; downhill, two contours count as one foot. Where there are four contours to one foot vertical the hill is impassable for wheels unless there is a road.

Infantry.

  • To pass a fordable river = one move.
  • To change from fours to two ranks = half a move.
  • To change from two ranks to extension = half a move.
  • To embark into boats = two moves for every twenty men embarked at any point.
  • To disembark = one move for every twenty men.

Cavalry.

  • To pass a fordable river = one move.
  • To change formation = half a move.
  • To mount = one move.
  • To dismount = one move.

Artillery.

  • To unlimber guns = half a move.
  • To limber up guns = half a move.
  • Rivers are impassable to guns.

NEITHER INFANTRY, CAVALRY, NOR ARTILLERY CAN FIRE AND MOVE IN ONE MOVE.

Royal Engineers.

  • No repairs can be commenced, no destructions can be begun, during a move in which R.E. have changed position.
  • Rivers impassable.

Transport and Supply.

  • No supplies or stores can be delivered during a move if T. and S. have moved.
  • Rivers impassable.

Next as to Supply in the Field:

  • All troops must be kept supplied with food, ammunition, and forage. The players must give up, every six moves, one packet of food per thirty men; one packet of forage per six horses; one packet of ammunition per thirty infantry which fire for six consecutive moves.
  • These supplies, at the time when they are given up, must be within six feet of the infantry they belong to and eighteen feet of the cavalry.
  • Isolated bodies of less than thirty infantry require no supplies – a body is isolated if it is more than twelve feet off another body. In calculating supplies for infantry the fractions either count as thirty if fifteen or over, or as nothing if less than fifteen. Thus forty-six infantry require two packets of food or ammunition; forty-four infantry require one packet of food.

N.B. – Supplies are not effective if enemy is between supplies and troops they belong to.

  • Men surrounded and besieged must be victualled at the following rate: –
  • One packet food for every thirty men for every six moves.
  • One packet forage every six horses for every six moves.
  • In the event of supplies failing, horses may take the place of food, but not of course of forage; one horse to equal one packet.
  • In the event of supplies failing, the following consequences ensue: –
  • Infantry without ammunition cannot fire (guns are supposed to have unlimited ammunition with them).
  • Infantry, cavalry, R.A., and R.E. cannot move without supply – if supplies are not provided within six consecutive moves, they are out of action.
  • A force surrounded must surrender four moves after eating its last horse.

Now as to Destructions:

  • To destroy a railway bridge R.E. take two moves; to repair, R.E. take ten moves.
  • To destroy a railway culvert R.E. take one move; to repair R.E. take five moves. To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves.
  • A supply depot can be destroyed by one man in two moves, no matter how large (by fire).
  • Four men can destroy the contents of six waggons in one move.
  • A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.*

Next as to Constructions:

  • Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high. Two men may make an inch of entrenchment.
  • Epaulements for guns may be constructed at the rate of six men to one epaulement in four moves.*

[* Notice to be given to umpire of commencement of any work or the placing of a mine. In event of no umpire being available, a folded note must be put on the mantelpiece when entrenchment is commenced, and opponent asked to open it when the trench is completed, or the mine exploded.

Rules as to Cavalry Charging:

  • No body of less than eight cavalry may charge, and they must charge in proper formation.
  • If cavalry charges infantry in extended order –
  • If the charge starts at a distance of more than two feet, the cavalry loses one man for every five infantrymen charged, and the infantry loses one man for each sabre charging.
  • At less than two feet and more than one foot, the cavalry loses one man for every ten charged, and the infantry two men for each sabre charging.
  • At less than one foot, the cavalry loses one man for every fifteen charged, and the infantry three men for each sabre charging.
  • If cavalry charges infantry in close order, the result is reversed.
  • Thus, at more than two feet one infantry-man kills three cavalrymen, and fifteen cavalrymen one infantryman.
  • At more than one foot one infantryman kills two cavalry, and ten cavalry one infantry.
  • At less than one foot one infantry-man kills one cavalry, and five cavalry one infantry.
  • However, infantry that have been charged in close order are immobile for the subsequent move.
  • Infantry charged in extended order must on the next move retire one foot; they can be charged again.
  • If cavalry charges cavalry: –
  • If cavalry is within charging distance of the enemy's cavalry at the end of the enemy's move, it must do one of three things – dismount, charge, or retire. If it remains stationary and mounted and the enemy charges, one charging sabre will kill five stationary sabres and put fifteen others three feet to the rear.
  • Dismounted cavalry charged is equivalent to infantry in extended order.
  • If cavalry charges cavalry and the numbers are equal and the ground level, the result must be decided by the toss of a coin; the loser losing three-quarters of his men and obliged to retire, the winner losing one-quarter of his men.
  • If the numbers are unequal, the melee rules for Little Wars obtain if the ground is level.
  • If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four.
  • If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued – the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire.
  • If driven off the field or into an unfordable river, the retreating body is destroyed.
  • If infantry find hostile cavalry within charging distance at the end of the enemy's move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else.
  • If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot.
  • If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues.

The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given. An engine or truck within the circle of destruction of a shell will be of course destroyed.

The toy soldiers used in this Kriegspiel should not be the large soldiers used in Little Wars. The British manufacturers who turn out these also make a smaller, cheaper type of man – the infantry about an inch high – which is better adapted to Kriegspiel purposes.

We hope, if these suggestions "catch on," to induce them to manufacture a type of soldier more exactly suited to the needs of the game, including tray carriers for troops in formation and (what is at present not attainable) dismountable cavalry that will stand.

We place this rough sketch of a Kriegspiel entirely at the disposal of any military men whose needs and opportunities enable them to work it out and make it into an exacter and more realistic game. In doing so, we think they will find it advisable to do their utmost to make the game work itself, and to keep the need for umpire's decisions at a minimum. Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become.

We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education.


It is interesting to note that Wells recommends the use of 'a smaller, cheaper type of man – the infantry about an inch high' ... which sounds as if he advocating the use of 25/28mm figures! I was not aware that Britains had manufactured such small figures, but as the following scale guide from their 1940 catalogue shows, they certainly did so by the middle of the twentieth century.

Tuesday, 15 October 2024

Dad's Game: Old School Tabletop Wargaming Rules

Just before I broke my leg, I bought a copy of Patrick and Earl Boal’s DAD'S GAME: OLD SCHOOL TABLETOP WARGAMING RULES but never got around to reading it until now as it had been left on my worktable in the toy/wargame room.

The book is mainly scanned images of the rules written by Earl Boal in the 1980s. Most of the text is typed – although there are some handwritten annotations – and survived because they were kept in plastic ring file pockets. The book ends with the text of a letter containing a battle report that was sent by Earl to his son (Patrick) along with a number of black & white photographs of a wargame they had fought some months earlier.

As to the rules … well, it is stated clearly in the introduction that they were based on the rules in Charles Grant's THE WAR GAME.

However, the Boal's adapted them so that they could use the wide variety of figures in their collection. This is borne out by the photographs of one of their wargames which shows Napoleonic soldiers fighting troops armed with pikes!

I bought these rules out of simple curiosity … and I thoroughly enjoyed reading the short booklet that contains them. In my opinion, the price – which is £3.22 from Amazon – is very reasonable and any wargamer who enjoys using Charles Grant’s rules should enjoy reading this publication.


DAD'S GAME: OLD SCHOOL TABLETOP WARGAMING RULES was written Patrick and Earl Boal and published by them in 2023 (ISBN 979 8 3978 8259 0).

Thursday, 10 October 2024

The Empire of Scandinavia vs. The Empire of the Baltic: An ironclad naval battle

Donald Featherstone’s NAVAL WAR GAMES: FIGHTING SEA BATTLES WITH MODEL SHIPS was published in 1965 and I bought my copy in the late 1960s.

One battle that stood out at the time was the one described in the chapter devoted to fighting naval wargames set during the later nineteenth century. It was fought using rules written by Walter Gurney Green and saw the fictional Empire of Scandinavia take on the Empire of the Baltic … and win (just!) after a flurry of ships ramming each other.

The ships involved were as follows:

The Empire of Scandinavia

  • Battleship Denmark: 4 x 12.5-inch Rifled Muzzle-loading guns; 20-inch armour; 12 knots
  • Battleship Sweden: 4 x 12.5-inch Rifled Muzzle-loading guns; 20-inch armour; 12 knots
  • Battleship Hotspur: 1 x 10-inch Rifled Muzzle-loading gun; 3 x 64-pounder Rifled Muzzle-loading guns; 10-inch armour; 12 knots*
  • Battleship Huascar: 2 x 10-inch Rifled Muzzle-loading guns; 3 x 64-pounder Rifled Muzzle-loading guns; 10-inch armour; 12 knots*

The Empire of the Baltic

  • Battleship Latvia: 2 x 12.5-inch Rifled Muzzle-loading guns; 2 x 64-pounder Rifled Muzzle-loading guns; 18-inch armour; 10 knots
  • Battleship Lithuania: 2 x 12.5-inch Rifled Muzzle-loading guns; 2 x 64-pounder Rifled Muzzle-loading guns; 18-inch armour; 10 knots
  • Battleship Devastation: 4 x 10-inch Rifled Muzzle-loading guns; 14-inch armour; 14 knots*
  • Battleship Dreadnought: 4 x 10-inch Rifled Muzzle-loading guns; 14-inch armour; 14 knots*
  • Screw-sloop Crown Prince: 28 x 11-inch Smoothbore Muzzle-loading guns; No armour; 10 knots

Some of the ships were based on real warships (indicated above by *) and the others were imaginary designs. I’ve long hankered after recreating this battle … and it might be a nice little project for me to undertake in the near future.


The ‘real’ ships that took part

  • HMS Hotspur

  • Huascar

  • HMS Devastation

  • HMS Dreadnought


The fleets in action

The Empire of Scandinavia's fleet (the light grey ships) under attack by ships of the Empire of the Baltic's fleet (the dark grey ships).
Both sides engage each other at short range.  The Hotspur was heavily damaged but managed to torpedo and sink the Latvia and Lithuania. She was then sunk by a torpedo fired by the Crown Prince.

Tuesday, 30 July 2024

Eric Knowles: A wargaming original: A YouTube video tribute

Eric Knowles was one of the small group of wargamers who were active in the later 1950s and early 1960s. He was an extensive collector and painter of figures etc., and took part in the famous 1965 refight of the Battle of Waterloo ...

... where he took on the role of Lieutenant General Sir Thomas Picton.

When he took early retirement from the newspaper industry, he bought Wall Models Ltd., in East Ham, London, and renamed it New Model Army. It then became the focal meeting point for a large number of wargamers – including me – and its basement became the venue for the battles fought as part of the famous Madasahatta Campaign.

Eventually, Eric sold his shop and moved – with his wife Ivy – to Lincolnshire. He remained very active and continued to wargame until he died in 2017.

I have added a video about Eric to the Wargaming Miscellany YouTube channel. It is my tribute to him and everything he gave to the hobby of wargaming.

Saturday, 6 July 2024

The Third Portable Wargame Compendium: An update

Work has been continuing on the next Portable Wargame Compendium. I am awaiting two more articles (another about the Napoleonic Wars and one about re-fighting the Battle of Gettysburg), and once those have arrived, been added to the existing draft, and proofread, I will be beginning the publication process.

The Third Compendium currently includes the following articles:

  • Modifications to the Ancients rules in Developing the Portable Wargame for fighting medieval battles
  • Constantinople Beleaguered ... a PW3x3RW campaign idea
  • A simple English Civil War campaign system for Portable Pike and Shot
  • Simple English Civil War 8 x 8 Campaign Rules
  • Some suggested improvements to the Brigade-level Portable Napoleonic Wargame Rules
  • Ideas for developing the Portable Napoleonic Big Battle or FP3x3PW Rules
  • Wargaming the Flagstaff War – New Zealand 1845 – 1846
  • Sham-Battle and the Portable Wargame: Melding two concepts to produce a set of mini-campaign rules
  • Some well-known scenarios revisited
  • Big Battles, Small Armies
  • A simple framework for narrative campaigns
  • 6 x 6 Portable Wargames

This looks as if it is going to be the biggest compendium to date ... and I hope to publish it by the end of August.

Thursday, 20 June 2024

The Third Portable Wargame Compendium: Another progress report

The current draft has been proofread by the incomparable Arthur Harman, and it is already ninety-three pages long. It is worth noting that the First Compendium had 108 pages and the Second Compendium had 132 pages.

At present, the Contents looks like this:

I know that there are at least two more contributions in the pipeline, and I hope that the Compendium will be ready for publication somewhat earlier than I expected.

Thursday, 13 June 2024

The Third Portable Wargame Compendium: A further progress report

Since last Friday I have been working on the next issue of the PORTABLE WARGAME COMPENDIUM, and its draft is already ninety pages long ... and I know of at least two more articles that are being written for inclusion in this issue.

To date, Mark Cordone has contributed articles about:

  • Adapting the PORTABLE ANCIENT WARGAME rules from DEVELOPING THE PORTABLE WARGAME for use in the Medieval period.
  • His BIG BATTLES, SMALL ARMIES rules.
  • A framework for narrative campaigns.
  • Developing the 6 x 6 PORTABLE WARGAME.

Archduke Piccolo's contribution relates the story of his BYZANTIAD campaign and includes an excellent campaign map and campaign system as well as two well-illustrated campaign reports.

I will write further progress reports as and when I can.

Thursday, 6 June 2024

D-Day … plus 80 years … and some thoughts by H G Wells

Ten years ago I wrote the following blog post:

Today marks the seventieth anniversary of the D-Day landings in Normandy. Over the past few days there has been extensive coverage of the events leading up to the landings, and today there will be ceremonies taking place in France and elsewhere to commemorate this anniversary.

There has been much mention of the fact that this will be the last big commemoration of the D-Day landings as the number of veterans is dwindling. Even the youngest of those who took part is in their late eighties, and each year the number grows less. The media has been recording their memories, and at times it has been hard to watch and listen to these old men and women remembering their part in this great enterprise. For a few brief moments they become young again.

On a personal level, one veteran will be missing ... my father. He died just over a year ago, and even whilst the dementia from which he suffered over his last few years was at its worst, his days as a young soldier were still clear in his mind.

My father served with 53rd Airlanding Regiment (Worcestershire Yeomanry), Royal Artillery right up until the end of the War. He was part of the forward observation team and eventually reached the rank of Staff Sergeant. Today, whilst we remember all those who took part in the D-Day landings and the Liberation of Europe, I (and the rest of my family) will be remembering our father and the part he played.

Ten years ago the world seemed to be a less dangerous place than it is today. The number of veterans of the Second World War in general and D-Day in particular are fast dwindling, with most being in their late nineties or centenarians. Perhaps today would it be a good idea for us to remember all those who served during that war, to think of the sacrifices they made, and to pray that today’s conflicts can be concluded as soon as possible so that more lives are not needlessly wasted.

As to my father … my memories of him and my mother (who lived and worked in London during the war and who predeceased him by eleven years) are still as strong today as they were ten years ago, and they will certainly be in my thoughts and prayers on this special day.


For some reason, whilst I was writing the penultimate paragraph shown above, the words in the concluding chapter of H G Wells’s LITTLE WARS came to mind.

I could go on now and tell of battles, copiously. In the memory of the one skirmish I have given I do but taste blood. I would like to go on, to a large, thick book. It would be an agreeable task. Since I am the chief inventor and practiser (so far) of Little Wars, there has fallen to me a disproportionate share of victories. But let me not boast. For the present, I have done all that I meant to do in this matter. It is for you, dear reader, now to get a floor, a friend, some soldiers and some guns, and show by a grovelling devotion your appreciation of this noble and beautiful gift of a limitless game that I have given you.

And if I might for a moment trumpet! How much better is this amiable miniature than the Real Thing! Here is a homeopathic remedy for the imaginative strategist. Here is the premeditation, the thrill, the strain of accumulating victory or disaster—and no smashed nor sanguinary bodies, no shattered fine buildings nor devastated country sides, no petty cruelties, none of that awful universal boredom and embitterment, that tiresome delay or stoppage or embarrassment of every gracious, bold, sweet, and charming thing, that we who are old enough to remember a real modern war know to be the reality of belligerence. This world is for ample living; we want security and freedom; all of us in every country, except a few dull-witted, energetic bores, want to see the manhood of the world at something better than apeing the little lead toys our children buy in boxes. We want fine things made for mankind—splendid cities, open ways, more knowledge and power, and more and more and more—and so I offer my game, for a particular as well as a general end; and let us put this prancing monarch and that silly scare-monger, and these excitable "patriots," and those adventurers, and all the practitioners of Welt Politik, into one vast Temple of War, with cork carpets everywhere, and plenty of little trees and little houses to knock down, and cities and fortresses, and unlimited soldiers—tons, cellars-full—and let them lead their own lives there away from us.

My game is just as good as their game, and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am prepared. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be.

Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but—the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do.