Sunday, 28 June 2026

How do you Hide and Army?

One of the biggest differences between real warfare and tabletop wargaming is information. In most games, we enjoy a perfect view of the battlefield. We know where every enemy unit is located, where reserves are hiding, and often what our opponent is planning to do next. Real generals never had that luxury. So in this week's video, I take a look at one of the most fascinating ways to add realism, uncertainty, and excitement to tabletop battles: simulating the fog of war.


The concept is simple. Instead of allowing players complete knowledge of the battlefield, information is restricted or concealed. This forces commanders to make decisions based on incomplete intelligence, just as their historical counterparts had to do for centuries. Even with scouts, observation balloons, reconnaissance aircraft, and dispatch riders, battlefield information was often inaccurate or out of date by the time it reached senior commanders.

Over the years, my gaming group, Posties Rejects, have experimented with several different approaches to hidden information. Some of our earliest games used a simple sheet hung across the battlefield during deployment, preventing either side from seeing where the enemy was positioned. Once the screen was removed, carefully prepared battle plans often collapsed instantly, leading to frantic redeployments and plenty of laughter.

We've also used the same technique for historical games. American Civil War armies advancing through dense morning fog and First World War dawn attacks became far more unpredictable when neither side knew exactly where the enemy was located. In some cases, random movement was added to represent units losing direction, creating wonderfully chaotic openings to battles.

Another favourite method is the use of blinds. Instead of seeing actual units, players see markers representing possible forces. These may conceal powerful formations, small scouting parties, or even nothing at all. This approach works particularly well for periods such as the French & Indian War, where dense terrain and limited visibility naturally support hidden movement and deception.

The video also explores systems that we haven't personally used, including double-blind gaming. Popular in Kriegsspiel-style games, double-blind systems rely on an umpire and separate maps so that neither side can see the enemy until contact is made. While potentially more demanding to organise, these methods can create an incredibly immersive command experience.

Ultimately, the goal is not necessarily to make games more complicated. Instead, it's about creating uncertainty, surprise, and memorable stories. Some of the most enjoyable games are not those where every plan works perfectly, but those where unexpected events force players to adapt and think on their feet.

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