Tuesday, 24 March 2026

Can one ruleset cover 2,000 years of warfare?

Historical tabletop wargamers are always on the lookout for rule systems that strike the right balance between accessibility, historical flavour, and tactical depth. In my latest video, I take a closer look at two rulebooks from the growing On Bloody Ground series by WIP Games and Miniatures: The Wars of the Roses and The Punic Wars. Written by father-and-son design team David and Daniel Toone, the On Bloody Ground system has steadily expanded over the past few years. What began as a small set of rules covering the Norman Conquest and the Reconquista has now grown into a range of more than a dozen books covering multiple historical periods—from the American Civil War to Caesar’s campaigns and the English Civil War.


At the heart of the system is a rules engine inspired by the classic Warhammer Ancient Battles style of ranked combat, but streamlined to avoid unnecessary complexity. Instead of introducing gimmicks or novelty mechanics, the designers focus on clear, traditional tabletop wargaming principles: movement, morale, formations, and decisive combat between units. The result is a system that feels familiar to experienced wargamers while remaining accessible for newcomers.

In the video, I explore how these mechanics translate into two very different historical periods. The Wars of the Roses brings late medieval English warfare to the tabletop, where blocks of billmen, men-at-arms, and longbowmen clash in brutal infantry engagements led by ambitious nobles. The Punic Wars, on the other hand, shift the action to the ancient Mediterranean, where Roman legions face the diverse armies of Carthage, complete with Iberian warriors, Numidian cavalry, and the ever-popular war elephants.

One interesting challenge for me when reviewing these rules was scale. The system assumes individually based figures (often in 28mm scale) grouped together on movement trays. My own collections for both periods are quite different: 6mm armies that are permanently multi-based. In the video, I explore whether the system can be adapted to work with smaller-scale miniatures and alternative basing styles without losing the intended gameplay experience.

The answer, happily, is yes. With a few simple adjustments, the rules proved flexible enough to accommodate different collections while still delivering engaging and decisive tabletop battles. That adaptability is one of the strengths of the On Bloody Ground system, making it suitable for a wide range of players and miniature scales.

Sunday, 22 March 2026

The Rulebook Trap: Fluff vs Substance

One of the interesting quirks of the tabletop wargaming hobby is that our rulebooks often serve two very different purposes at the same time. On the one hand, they’re instruction manuals that explain the mechanics of the game. On the other hand, they’re often part history book, part lore compendium, and sometimes even part art book designed to inspire players. That combination raises an interesting question: how much fluff should a wargame rulebook really contain

Today, my video explores the balance between background material and rules mechanics in tabletop wargaming rulebooks. Some gamers love diving into rich lore and historical explanations, while others just want to find the rules quickly and get miniatures onto the table. That tension between storytelling and practicality can shape the entire reading experience of a rulebook.


The discussion becomes even more interesting when you compare fantasy and science fiction games with historical wargames. In fictional settings, everything about the universe has been created by the authors, from the factions and technology to the basic assumptions about how the world works. Lore isn’t just decorative in those games; it helps players understand the setting itself. Without background material explaining the world, the motivations of its factions, and the nature of its technology or magic, the rules can feel disconnected from the setting.

Historical wargames approach the problem from the opposite direction. The setting already exists in the real world, and players have access to countless books, documentaries, and historical studies if they want to explore the period in more detail. That means rulebooks don’t necessarily need to carry the same burden of explaining the world. A little context can provide flavour and help explain design choices, but too much history can start to feel like unnecessary page filler when players already have other resources available.

Of course, the balance isn’t always easy to strike. Too much background material can make a rulebook difficult to navigate during a game, while too little flavour can leave the system feeling dry and mechanical. Somewhere between those extremes lies the sweet spot where rules clarity and thematic immersion support each other perfectly.

Friday, 20 March 2026

Battle Chronicle Playtesting Chat

This evening’s video is a bit of a behind-the-scenes chat, as I sit down with Ray Rousell, fellow “Reject”, and the man behind Don’t Throw a One, to talk about the playtesting process for our upcoming skirmish campaign book, Battle Chronicle: Retreat from Moscow.

As many of you already know, this project has been a collaboration with Paul over on the Pazoot Channel. Together, we’ve been developing a set of skirmish rules designed to link games into a narrative-driven campaign, all of which will eventually be pulled together into a dedicated campaign booklet. There’s no official release date just yet, and that’s very much by design. We’d rather take the time to get it right than rush something out the door and regret it later (a radical concept, I know).


Ray and I have both been involved in the playtesting side of things, and in this short discussion, we reflect on how that process has gone so far. What’s worked, what hasn’t, and, perhaps most importantly, whether we’d willingly put ourselves through it all again. Spoiler: playtesting is equal parts inspiration, frustration, and the occasional “why did we think this was a good idea?” moment.

If you’d like to follow along with the project, you can join the Battle Chronicle mailing list for updates, release news, playtest materials, and development insights. No spam, just the good stuff: https://www.pazoot.com/battle-chronicle

Sunday, 15 March 2026

Legacy or Landfill?

For most tabletop wargamers, a collection of miniatures is far more than a pile of painted figures or boxes of unbuilt kits. It represents years, sometimes decades, of enthusiasm for history, gaming, modelling, and creativity. Every army tells a story. Every painted regiment represents hours of careful work. Every terrain piece, rulebook, or campaign folder carries memories of games played with friends around the table. But there is a question that many hobbyists quietly avoid thinking about. What happens to those collections when we are no longer around to look after them?

This video was prompted by a message from a viewer who recently helped the family of a friend sort through a huge model kit collection after that friend passed away. The collection contained well over a thousand kits. What began as an act of helping out quickly turned into an enormous task of sorting, valuing, organising, and deciding what should happen to a lifetime’s worth of hobby items. It is a situation that many of us could easily leave behind without realising it.

For people deeply involved in the tabletop wargaming hobby, collections tend to grow steadily over time. Armies accumulate for different periods and rulesets. Boxes of miniatures build up in cupboards and lofts. Painting projects wait patiently for their turn on the workbench. What feels like a perfectly normal hobby collection to us can look overwhelming to someone who does not share our interests.

That raises a practical and emotional question. Is it fair to leave the job of sorting through everything to family members who might not understand the value, both sentimental and financial, of what they are dealing with?

In this video, I explore the idea of legacy collections and how wargamers might start thinking about the future of their armies and hobby materials. We talk about why it is important to communicate the meaning of the collection to family members, how organisation can make a huge difference when the time eventually comes, and whether downsizing is something worth considering as we get older.

There is also a wider reflection on the role of the hobby in our lives. Historical wargaming is a mentally stimulating and socially rewarding pastime that many of us intend to enjoy for as long as possible. Planning ahead for the future does not mean giving up the hobby. It simply means recognising that the collections we build are part of a larger story.

Ultimately, this discussion is not about being morbid. It is about respect for the time, passion, and creativity that goes into building a miniature wargaming collection, and about making sure that the legacy of those collections is handled in a way that honours the hobby and the people who loved it.