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BigLee

@biglee.bsky.social
923 followers 794 following 628 posts

Historical wargamer, miniatures painter, roleplayer, model maker, long-time blogger, YouTuber and miniature adventurer.

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BigLee @biglee.bsky.social · 27/09/2026
Has Hollywood Ruined Wargame Charges?: Today I tackle a question that has been bugging me every time I slide my painted regiments across the wargames table: have movie directors subtly corrupted the way designers write charge mechanics? We have all spent years absorbing cinematic epics where…
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Has Hollywood Ruined Wargame Charges?
Today I tackle a question that has been bugging me every time I slide my painted regiments across the wargames table: have movie directors subtly corrupted the way designers write charge mechanics? We have all spent years absorbing cinematic epics where thousands of digital warriors break rank, sprint across wide fields, and crash together like runaway freight trains. It looks fantastic on the big screen, but when those exact visual tropes bleed into our rulebooks, it completely distorts our understanding of historical battlefield doctrine. The fundamental issue for me is that Hollywood treats a charge as an unstoppable physical battering ram powered by kinetic speed and unbridled aggression. Cinema routinely depicts foot soldiers shedding their tight formations to dive into chaotic, one-on-one sword fighting mosh pits, while cavalry gallops recklessly into wall after wall of bristling bayonets or direct artillery fire. In reality, breaking formation was a death sentence for ancient or black-powder infantry, whose survival depended entirely on mutual protection and rigid discipline. Furthermore, horses are intelligent prey animals that actively refuse to impale themselves on solid walls of steel or leap into cannon smoke. Historical shock tactics were often psychological; a charge succeeded when it destroyed the defender’s nerve, causing them to break and run before physical contact ever occurred. When we look at how game designers translate this to the tabletop, we see a fascinating tension between cinematic fun and historical fidelity. Many casual systems handle charges as offensive power-ups, granting extra movement, attack bonuses, and guaranteed contact regardless of defender readiness. But from a strict historical standpoint, granting massive movement boosts or automatic combat dice rewards player aggression over proper positioning and fire support. An advancing unit accelerated only over the final twenty to thirty yards to minimize exposure, not to sprint half a mile. Real historical charges were tests of moral courage, where pre-contact discipline checks, defensive closing fire, and unit cohesion determined the outcome long before weapons clashed. If defenders held firm behind bayonets or pikes, the momentum of a charge could evaporated instantly upon arrival. Balancing cinematic excitement with true historical friction is one of the toughest challenges in tabletop game design today. While cinematic rules can lead to explosive tabletop moments, leaning too heavily into movie tropes risks rewarding reckless play over genuine historical command decisions. 
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BigLee @biglee.bsky.social · 27/09/2026
Has Hollywood Ruined Wargame Charges
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Has Hollywood Ruined Wargame Charges
Have movie directors secretly ruined tabletop historical wargaming rules? In this video, I break down how Hollywood’s ridiculous battlefield charges—from reckless cavalry gallops in The Patriot to chaotic infantry mosh pits in Braveheart—have subtly influenced our favorite wargame rulebooks. As wargamers, we love high-stakes cinematic moments, but does granting extra movement, automatic attack bonuses, or guaranteed contact reflect true historical combat, or are game designers just giving us movie tropes? I dive into historical military doctrine, animal psychology, and real shock tactics to examine whether systems like Black Powder, General d'Armée, or Warhammer get it right. Join me as we explore pre-contact morale, horse behavior, and how charge mechanics should actually function on the terrain board. If you love miniature wargaming, historical tactics, and rules design, drop a comment with your favorite system! Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 21/09/2026
Return to the Ice: A 1812 "Big Battle" Sharp Practice Report: There is nothing quite like the atmosphere when the Posties Rejects gather in the shed-o-war. Yesterday, the dice were rolling, the banter was flowing, and the freezing Russian winter of 1812 was laid out across the tabletop for our…
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Return to the Ice: A 1812 "Big Battle" Sharp Practice Report
There is nothing quite like the atmosphere when the Posties Rejects gather in the shed-o-war. Yesterday, the dice were rolling, the banter was flowing, and the freezing Russian winter of 1812 was laid out across the tabletop for our latest grand wargame. This outing marked the fourth "Big Battle" variant of Sharp Practice we have run for the group. The last time we set up this specific collection was for our Demo Game at Broadside, where the hard work paid off massively and we bagged Best in Show. Having thoroughly covered the crossing of the Berezina in our previous games, Ray and I decided to shift gears this time around. We moved away from strict historical reproduction and built a custom, fictional scenario set a few days earlier along the bloody retreat from Moscow. The Ambush at the Village The tactical situation for the French was grim from the outset. A shallow, fordable stream cut across the field, and a small, dilapidated village bisected the only major road leading to safety. Looking through the frozen fog toward the village, the French commander could see enemy forces deployed, though they were a far cry from the Tsar’s elite regulars. The Russian defense was mostly a cobbled-together mix of Opolchenie militia, dismounted and mounted Cossacks, and local armed civilians. The only regular infantry unit on the field was a single detachment of Line Jäger stationed in the center to bolster the fragile militia line. Most of these weak defensive units were taking cover behind little more than wooden livestock fences. Only the Russian artillery in the centre held a position behind a more substantial barracade. The Russian Cossacks were split across the flanks: on one side, foot Cossacks supported an aging 3lb gun mounted on a sled; on the other flank, three units of mounted Cossacks waited in the snow to harass the French advance. On paper, the French held every advantage. Their force was a predictable mix of desperate retreaters, but at their core sat several elite infantry units. These veterans were guarding a seemingly innocuous wagon, which on closer inspection revealed itself to be Napoleon Bonaparte himself, wrapped in furs inside a horse-drawn sled. Behind the Emperor stretched a long line of supply wagons containing his personal baggage. The French objective was simple but high-stakes: break through the village, clear the road, and escort Bonaparte off the opposite board edge. Sitting right in the middle of that road, however, nestled tightly between two ruined buildings and sheltered behind a massive, hastily constructed barricade, was a small Russian gun manned by Opolchenie militia. The Slaughter at the Barricade That single, unassuming barricade would prove to be the absolute undoing of the entire French effort. Knowing time was against them, the French launched immediate, aggressive assaults to clear the central bottleneck. They made multiple attempts to melee the militia gun crew, but the terrain rules proved brutal. Fighting across such a substantial obstacle cost the attacking French a quarter of their melee dice. Furthermore, because the defensive barricade was so wide, the Russian defenders received extra dice to represent their fortified advantage. What followed was a series of surprisingly even, bloody melees. The lowly Opolchenie gun crew held their ground with unbelievable tenacity. They fought off two separate, full-blooded charges from French scouting cavalry. Time after time, the French horsemen failed to dislodge the stubborn militia, losing momentum and taking casualties in the process. It was only on the third desperate attempt that the French finally managed to overrun the position, but the damage to their battle plan had already been done. While the French were banging their heads against the central barricade, the rest of their army was slowly being whittled away across the field. Units were systematically broken, worn down by Russian fire, or destroyed in attrition battles. Under the Sharp Practice engine, every single unit loss triggers another roll on the unforgiving "Bad Things Happen" morale table. As unit after unit faltered, French force morale began to plummet into dangerous territory. Sensing the collapse, the French commanders redoubled their efforts, racing fresh troops forward to apply maximum pressure on the fragile Russian lines. But it was far too late. The cumulative shock and casualties overwhelmed the French command structure, their morale collapsed entirely, and the game ended in a dramatic Russian victory. The result was a total shock to everyone around the table. At the start of the battle, the Russian defenders totaled just 42 points of troops facing down a massive French force of over 90 points. On paper, it should have been a steamroller; on the table, it became a heroic Russian stand. Personal Miniatures and System Reflections Beyond the dramatic narrative on the table, this game was a brilliant opportunity for Ray and me to get some specific models onto the field that we simply couldn't fit into our Broadside Demo Game. I was eager to finally field my Opolchenie militia (though I fully expected their time on the board to be brief and tragic) and Ray was keen to deploy Napoleon Bonaparte alongside some of his newly painted ad-hoc French units. The game also gave us a chance to test our house rules for running large-scale games with this rule set. A few weeks ago, following the Broadside show, I posted a video talking about the challenges of upscaling Sharp Practice for big, multi-player battles. Ray and I have managed to make the rules work for these large scenarios, but if I'm being completely honest, the system isn't ideal for battles of this size. Sharp Practice is a fantastic rule set, but its mechanics are designed around tight, detailed skirmishes featuring four or five units per side. When you attempt to push the engine to accommodate nearly 20 units per side, the sheer level of detail creates friction. Certain rules simply don't translate smoothly to a grand tactical scale, and the turn flow can slow to a crawl. Because of this, I’m fairly confident this will be the last time we use Sharp Practice for our Retreat from Moscow games. Ray and I are already in discussions about where to go from here. We are looking at either writing a streamlined, bespoke set of rules specifically tailored for our big shed battles, or searching for an established set of grand-skirmish rules that can handle high unit counts without losing the narrative friction we love. One thing is absolute: this will not be the last time you see this 1812 collection on the table—no sir! We have far too many painted troops and incredible terrain pieces to leave them packed away in boxes. But as far as Sharp Practice goes, this epic Russian upset feels like a fitting, dramatic swan song for the system in our shed-o-war.
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BigLee @biglee.bsky.social · 20/09/2026
Is Pre Measuring Ruining Your Historical Games
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Is Pre Measuring Ruining Your Historical Games
In my latest historical wargaming video, I dive deep into the debate over pre-measuring rules across WWII tabletop games like Bolt Action, Chain of Command, Flames of War, and Rapid Fire. Have you ever wondered whether range uncertainty actually mimics genuine battlefield friction, or if forbidding pre-measuring just creates an artificial test of tabletop geometry? I examine how these contrasting design philosophies alter your tactical risk-taking, comparing designer rationales with real-world World War II military history, tank gunnery manuals like FM 17-12, and defensive doctrines. From mechanical friction and eyeballing ranges to abstracted friction and range cards, we explore whether measuring rules reward tactical skill or penalize bad spatial awareness. Join me as I weigh the pros and cons of open measurement versus declare-first mechanics, and let me know in the comments which style you prefer at your gaming table! Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 13/09/2026
Does Cooperative Play Ruin Tension?: In my latest video discussion, I explore a simple question: can co-operative and umpire-led games generate authentic command tension? While traditional head-to-head matches rely on direct human opposition to fuel tactical stress, shifting to a co-operative…
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Does Cooperative Play Ruin Tension?
In my latest video discussion, I explore a simple question: can co-operative and umpire-led games generate authentic command tension? While traditional head-to-head matches rely on direct human opposition to fuel tactical stress, shifting to a co-operative format fundamentally changes where that tension originates. Standard competitive wargames excel at creating intense psychological pressure through an intelligent adversary who bluffs, adapts, and punishes every mistake. However, real historical commanders were rarely engaged in balanced, symmetrical chess matches on flat terrain. They spent as much time fighting appalling weather, treacherous ground, miscommunicated orders, and logistical failures as they did fighting enemy formations. Co-operative wargaming embraces these asymmetrical, messy realities by shifting the focus away from point-calculating tournament play toward shared narrative experiences. It lowers the barrier of entry for newcomers and enables massive multiplayer battles where players take on distinct roles within a larger army. Critics often argue that automated rule mechanics and AI movement tables inevitably become predictable once players learn their patterns. Without strict pressure or hidden mechanics, co-op games can occasionally collapse into dry committee meetings where players pause the action to collectively optimize every move like a puzzle. While a poorly designed scenario can certainly cause command tension to plummet, a well-constructed co-op game proves that battlefield stress does not require a human opponent across the table. True command tension has always stemmed from uncertainty, scarce resources, time pressure, and incomplete information. By incorporating hidden enemy deployments, random events, and restricted communication, co-operative games aggressively mirror the real fog of war. They also introduce internal command friction, as players controlling different parts of an army argue over conflicting priorities, resource allocations, and defensive decisions under mounting pressure. Having a dedicated umpire elevates this dynamic even further, acting as a living simulation engine that introduces dynamic visibility, courier delays, and moral dilemmas that static rulesets cannot replicate.  Ultimately, co-operative wargaming is neither better nor worse than traditional player-versus-player play. If your primary goal is a pure test of tactical wit against another mind, competitive matches remain unmatched. But if you want to experience the chaotic operational headaches faced by real-world officers leading troops into the unknown, struggling against the battlefield itself offers a deeply authentic tabletop experience.
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BigLee @biglee.bsky.social · 13/09/2026
Does Cooperative Play Ruin Tension
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Does Cooperative Play Ruin Tension
Is co-operative historical wargaming capable of creating real command tension, or does removing a human opponent ruin the competitive thrill of tabletop wargames? In this video, we dive deep into co-op wargaming, exploring how automated AI enemy systems, umpire-led scenarios, and historical fog of war change the dynamic at the gaming table. Traditional head-to-head miniature wargaming thrives on outsmarting a physical adversary, but battling weather, logistics, secret objectives, and internal command friction can deliver an even more authentic military simulation. Whether you are running Mr. Babbage rules in The Men Who Would Be Kings, fighting through 1812: The Retreat from Moscow, or building custom solo scenarios, we break down the pros, cons, and psychological stress of fighting against the battlefield itself. Drop your thoughts in the comments on whether playing against the board beats player-versus-player action! Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 06/09/2026
Beat Hobby Burnout
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Beat Hobby Burnout
Ever feel like your tabletop wargaming and miniature painting projects are becoming a second job instead of an escape? Finding a healthy work life balance when you are trying to manage family commitments, everyday chores, and a packed wargaming hobby queue can feel like an impossible battle. In this video, I break down why the traditional view of "work-life balance" fails hobbyists and introduce a practical four-part equation to help you protect your creative time. I discuss the crucial difference between passive pastimes and active hobbies, how to audit your personal hobby schedule, and why learning the difficult art of saying "no" to new projects and review copies is the ultimate secret to avoiding burnout. Stop letting hobby guilt ruin your time at the painting desk or gaming table—let's find that creative sweet spot together. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 06/09/2026
Beat Hobby Burnout: If you are anything like me, your days are dominated by tight schedules and packed diaries. And this means that fellow creators and hobbyists often discover that their cherished pursuits have transformed into overwhelming commitments. The traditional concept of work-life balance…
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Beat Hobby Burnout
If you are anything like me, your days are dominated by tight schedules and packed diaries. And this means that fellow creators and hobbyists often discover that their cherished pursuits have transformed into overwhelming commitments. The traditional concept of work-life balance fails to capture this struggle because it treats everything outside of employment as passive relaxation. In reality, everyday life carries its own heavy workload of domestic chores, family obligations, administrative tasks, and social duties.  This is a topic I have discussed before, but recent comments on the channel made me realise I needed to dust off the conversation and tackle it again. I belive that pastimes like watching television or scrolling social media allow us to mentally disengage after a demanding day, but genuine hobbies require active participation, skill development, and creative effort. Hobbies ask more of our time and energy, so maintaining them alongside routine responsibilities sometimes requires intentional effort rather than passive expectation. In short, our hobby can become another stress inducing chore if we don't curate our time carefully.  Todays video on the channel argues that a key element of protecting the balance needed for wellbeing, is developing the discipline to sometimes say no to new projects. Accepting every opportunity degrades the quality of output and turns a rewarding outlet into just another source of anxiety.
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BigLee @biglee.bsky.social · 30/08/2026
Infantry Supporting Fire Exposed
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Infantry Supporting Fire Exposed
Ever found your tabletop historical wargaming session grinding to a halt over how supporting fire works during a charge? In this video, we tackle the mechanics of defensive fire in Napoleonic wargames, examining whether adjacent infantry and artillery could historically support a friendly line under attack. We break down real 18th-century tactical manuals—from the French 1791 Regulations to Wellington’s enfilade crossfire tactics at Talavera—and measure physical sightlines against raw firepower on the battlefield. Then, we dive into popular miniature rulesets like Black Powder, General d’Armée, Field of Glory, Empire, and Lasalle to see how game designers balance historical accuracy with tabletop playability. Whether you play French attack columns or defend with British lines, discover how arc of fire restrictions and artillery canister shot impact your command decisions on the miniature battlefield. Join the debate, share your gaming stories, and let's settle the defensive fire argument once and for all! Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 30/08/2026
Infantry Supporting Fire Exposed: When a French attack column crashes into a defended line on the wargaming table, few mechanics trigger more heated debates than supporting fire from adjacent friendly units. While 18th-century military doctrine explicitly built defensive formations around mutual…
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Infantry Supporting Fire Exposed
When a French attack column crashes into a defended line on the wargaming table, few mechanics trigger more heated debates than supporting fire from adjacent friendly units. While 18th-century military doctrine explicitly built defensive formations around mutual support, historical evidence and period mechanics show that static infantry could only deliver a tiny fraction of their full firepower to aid a neighbor. Period tactical manuals, clearly demonstrate that no unit was ever meant to fight in isolation. Defensive arrays relied heavily on interlocking fields of fire. For instance, hollow infantry squares deployed in a checkerboard pattern (échiquier) spaced 100 to 120 paces apart created lethal crossfires against charging cavalry, a layout that proved crucial along the Mont-Saint-Jean ridge at Waterloo. Similarly, line infantry relied on enfilade fire (tir d'enfilade) to catch attacking column flanks in a funnel of crossfire, a tactic Arthur Wellesley famously deployed at the Battle of Talavera in 1809. Despite the foundational doctrine of secours mutuel, static infantry in a shoulder-to-shoulder line faced extreme physical constraints that prevented them from bringing anywhere near full firepower onto a target charging an adjacent unit. Standing two or three ranks deep with men spaced just 21 to 24 inches apart, soldiers could physically swing their musket barrels only 15 to 20 degrees to either side without endangering the comrade next to them. Consequently, an adjacent static regiment could bring only 10 to 20 percent of its total musketry to bear, as only the few platoons on the immediate inside flank held a clear line of sight. Furthermore, as the charging column closed within 50 yards of the target unit, the firing angle for neighboring static troops became so acute that continuing to shoot risked hitting their own allies in the side, dropping static supporting effectiveness to zero at the moment of impact. To deliver significant supporting fire, adjacent infantry had to physically maneuver by wheeling their end companies inward to form a concave bracket or L-shaped trap. This maneuver could raise firepower effectiveness to 30 to 50 percent or higher, but it required strict drill discipline under dense black powder smoke and left the wheeling unit's outer flank completely exposed to secondary attacks. Artillery operated under entirely different physical rules. Guns were spaced six to ten yards apart to allow crew movement and pivoted on a single axle. A gun crew could easily traverse a cannon carriage 30 to 40 degrees in seconds without altering the unit's overall formation alignment. This mobility allowed adjacent batteries to routinely deliver 60 to 100 percent of their full firepower across a neighbor's front. At ranges over 300 yards, batteries poured solid roundshot down the flanks of advancing columns. As the target closed within 300 yards, gunners loaded devastating canister shot, switching to double-canister under 50 yards to sweep away entire ranks in a single blast. Commercial wargame designers heavily reflect these historical realities across popular rulesets. Systems such as General d'Armée, Field of Glory: Napoleonic, and Bataille Empire penalize static adjacent infantry fire by roughly 50 percent through arc and dice-pool modifiers, while keeping flank artillery canister fire at full lethality. Black Powder caps all closing fire to a single die per unit, limiting supporting infantry to roughly 33 percent effectiveness. Empire V and VI restrict fire strictly to the physical figures falling inside a narrow 45-degree cone, while Lasalle abstracts the process entirely by forcing players to spend command momentum on Interrupt actions rather than granting free charge support. When our umpire umpire steped in, it was to correct a mistake of his own making in his home brew rules. His mid game correction capped defensive fire of static neighboring infantry during a charge, and history it seems, was firmly on his side. Period commanders actively relied on mutual support, but allowing static infantry to pour full firepower into an adjacent combat ignores the geometric realities of linear musketry. To achieve high-potency supporting fire on the battlefield, a commander either had to maneuver their companies into an angled position ahead of time or anchor the line with a dedicated battery of artillery loaded with canister.
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BigLee @biglee.bsky.social · 23/08/2026
How to Start a Wargaming Channel
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How to Start a Wargaming Channel
Want to start a wargaming YouTube channel without spending a fortune on equipment? In this video, we revisit how to launch your own tabletop historical wargaming channel using basic recording gear, practical filming setups, and smart budget priorities. Whether you are looking to share battle reports, showcase painted miniatures, or build an inclusive hobby community, we cover everything you need to get started—from choosing between a smartphone and a vlogging camera to setting up affordable tripods, desktop articulated arms, softbox studio lighting, and free video editing software. Learn how to avoid common audio traps, manage room acoustics, and establish clear channel goals so you can focus on making great tabletop content! Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 23/08/2026
How to Start a Tabletop Wargaming YouTube Channel on a Budget: Thinking about turning your passion for tabletop historical wargaming into a YouTube channel? Whether you want to share battle reports, review rulebooks, or showcase your painted regiments, starting a channel is one of the best ways to…
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How to Start a Tabletop Wargaming YouTube Channel on a Budget
Thinking about turning your passion for tabletop historical wargaming into a YouTube channel? Whether you want to share battle reports, review rulebooks, or showcase your painted regiments, starting a channel is one of the best ways to connect with fellow hobbyists worldwide. I have had opportunities, experiences and connections that simply wouldn't have happened if I hadn't decided to put my passion for the hobby on YouTube. In my latest video, I break down the practical equipment, channel strategies, and essential lessons learned from six years of building a wargaming community. Here is a summary of the core strategies you need to launch your channel without blowing your miniature budget. 1. Define Your Channel's Purpose First Before spending a single penny on tech gear, take a step back and define what you want to achieve. Having clear boundaries stops you from wasting money on unnecessary studio equipment: * Establish a Format: Decide on concise topics (such as 10-to-15-minute discussions) or longer-form content like full battle reports. * Focus on Community: Aim to foster genuine discussion with viewers rather than aiming for overly slick commercial production value. 2. Camera & Mounting Equipment You do not need a multi-hundred-pound vlogging camera to make your first video. Most modern smartphones take excellent HD video, which is more than enough to test the waters. However, stable footage is mandatory: * Standard Tripods: A basic, lightweight tripod works perfectly for fixed-position sit-down videos. * Boom Arms & Heavy Tripods: Essential for positioning a camera directly over a wargaming table for battle reports without getting in the way of dice rolls. * Desk Arms & Monopods: Articulated desk arms keep your hands free over the painting bench, while monopods provide instant stability when filming at crowded wargaming shows. 3. Audio & Acoustic Considerations Bad video is tolerable, but bad audio will drive viewers away faster than anything else. Built-in phone and camera microphones struggle with room echo and ambient noise. * Microphones: Invest in a decent external lavalier or camera-mounted microphone once you know you are committed to the channel. * Room Acoustics: Voice reverberation off hard walls ruins sound clarity. Add soft furnishings like rugs, heavy curtains, or acoustic panels to deaden room echo. 4. Lighting & Video Editing Consistent lighting is critical for miniature photography and video. Natural window light shifts constantly due to cloud cover, ruining visual continuity. * Softbox Lighting: A single, inexpensive photography softbox light provides soft, even illumination for both video recording and painting bench work. * Editing Software: Start with free or low-cost editors built into your phone or PC (like Windows Video Editor or mobile apps) before upgrading to subscription suites like CapCut as your editing skills develop. Building a wargaming YouTube channel is a journey of continuous learning. Focus on clear sound, steady footage, and engaging discussions—and let your gear evolve naturally as your community grows!
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BigLee @biglee.bsky.social · 19/08/2026
I Played With Wargaming Legends
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I Played With Wargaming Legends
I recently had the extraordinary opportunity to play a historical wargame using some genuine pieces of wargaming history, including nearly 70 year old Spencer Smith miniatures with an incredible hobby pedigree. Join me in Brighton as I spend the day with Henry Hyde in the famous Loftwaffe, exploring his Imaginations campaign and playing Shot, Steel & Stone. From classic 30mm plastic figures and the history of Spencer Smith Miniatures to the ongoing battle between Grenouisse and Borgenmark, this was far more than just another game of toy soldiers. It was a chance to experience the history of our hobby first hand, and to put some remarkable old miniatures back into active service on the tabletop. Henry's YouTube Channel https://www.youtube.com/@UCeMzdxm3xjEQ53wklgmotcw Gladius Publications https://battlegames.co.uk/gladius-publications/ Battlegames on Patreon https://www.patreon.com/cw/battlegames Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 19/08/2026
A Day With Wargaming Lergends: I recently had the privilege of spending a day in Brighton with Henry Hyde, playing an Imaginations wargame in the famous Loftwaffe. The game itself was memorable, but what made the day particularly special was the opportunity to play with some genuine pieces of…
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A Day With Wargaming Lergends
I recently had the privilege of spending a day in Brighton with Henry Hyde, playing an Imaginations wargame in the famous Loftwaffe. The game itself was memorable, but what made the day particularly special was the opportunity to play with some genuine pieces of wargaming history. You can watch the full story in the accompanying video, but there is plenty here to explore if you’re interested in the history of our hobby, vintage miniatures and the way old school wargaming continues to influence what we do today. I’ve known Henry for several years, mainly through encounters at shows such as Salute and Partizan, along with an appearance on his Battlechat podcast. This visit gave us considerably more time to talk about the hobby, alongside a game using Henry’s own Shot, Steel & Stone rules. The rules were originally introduced in The Wargaming Compendium before being developed into a standalone system. Designed for the horse and musket period, they are deliberately flexible regarding miniature scale and basing, while placing considerable emphasis on command, control and battlefield friction. For me, the real highlight was the miniatures themselves. Henry has a remarkable collection of figures and books, including miniatures that once belonged to influential pioneers of the hobby. Among them are Spencer Smith 30mm plastic eighteenth century figures, including the famous Ostergotland Regiment associated with Charles Grant. What makes these figures particularly fascinating is their history. They date from the early decades of modern miniature wargaming with the Ostergotland Regiment appearing in Charles Grant’s seminal 1971 book, The War Game. Spencer Smith figures were designed to be simple, elegant and easy to mass on the tabletop. Their proportions give large regiments a wonderfully old school appearance. Henry's collection is partly painted by him, and partly origional regiments that belonged to hobby Legends like Grant and Asquith. Rather than being preserved as museum pieces, Henry has restored these older miniatures and continues to use them in games. And for me there was something genuinely special about seeing figures with that kind of history being used for their original purpose. They weren’t simply objects from the past. They were still wargaming. The game formed part of Henry’s long-running Imaginations campaign. I commanded the Grenouisse army, pursuing the retreating forces of Borgenmark after the Bataille des Deux Fermes. My task wasn’t to destroy the enemy outright but to harass the retreating column and delay its progress towards the defensive positions around Vustœr. My light cavalry proved effective at disrupting the Borg advance, forcing enemy units to halt and face the threat. There was, however, a price to pay. Light cavalry are not particularly well suited to taking on disciplined eighteenth century infantry, and several of my cavalry regiments were forced to withdraw. Fortunately, my Casseurs de Pied and their supporting light gun performed extremely well, helping to destroy two Borg cavalry regiments. Whether I had delayed the enemy sufficiently for the main Grenouissian army to catch up remains to be seen. That, of course, is the beauty of a campaign like this. The story continues beyond a single game, with the consequences of one battle influencing the next. For me, though, the real victory was simply being there. Playing a wargame with miniatures that have survived for decades and formed part of the history of our hobby was a privilege I won’t forget in a hurry.
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BigLee @biglee.bsky.social · 16/08/2026
Stop Rules Disputes Killing Your Game: Nothing kills the excitement of a tabletop battle quite like a lengthy rules argument. In my latest video, I explore some practical ways that historical wargamers can resolve disagreements quickly while keeping the game enjoyable. If you haven't watched it…
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Stop Rules Disputes Killing Your Game
Nothing kills the excitement of a tabletop battle quite like a lengthy rules argument. In my latest video, I explore some practical ways that historical wargamers can resolve disagreements quickly while keeping the game enjoyable. If you haven't watched it yet, you can find the full video below, but I wanted to expand on some of the ideas here because rules disputes are something I expect almost every wargamer has encountered at some point. Every ruleset has grey areas. No matter how carefully a game has been written, unusual situations will eventually arise where two players interpret the same rule differently. Sometimes it's something as simple as whether a unit can see another unit through a particular piece of terrain, while at other times it might involve charge distances, cover, movement or some obscure interaction between two different rules. It can happen with virtually any ruleset, because no rulebook can anticipate every possible situation that two imaginative wargamers might create on a tabletop. Where it becomes particularly frustrating is during a friendly game where the objective is simply to have an enjoyable afternoon with friends. Most of us aren't sitting down around the table because there's a trophy at stake or because we're desperately trying to climb a tournament ranking. We're there to play with our miniatures, enjoy the history, tell a story and spend time with other people who share the same hobby. When a fifteen minute argument develops over whether a regiment is half an inch inside or outside a particular boundary, that social experience can disappear remarkably quickly. One way of dealing with these situations is to agree before the game that the Rule of Cool has a place in your gaming. Rather than automatically choosing the interpretation that provides the greatest tactical advantage, players can agree to favour the outcome that creates the most exciting, dramatic or historically satisfying moment. Imagine a cavalry unit charging an enemy whose flank is exposed by the tiniest of margins. You could spend several minutes measuring every angle and debating the wording of the rules, or you could simply decide that the cavalry has caught them in a dramatic charge and see what happens. The important thing isn't that one player has gained an advantage. It's that you've created a memorable moment that everyone can enjoy. Another option is to involve an impartial third party. If another club member, game organiser or spectator is nearby, explain the situation to them and ask for a ruling. The key is agreeing beforehand that whatever decision they make will be accepted without further debate. This can be particularly useful because sometimes two players become so invested in their own interpretation that neither can see a way out of the disagreement. An outside opinion can break that deadlock almost instantly. For situations where there simply isn't time to find an answer, there's always the dice off. Roll a die, decide which result corresponds to which interpretation and carry on playing. You can always look up the correct answer after the game. It might sound rather arbitrary, but if the alternative is spending twenty minutes searching through a rulebook while everyone else waits, a thirty second temporary solution can be far more valuable. The same principle applies to what I think of as the sanity check. If the rules technically allow something that makes absolutely no sense within the historical setting, perhaps common sense should take precedence. If a smoothbore musket can somehow fire through the corner of a solid brick building or target a unit through dense woodland because of an unintended interaction between rules, most historical gamers would probably recognise that something has gone wrong. Another useful principle is giving the benefit of the doubt to the defender or the non active player when a situation is genuinely too close to call. If you're arguing over a charge distance that is right on the limit, or whether a unit is fully protected by cover, having a pre agreed convention can prevent the discussion from becoming personal. Similarly, there are situations where splitting the difference makes more sense than choosing between two extreme interpretations. If nobody can agree whether a hedge provides full cover or no cover at all, perhaps treat it as light cover for that particular turn and carry on. It isn't necessarily the perfect answer, but it is a fair compromise that keeps the battle moving. One of the approaches I particularly like is making a temporary ruling and noting the question down for later. Instead of stopping the game to search through FAQs, forums and old posts from the rules designer, write down the problem and carry on. Once the game has finished, you can investigate it properly and establish what the rules actually say. If the official answer still isn't clear, your group can agree on a house rule for future games. Over time, these little decisions can become part of the shared understanding within a gaming group and prevent the same disagreement from occurring repeatedly. Ultimately, all of these approaches come back to one simple principle: the flow of the game matters more than the exact ruling. That's not an argument for ignoring rules or allowing one player to take advantage of another. It's about recognising the difference between a genuinely important rules issue and a minor ambiguity that doesn't deserve to bring an entire game to a halt. A quick decision made in good faith keeps everyone engaged, whereas a prolonged argument can destroy the atmosphere for everyone around the table. For me, this is particularly important because historical wargaming is about much more than rules. It's about history, miniatures, painting, terrain, modelling, storytelling and, perhaps most importantly, spending time with other people. The rules provide the framework that allows the game to happen, but they shouldn't become more important than the people sitting around the table. Some players will naturally prefer a very strict interpretation of the rules, while others will be much more comfortable with a flexible, narrative approach. Neither is necessarily wrong. The important thing is that everyone understands what sort of game they're sitting down to play. Every club and gaming group will inevitably develop its own culture and its own way of dealing with disagreements. Some will prefer an umpire, others may use dice, while some groups will simply make a ruling and look it up afterwards. What matters is finding something that works for your group and, ideally, agreeing on the approach before the inevitable rules question appears. Because let's face it, the rules question is coming. It always does. Somewhere on that beautifully prepared tabletop, surrounded by lovingly painted miniatures and carefully constructed terrain, there is a tiny ambiguity waiting to derail the battle. The trick isn't eliminating those moments because that's probably impossible. The trick is making sure they remain moments rather than turning into twenty minute arguments. So how does your gaming group deal with rules disputes? Do you have a house rule, an umpire or perhaps a completely different method for breaking a deadlock? Have you ever used a dice roll to settle an argument, or do you prefer to make a temporary ruling and check the rules afterwards? I'd love to hear about your experiences and the approaches that have worked for you, because some of the best solutions to these little problems come from the wargaming community itself.
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BigLee @biglee.bsky.social · 16/08/2026
Stop Rules Disputes Killing Your Game
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Stop Rules Disputes Killing Your Game
Have you ever had a tabletop wargame grind to a halt because of a rules dispute? Whether you're playing historical wargames, skirmish games, or large-scale battles, unclear rules can quickly spoil an otherwise brilliant game. In this video, I explore practical ways to resolve rules disagreements without damaging the atmosphere, from the Rule of Cool and the Dice Off method to using an umpire, historical common sense, and simple house rules. The aim isn't to find the perfect ruling every time, but to keep the game flowing and preserve the social side of our amazing hobby. If you've ever been frustrated by rules lawyers, endless debates, or games that lose momentum over a technicality, this discussion is for you. I'd love to hear how your own club or gaming group handles those tricky situations in the comments. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 12/08/2026
Swords And Stones Review
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Swords And Stones Review
Build, Expand, Conquer! In this video I take a closer look at the Swords & Stones tabletop wargame, reviewing the Dark Days rulebook ahead of its upcoming Gamefound crowdfunding campaign. Inspired by classic RTS games such as Age of Empires, Stronghold and Battle for Middle-earth, Swords & Stones combines miniature wargaming, kingdom building, resource management and tactical combat on the tabletop. After previously unboxing the game, I've now had the opportunity to read through the rules and share my thoughts on the game's structure, mechanics and clarity. Is this ambitious fantasy strategy game capable of bringing the RTS experience to miniatures? Let's take a closer look at what Swords & Stones has to offer. Swords & Stones on Youtube: https://www.youtube.com/@UCVq1dqu32pM0_sC1lpHEtbg The Croudfunding Page: https://gamefound.com/en/projects/swordandstonestudios/swords-and-stones Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 12/08/2026
Build, Expand, Conquer! A Look at Swords & Stones: A couple of weeks ago I shared something I don't do particularly often on the channel, an unboxing video. The game in question was Swords & Stones: Dark Days, an ambitious fantasy tabletop strategy game that had been sent to me to take a look at.…
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Build, Expand, Conquer! A Look at Swords & Stones
A couple of weeks ago I shared something I don't do particularly often on the channel, an unboxing video. The game in question was Swords & Stones: Dark Days, an ambitious fantasy tabletop strategy game that had been sent to me to take a look at. Having now had some time to sit down with the beta rulebook and read through it properly, I thought it was time to share some of my thoughts on what is an interesting and rather different approach to tabletop gaming. I've also put together a video looking at the rules in more detail, but I wanted this article to stand on its own as an introduction to what Swords & Stones is trying to achieve. What attracted me to the game in the first place was the idea behind it. Swords & Stones is inspired by classic real time strategy computer games such as Age of Empires, Stronghold and Battle for Middle-earth, but instead of sitting in front of a computer screen, you're doing all of this on the tabletop with miniatures, terrain, dice and tokens. As someone who has spent many years playing tabletop wargames, I find that idea particularly interesting because it takes some familiar concepts from computer strategy games and asks whether they can actually work around a table with a group of friends. The setting is also rather different from your typical fantasy wargame. Rather than starting with established kingdoms and huge armies, the game takes place after a catastrophic flood has effectively destroyed civilisation. You begin with a small group of survivors in a world where food and other resources are scarce, disease is widespread and hostile raiders are never far away. Your first priority is therefore survival and rebuilding rather than immediately marching off to conquer your neighbour. That is probably the thing that stood out to me most as I worked my way through the rules. This isn't simply a game where you put your army on the table and then spend the next few hours trying to destroy somebody else's army. There is a whole process of building your kingdom around the fighting. You gather resources, construct buildings, recruit units, develop your settlement and expand your influence. Eventually, of course, you're going to have to fight, but the fighting is part of a much bigger picture. As a long time wargamer, I rather like that approach. One of the things I enjoy about our hobby is the story that develops around a game, and having the ability to build that story from the very beginning of a kingdom's development is an appealing idea. Your army isn't simply appearing on the table fully formed. It is the result of decisions you've made during the game, and those decisions can potentially have consequences several turns later. The basic turn structure is actually remarkably straightforward. Each turn is divided into three phases: Harvest, Advance, and Move and Combat. During Harvest you collect resources, Advance is where you spend those resources on buildings, units and upgrades, and then Move and Combat is where your forces take to the table and things inevitably start getting rather more violent. I was pleasantly surprised by how concise the core rules are. Looking through the rulebook, the three basic phases take up only around seventeen pages. The rulebook itself is considerably larger than that, but much of the additional material deals with the various buildings, units, technologies and special rules that come into play as your kingdom develops. I think that's an important distinction because it means you're not necessarily expected to learn everything before you play your first game. You can learn the basics and then gradually discover the more advanced elements as your kingdom grows. The game also gives players two very different routes to victory. You can win by Sword, which essentially means defeating rival kings or forcing them to surrender, but there is also victory By Stone. This involves constructing a monument and keeping it standing for fifteen turns. I particularly like the inclusion of that second option because it means the game doesn't automatically reward the player who is most aggressive. Someone who prefers a more defensive or economic approach has another way of trying to win, which should make for some interesting strategic decisions. There are also several factions to choose from in the initial release, each offering a different approach. The Avalonians are technologically advanced and worship a single god, while the Paganites take a rather different path, relying more heavily on martial prowess and being less enthusiastic about technology. Then there are the Damned, who begin as another faction but can embrace dark rituals and necromantic magic. There are plans for additional races and factions as the game develops, so this is clearly intended to be the beginning of something much larger. Another aspect I find interesting is the flexibility in how the game can be played. Swords & Stones supports solo play, cooperative games and larger competitive games, with the rules designed to accommodate anything from one player through to twelve. That's quite a range, and I think the solo and cooperative options are particularly worth mentioning. Finding a regular group of opponents isn't always easy, so I always think it's a positive when a game gives you more than one way to enjoy it. The mechanics themselves are also fairly easy to understand. The primary resolution system uses ordinary six sided dice, with two different colours being used for different purposes. Most rolls involve trying to beat a particular target number, with a roll of one being an automatic failure. Combat follows a similarly straightforward process of determining attacks, rolling to hit, rolling to wound and then allowing the target to make its saves. Once a unit has accumulated enough wounds, it is removed from play. I'm not going to go into the rules in much more detail here because the Swords & Stones Studios YouTube channel has produced a series of excellent tutorial videos that explain the game far better than I could in an article. What I was really interested in when reading the rulebook was how well it was structured, how clearly the mechanics were presented and how easy I thought it would be for a new player to actually get into the game. On that front, I came away reasonably impressed. The rulebook is clearly laid out and the table of contents are colour coded, which makes finding specific sections relatively straightforward. The introduction does a good job of explaining the setting and the overall concept, while the simple three phase turn gives players a solid foundation on which to build their understanding of the game. The complexity comes as you start adding buildings, technologies, units and special abilities rather than being dumped on you from the very beginning. That gradual increase in complexity is something I particularly appreciate. I've been playing tabletop games for a very long time and I've certainly encountered rulebooks that seem determined to make you understand every possible situation before you're allowed to move a single miniature. Swords & Stones doesn't appear to take that approach. The basic game is relatively easy to understand, but there is plenty of additional depth waiting for players who want to explore it. It's also worth mentioning the work that has already gone into developing the game. From my conversations with Luke, it is obvious that Swords & Stones has been in development for quite some time, and feedback from early players has already resulted in changes to both the rules and the miniatures. There are also plans for additional buildings, factions and other content as the game develops. For those with a 3D printer, there is another interesting incentive. The existing buildings, terrain pieces and tokens are being made available as free STL files as part of the crowdfunding campaign, with more content planned for the future. For a hobby that increasingly combines traditional miniature painting with 3D printing and terrain building, I think that's a very appealing addition. Ultimately, what interests me most about Swords & Stones is the ambition behind it. It is trying to combine miniature wargaming with the kingdom building, resource management and progression that many of us will recognise from classic RTS computer games. Whether it can successfully translate that experience to the tabletop remains to be seen, but having now read the rules, I think there is certainly enough here to make me curious about playing it. The next big step is the Gamefound crowdfunding campaign, which launches on 26th August. Like any crowdfunding project, its future depends upon reaching its funding goal, but if it does succeed then it looks as though Swords & Stones Studios has plenty of ideas for where the game can go next. If you'd like to know more, I'd recommend taking a look at the Swords & Stones Studios YouTube channel, where you'll find the tutorial videos explaining the game in much more detail. You can also keep an eye out for the Gamefound campaign when it launches. Whether you're interested in fantasy miniatures, tabletop strategy games, 3D printing, kingdom building or simply seeing somebody try something a little different with our hobby, I think Swords & Stones is certainly worth watching. And for me, that's probably the most interesting thing about it. We have plenty of established fantasy wargames to choose from, but it's always good to see somebody trying to take the hobby in a slightly different direction. Whether Swords & Stones ultimately becomes a game that develops a large following will depend on the players, the community and the support it receives, but the foundations certainly look promising.
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BigLee @biglee.bsky.social · 09/08/2026
Top Ten Tips for Newbies to Historical Wargaming: If you're thinking about getting into historical tabletop wargaming, or you've recently made the jump from fantasy or science fiction gaming, my latest YouTube video shares the ten pieces of advice I genuinely wish someone had given me when I…
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Top Ten Tips for Newbies to Historical Wargaming
If you're thinking about getting into historical tabletop wargaming, or you've recently made the jump from fantasy or science fiction gaming, my latest YouTube video shares the ten pieces of advice I genuinely wish someone had given me when I started. Rather than being hard-and-fast rules, they're lessons learned through years of collecting, painting, gaming and researching history. You can watch the full video below, but if you prefer to read first, here's a summary of the key points. Historical wargaming is unlike any other branch of the tabletop hobby. While it shares many of the same elements as other miniature games, it also combines military history, strategy, modelling and painting into one rewarding pastime. Making the transition can feel daunting, but it doesn't have to be. The first thing I would say is to start small. Don't feel pressured to recreate Waterloo on your first day. Skirmish games such as Bolt Action or Saga provide an excellent introduction without requiring hundreds of miniatures or complex rules. Just as important is choosing a period you genuinely love, because your enthusiasm will last much longer if you pick an era that truly fascinates you. Whether that means Ancient Rome, Napoleonics, medieval warfare, World War II or the English Civil War, following your own interests is often far more rewarding than simply collecting what everyone else is playing. It also helps to learn some history. Understanding the tactics and battlefield methods of your chosen period makes games more immersive and often improves your decision making on the tabletop. Alongside that, it is worth investing in quality where you can. Good miniatures and terrain enhance every game, so buy the best quality you can reasonably afford, don't overlook scratch-building terrain, and take the time to learn what good craftsmanship looks like before trying to replicate it yourself. Painting your armies is another important part of the hobby. Adopting a "no bare miniatures" approach encourages steady progress and improves your painting over time. Nobody starts as an expert, and every completed unit builds confidence. It is equally important to learn the rules properly. Spend time reading the rulebook instead of relying entirely on quick summaries, and make use of tutorial videos, online forums, experienced local players and club demonstration games to help you get to grips with the system. Historical wargaming is at its best when shared with others, so joining the community can make a huge difference. Clubs, online communities and gaming groups offer advice, inspiration and opportunities to enjoy larger games and campaigns. At the same time, it is worth remembering to balance accuracy with enjoyment. Historical authenticity matters, but the goal is still to have fun, and small adjustments that improve everyone's experience are perfectly reasonable within your own gaming group. Recording your games can also be incredibly rewarding. Battle reports, photographs and videos create a lasting record of your hobby journey while helping you improve as both a player and painter. Finally, never stop learning. History is an endless source of inspiration, and books, documentaries, museums, conventions and conversations with fellow gamers continually add new ideas and perspectives that enrich the hobby. There is no single "correct" way to enjoy historical wargaming. Every hobbyist arrives from a different background and develops their own interests over time. Hopefully these ten tips provide a useful starting point for anyone considering the move into historical gaming, but they're certainly not the only advice worth sharing. I'd love to hear what tips you would add, so feel free to leave a comment on the video and join the discussion.
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BigLee @biglee.bsky.social · 09/08/2026
Tips for Newbies to Historicals
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Tips for Newbies to Historicals
Thinking about making the move into historical wargaming from fantasy, sci-fi, or another tabletop gaming genre? In this video I share my personal top ten tips for anyone starting their tabletop historical wargaming journey, covering everything from choosing the right historical period and learning tactics to painting miniatures, reading rulebooks, building terrain, and finding the right gaming community. These are the lessons I genuinely wish someone had shared with me when I first discovered the hobby, and they helped shape the way I enjoy miniature wargaming today. Whether you're a complete beginner or a veteran looking to introduce new players to the hobby, I'd love to hear the advice you would add to the list in the comments below. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
050
BigLee @biglee.bsky.social · 05/08/2026
Meet Paul of Pazoot Wargaming
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Meet Paul of Pazoot Wargaming
Who is Paul Brook? I met Paul for the first time last year and over the last six months we have been collaborating on the 1812 Retreat from Moscow rulebook, part of a planned series of Battle Chronicle Wargames. So I thought it was high time we got together for a proper chat so we could find out who Paul is. His Origin Story, how the channel started and where he hopes it will go in the next few months and years. Get your copy of 1812 The Retreat from Moscow here https://www.pazoot.com/products/retreat-from-moscow 👉 Don't forget to use the discount code BIGLEE10 at checkout to get 10% off Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 05/08/2026
Meet Paul from Pazoot Wargaming: Who is Paul Brook from the Pazoot-Wargaming Channel? I've been collaborating with him since the start of the year, culminating in the release of our 1812 The Retreat From Moscow narrative skirmish campaign rulebook at the end of May. So I decided it was high time we…
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Meet Paul from Pazoot Wargaming
Who is Paul Brook from the Pazoot-Wargaming Channel? I've been collaborating with him since the start of the year, culminating in the release of our 1812 The Retreat From Moscow narrative skirmish campaign rulebook at the end of May. So I decided it was high time we got together so I could ask him a few questions to discover who Paul from Pazoot really is. So this is a longer video than I normally do but hopefully you will enjoy it as I ask Paul about his gamer origin story, how Pazoot came about, what's next in the Battle Chronicle series and where he see's Pazoot-Wargaming going in 2027. 
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BigLee @biglee.bsky.social · 02/08/2026
Why Unfair Battles Make Better Games
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Why Unfair Battles Make Better Games
How do you turn a hopeless historical battle into a brilliant tabletop wargame? In this week's hobby discussion, I explore one of the biggest challenges in historical scenario design: creating enjoyable asymmetrical battles where both players have a meaningful and rewarding experience. We look at why balanced armies don't necessarily create balanced games, how victory conditions can reflect real historical objectives, and how terrain, morale, storytelling, hidden movement, command challenges and playtesting can transform an uneven battle into one players will want to revisit again and again. Whether you write your own scenarios or simply enjoy playing historical tabletop wargames, this discussion offers practical ideas for designing games that remain historically authentic while still being fun for everyone around the table. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 02/08/2026
Why Unfair Battles Make Better Games: This week's video tackles a fascinating question from a viewer: how do you design an asymmetrical tabletop wargame that is genuinely enjoyable for both players? It is a challenge every historical scenario designer eventually encounters because history is rarely…
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Why Unfair Battles Make Better Games
This week's video tackles a fascinating question from a viewer: how do you design an asymmetrical tabletop wargame that is genuinely enjoyable for both players? It is a challenge every historical scenario designer eventually encounters because history is rarely fair. Battles were often won before the first shot was fired through superior numbers, better positioning or overwhelming resources. So how do we recreate those battles without creating an equally one-sided gaming experience? The first step is recognising that balance and enjoyment are not the same thing. Many scenarios become less interesting because designers try to make both armies equal, even when history tells us they were anything but. Instead, the focus should be on giving each player a different challenge that reflects the role their historical commander actually faced. Victory conditions are often the biggest factor. Rather than asking both players simply to destroy each other's armies, scenarios become much richer when objectives reflect historical reality. A smaller force may only need to delay an advance, protect a withdrawal or hold a key position for a limited time. The larger army may have to achieve its objectives quickly while limiting casualties or maintaining momentum. Different objectives create different strategic problems without altering the historical imbalance. Terrain also becomes a powerful balancing tool. Forests, rivers, villages, hills and prepared defences all allow a weaker force to offset superior enemy numbers in believable ways. Combined with hidden movement, ambush opportunities and uncertainty about enemy positions, terrain creates tension and meaningful decision-making for both sides. Scenario-specific mechanics can add even more depth. Morale rules, command friction, limited resources, changing weather or unexpected reinforcements all help recreate the uncertainty of real battles. Rather than introducing artificial bonuses, these mechanics model the problems real commanders faced and often become the moments players remember long after the game has finished. Replayability is another important consideration. Variable objectives, different deployment options and random events can ensure that the same historical battle offers fresh tactical challenges each time it is played. Good scenarios encourage experimentation without abandoning historical authenticity. Perhaps the most important lesson, however, is that no scenario is ever truly finished until it has been thoroughly playtested. Players will always discover unexpected tactics, loopholes or unforeseen problems. Careful testing and refinement allow designers to adjust objectives and mechanics until both sides enjoy a satisfying and engaging experience. Historical battles were rarely fought on equal terms, and our tabletop games do not need to be either. The goal is not equal armies but equal opportunities for interesting decisions. When scenario design succeeds, even a hopeless last stand or desperate delaying action can become one of the most memorable games players ever experience.
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BigLee @biglee.bsky.social · 26/07/2026
How to Teach Wargame Rules Easily: Introducing new rules to a tabletop wargaming group can often be more challenging than learning the rules themselves. Every hobbyist has likely experienced the moment where excitement for a new system meets hesitation from other players who aren’t familiar with…
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How to Teach Wargame Rules Easily
Introducing new rules to a tabletop wargaming group can often be more challenging than learning the rules themselves. Every hobbyist has likely experienced the moment where excitement for a new system meets hesitation from other players who aren’t familiar with the period, the mechanics, or simply don’t know what to expect. This video explores practical, proven ways to bridge that gap and turn reluctant players into engaged participants. Rather than overwhelming players with complex explanations upfront, one of the most effective approaches is to start with simplified or “quick start” versions of the rules. By focusing only on the core mechanics such as movement, shooting, and combat, players can begin interacting with the game immediately. This helps build confidence and understanding through play, rather than through long explanations that are quickly forgotten once dice start rolling. Narrative is another powerful tool. When rules are embedded within a story-driven scenario, they become easier to understand and far more memorable. Instead of thinking in abstract terms, players are drawn into situations such as desperate defensive actions, surprise attacks, or critical battlefield objectives. This transforms mechanics into meaning, helping players connect emotionally with what is happening on the tabletop. Visual presentation also plays a crucial role. A well-prepared table with clear terrain, organised units, and accessible reference materials can immediately capture attention and reduce cognitive load. Combined with demonstration-style teaching, where rules are introduced as they become relevant during play, this creates a natural learning flow that feels intuitive rather than instructional. Mentorship and table atmosphere are equally important. A relaxed, welcoming environment where mistakes are treated as part of the learning process encourages experimentation and reduces anxiety. Experienced players can guide newcomers without overwhelming them, offering support while still allowing space for independent decision-making. Historical context, when used lightly and effectively, can also help bring meaning to scenarios, while feedback from players ensures that teaching methods continue to improve over time. Ultimately, introducing new wargame rules is not just about transferring knowledge, but about creating engaging experiences that players want to return to. When done well, even complex systems become accessible, enjoyable, and memorable.
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BigLee @biglee.bsky.social · 26/07/2026
How to Teach Wargame Rules Easily
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How to Teach Wargame Rules Easily
Introducing new wargaming rules can be one of the hardest parts of the hobby, especially when your players aren’t initially interested in the historical period or ruleset you’re trying to bring to the table. In this video, we explore practical, real-world techniques for teaching tabletop wargames in a way that builds engagement, reduces overwhelm, and gets players invested quickly. From using simplified “quick start” rules, to narrative-driven scenarios, demonstration games, visual aids, and step-by-step learning, this is all about making rules accessible and fun rather than intimidating. Whether you’re running historical wargames, skirmish systems, or larger tabletop battles, these approaches can help your games land better with both new and experienced players. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 22/07/2026
Swords & Stones Dark Days Starter Set Unboxing
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Swords & Stones Dark Days Starter Set Unboxing
Could Swords and Stones be the closest thing to a real-time strategy (RTS) computer game recreated on the tabletop? In this video I take a look at this ambitious fantasy tabletop wargame, inspired by classics like Age of Empires, Stronghold and Battle for Middle-earth. Set in a brutal post-cataclysmic world, players must rebuild civilisation, gather resources, expand their settlements and fight for survival using beautifully crafted miniatures. I also explain how the upcoming Dark Days Starter Set works, what to expect from the Gamefound crowdfunding campaign launching on 26th August, and why the game offers something genuinely different for fans of tabletop gaming, miniature wargames and strategy games alike. Sword and Stone Studios Trailer; https://www.youtube.com/watch?v=IAz1WospB0A Gamefound; https://gamefound.com/en/projects/swordandstonestudios/swords-and-stones Website; www.swordandstonestudios.com Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 19/07/2026
What Makes Wargaming So Rewarding
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What Makes Wargaming So Rewarding
Tabletop wargaming is more than just pushing miniatures across a battlefield—it’s a blend of tactical decision-making, artistic expression, and social connection. In this video, we explore what really makes the hobby so rewarding for historical wargamers, miniature painters, and tabletop strategy fans. Is it the thrill of outmanoeuvring your opponent on the tabletop? The satisfaction of painting and converting detailed miniatures? Or is it the friendships, stories, and shared experiences built around the gaming table? This discussion dives into all three aspects of the hobby and reflects on how they shape the way we enjoy wargaming over time. Whether you're into Warhammer, historical battles, skirmish gaming, or campaign play, this video is for anyone who loves the hobby in all its forms. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 19/07/2026
What Makes Wargaming So Rewarding?: I'd argue that tabletop wargaming is one of the most diverse and rewarding hobbies available today, blending tactical gameplay, artistic creativity, and strong social connections into a single shared experience. In this video, I take a closer look at what makes…
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What Makes Wargaming So Rewarding?
I'd argue that tabletop wargaming is one of the most diverse and rewarding hobbies available today, blending tactical gameplay, artistic creativity, and strong social connections into a single shared experience. In this video, I take a closer look at what makes the hobby so compelling for historical wargamers, miniature painters, and tabletop strategy enthusiasts, and why so many people stay engaged with it for years, or even decades. At its core, wargaming offers a unique form of strategic challenge. Every game becomes a test of planning, adaptability, and decision-making under uncertainty. Whether you’re manoeuvring historical regiments across a Napoleonic battlefield or coordinating modern skirmish units in a tactical scenario, the satisfaction comes from seeing your ideas unfold on the table. Of course, things rarely go exactly to plan (especialy for me!) and that unpredictability is part of the charm. Dice rolls, opponent decisions, and unexpected battlefield developments all combine to create memorable moments that no two games ever replicate. But the hobby doesn’t end when the game does. For many players, the modelling and painting side is just as important, if not more so. Building armies, painting miniatures, and designing terrain allows for deep personal expression. Each figure becomes a small creative project, and entire forces can reflect historical accuracy, imaginative flair, or personal storytelling. The process itself can be relaxing and immersive, offering a different kind of satisfaction compared to the intensity of gameplay. Seeing a fully painted army on the table is often described as one of the most rewarding milestones in the hobby. Then there is the social dimension, which I think underpins everything else. Wargaming naturally brings people together in a shared space where conversation, storytelling, and friendly competition happen organically. Over time, regular opponents become friends, and gaming clubs become communities. Campaigns stretch across weeks or months, and the stories that emerge from those games often become as important as the outcomes themselves. It’s a hobby that encourages interaction, shared experiences, and a sense of belonging that can be difficult to find elsewhere. This video explores all of these elements and asks a simple but important question: what do you find most rewarding about tabletop wargaming? Whether it’s the tactical depth, the artistic side, or the community itself, every player experiences the hobby differently, and those perspectives are what make it so rich and enduring.
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BigLee @biglee.bsky.social · 15/07/2026
This Waterloo Kickstarter Genuinely Suprised Me
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This Waterloo Kickstarter Genuinely Suprised Me
Could Pocket General: Waterloo be one of the most exciting ideas in historical tabletop wargaming? In this video I take a look at this innovative Kickstarter project that recreates the Battle of Waterloo using beautifully illustrated cards instead of traditional miniatures. Designed to be affordable, portable and accessible, Pocket General allows you to enjoy Napoleonic wargaming wherever you are without needing boxes of figures or terrain. I also discuss why making historical wargaming easier for newcomers is so important, the project's commitment to original human-created artwork, and why I believe this is a genuinely worthwhile campaign. If you enjoy historical wargaming, miniature painting, Napoleonic history, Waterloo, Kickstarter projects and hobby discussion, I'd love to hear your thoughts Kickstarter: https://www.kickstarter.com/projects/brandonf/pocket-general-wargaming-cards?ref=dy0hwh Brandons Channel: www.youtube.com/@BrandonF Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 15/07/2026
History in Your Pocket: Today I wanted to look at an intriguing new Kickstarter project called Pocket General: Waterloo, a portable historical wargaming system that replaces traditional miniatures with beautifully illustrated playing cards. While the video explores my first impressions after…
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History in Your Pocket
Today I wanted to look at an intriguing new Kickstarter project called Pocket General: Waterloo, a portable historical wargaming system that replaces traditional miniatures with beautifully illustrated playing cards. While the video explores my first impressions after speaking with creator Brandon Fisichella, the wider discussion raises some interesting questions about accessibility, affordability and the future of introducing new players to historical tabletop gaming. Historical wargaming has always been a rewarding hobby, but it is also one that demands a considerable investment of time, money and space. Building opposing armies, painting hundreds of miniatures and collecting terrain can be immensely satisfying, but it can also appear daunting to newcomers. Pocket General approaches that challenge from a different direction. Instead of asking players to assemble large collections before enjoying a battle, it provides complete armies represented by high-quality illustrated cards that are ready to play straight out of the box. The result is a system that can easily travel in a pocket, making it ideal for holidays, weekends away or simply gaming where storage space is limited. Importantly, Pocket General is not presented as a replacement for traditional miniature wargaming. Rather, it offers another way to enjoy the hobby while lowering the barriers for those taking their first steps into historical gaming. By making classic battles such as Waterloo more accessible, it may encourage newcomers to discover the wider hobby before eventually moving on to painted miniatures and larger collections. Another aspect that makes the project stand out is its visual presentation. The card artwork captures the energy and movement of Napoleonic battlefields with an expressive style that conveys the smoke, confusion and drama of combat. The creators have also committed to commissioning only original artwork from human artists, with no AI-generated imagery used in the production of the game. The Kickstarter campaign is focused primarily on funding these commissions while ensuring the artists are paid fairly for their work. The initial release focuses on the Battle of Waterloo, providing French and British forces, with plans to expand into Prussian, Dutch and Hanoverian contingents as additional funding becomes available. Future ambitions also include terrain cards that would allow players to build more detailed battlefields while retaining the system's remarkable portability. Whether Pocket General becomes a regular feature on gaming tables remains to be seen, but it is certainly an imaginative attempt to make historical wargaming easier to access without sacrificing its historical flavour. Anything that encourages more people to explore our hobby deserves consideration, particularly when it is supported by original artwork and a genuine passion for history.
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Reposted by BigLee
Hot Lead Actual 🍁 🇺🇦 🏳️‍⚧️🏳️‍🌈🇯🇴 @jamesmanto.bsky.social · 14/07/2026
#Nerdlings #wargaming
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BigLee @biglee.bsky.social · 12/07/2026
Should History Decide who Wins?: One of the things I enjoy most about making these videos is that so many of them begin with questions from viewers. This week's discussion was inspired by Tony Wentworth, who asked a deceptively simple question: should historical wargame rules do everything possible…
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Should History Decide who Wins?
One of the things I enjoy most about making these videos is that so many of them begin with questions from viewers. This week's discussion was inspired by Tony Wentworth, who asked a deceptively simple question: should historical wargame rules do everything possible to produce the "correct" historical result? Most of us want our games to feel authentic. We want armies to behave as they did historically, commanders to face the same challenges, and the battlefield to reward historically sensible tactics. But at the same time, we're still playing a game. If every battle is predetermined because history tells us who won, where does that leave the players? My own view is that a good ruleset should always be capable of reproducing the historical outcome. If the rules accurately represent troop quality, command, morale, terrain and weapon effectiveness, then the historical result should be one possible outcome. The important word, though, is "possible" rather than "guaranteed." History is full of battles that seem almost impossible to recreate without some additional help from the rules. Agincourt relied heavily on terrible ground conditions, French overconfidence and the effectiveness of English longbowmen. Thermopylae depended almost entirely on geography until betrayal changed everything. Rorke's Drift was shaped by carefully prepared defences, disciplined rifle fire, leadership, fatigue and the pauses between successive Zulu attacks. Without acknowledging those unique historical circumstances, generic tabletop rules often produce results that look nothing like the real battles. That's where carefully designed scenarios and special rules become valuable. They shouldn't dictate the outcome, but they should recreate the conditions that made the historical outcome possible. For me, that's where the real challenge of historical game design lies. A scenario should encourage players to make the same kinds of decisions their historical counterparts faced, while still leaving enough uncertainty that skill, judgement and luck can produce different results. After all, if players have no meaningful choices, they're simply acting out history rather than exploring it. That's what makes this such an interesting subject to discuss. There probably isn't a single right answer. Some players prefer tightly scripted historical recreations, while others enjoy seeing history take an entirely different direction once the first dice are rolled. Wherever you fall on that spectrum, I think we can all agree on one thing: the best historical games are the ones that leave both players feeling they had meaningful decisions to make and a genuine chance to influence the battle. I'd love to know where you stand. Should historical rules prioritise historical accuracy above everything else, or should player agency always come first? Join the discussion in the comments below and let me know your thoughts.
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BigLee @biglee.bsky.social · 12/07/2026
Should History Decide the Winner
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Should History Decide the Winner
How historical should historical wargames really be? Should tabletop wargaming rules force the correct historical outcome, or should player decisions and the dice be allowed to rewrite history? In this week's hobby discussion, I explore one of the biggest debates in historical miniature wargaming, inspired by a viewer's question. Using famous battles including Agincourt, Thermopylae and Rorke's Drift, I examine how scenario design, special rules and game mechanics can recreate history without sacrificing player agency. Whether you enjoy Black Powder, Chain of Command, Sharp Practice, Bolt Action, Hail Caesar or any other historical ruleset, this discussion looks at balancing realism, playability and fun. I'd love to hear where you stand on the question—should history guide the game, or should the players decide the outcome? Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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Reposted by BigLee
Eric Farrington @bloodandspectacles.bsky.social · 08/07/2026
Since I am traveling about, it seems like this is a good idea! I am reviewing it on the blog this week. #wargaming #historicalwargaming #travelbattle #perryminiatures
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BigLee @biglee.bsky.social · 08/07/2026
We Turned Sharp Practice into a Big Battle: The latest video on the channel takes a look behind the scenes of our award-winning participation game based on the Battle of the Berezina, one of the defining actions of Napoleon's disastrous 1812 Retreat from Moscow. Rather than simply showing the…
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We Turned Sharp Practice into a Big Battle
The latest video on the channel takes a look behind the scenes of our award-winning participation game based on the Battle of the Berezina, one of the defining actions of Napoleon's disastrous 1812 Retreat from Moscow. Rather than simply showing the finished table, the video explores the thinking behind the project and how we adapted Sharp Practice 2 to recreate a much larger battle than the rules were originally designed for. The Battle of the Berezina has always appealed as a wargaming subject because it combines dramatic history with challenging tabletop decisions. As the remnants of the Grande Armée struggled to escape across temporary bridges over the freezing Berezina River, the French rearguard fought desperately to delay the advancing Russians while thousands of soldiers and civilians tried to reach safety. It is a battle defined by sacrifice, desperate heroism and impossible choices, making it ideal for narrative gaming. Bringing that history to life required much more than simply painting figures. The project combined miniatures from several manufacturers, custom-built river sections and bridges, carefully researched terrain, and months of planning to produce a table that reflected both the history and the atmosphere of the campaign. Participation games demand a balance between visual impact and enjoyable gameplay, so every decision had to serve both purposes. Perhaps the greatest challenge came from the rules. We chose to modify Sharp Practice 2 to cope with battalion-sized formations. Senior commanders activated groups of units instead of individuals, the Force Morale system was extended to create a slower-burning but more dramatic collapse, and several historical special rules captured the unique personalities and circumstances of the campaign. Marshal Ney inspired nearby troops, Jean-Baptiste Eblé accelerated bridge repairs, Cossacks terrorised broken formations, and streams of exhausted French stragglers became moving obstacles that influenced both movement and morale. The result was a game that remained recognisably Sharp Practice while successfully handling a much larger battle. Although turns naturally took longer, the battle developed exactly the sort of momentum hoped for, beginning with mounting tension before accelerating into a dramatic conclusion. The project also demonstrated one of the great strengths of participation games. They are not simply opportunities to display painted miniatures but a way of sharing history, discussing rule ideas, meeting fellow hobbyists and encouraging conversations throughout the day. Receiving the show's Best in Show award was a wonderful surprise, but perhaps even more rewarding were the many discussions with visitors who stopped to ask questions, roll dice and share their own enthusiasm for historical wargaming.
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BigLee @biglee.bsky.social · 08/07/2026
Big Battle Sharp Practice
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Big Battle Sharp Practice
What does it take to turn Sharp Practice 2 into a large-scale Napoleonic wargame? In this video I look back at our award-winning participation game recreating the Battle of the Berezina during Napoleon's disastrous 1812 Retreat from Moscow, shown at the Broadside Wargames Show. I discuss the history behind the battle, how Ray and I built the table, the rule changes we made to handle a much larger engagement, and what we learned after putting the game in front of hundreds of visitors. From adapting command and morale systems to introducing special rules for Ney, Eblé and the French stragglers, this is a behind-the-scenes look at designing big historical wargames while keeping the character of Sharp Practice intact. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 06/07/2026
The Battle of Caldiero: Yesterday five of the Rejects got together for a game in the shed-o-war. Despite the heat, we managed a seven hour game using Richards own early Napoleonic rules and his miniature collection. The Battle of Caldiero, fought on 12 November 1796, took place during Napoleon's…
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The Battle of Caldiero
Yesterday five of the Rejects got together for a game in the shed-o-war. Despite the heat, we managed a seven hour game using Richards own early Napoleonic rules and his miniature collection. The Battle of Caldiero, fought on 12 November 1796, took place during Napoleon's campaign in Northern Italy. Having defeated the Piedmontese and forced the Austrians back, the French Army of Italy had trapped an Austrian force in Mantua and repelled an earlier attempt to relieve the city. By early November, however, Napoleon faced a renewed Austrian offensive as two enemy columns advanced from the north with the intention of joining near Verona before marching on Mantua. Judging the Austrian force approaching from the east under Alvinczy to be the greater threat, Napoleon ordered Vaubois to delay the northern column while he concentrated his main force around Verona. Alvinczy's advance guard occupied positions between Caldiero and Colognola, with the remainder of the Austrian army some distance behind at Villanuova. Napoleon planned to defeat the isolated advance guard before reinforcements could arrive, using Augereau to pin the enemy at Caldiero while Massena attacked their right flank through Colognola. In this scenario, the French achieve victory by forcing at least half of the Austrian advance guard to retreat, rout or be destroyed, or by inflicting greater casualties than they suffer. The Austrians must retain control of both Caldiero and Colognola until the end of the battle. Harsh winter weather, including snow, sleet and mud, can severely affect movement, artillery, cavalry charges and musketry, while terrain features such as vineyards, woods and fortified villages further influence the course of the fighting. The Action The French apporach the two heavily defended tolwns and the ridge line held by the Austrians The village of Stra, forward of the main Austrian line, was heavily defended, Slightly back from Stra was the town of Caldiero. This would be a tougher nut to crack as most of the building here were stone built.  The ridge between Caldiero and Colognda Colognda was another town held by the Austrians and was fought over fiercely during the battle Inspecting the troops. They may look rather ragged, but all of the French regiments were veterans. Cannon fire marked the begining of the battle French reinforcements in the form of Dragoons moved around the rear of the army to protect our right flank.  Outnumbered two to one these Austrians probably don't stand a chance The French advance begins, and casualties begin to mount immediately. In the Centre, Stuarts troops advance towards the ridge. Point blank musketry and canister would thin their ranks by the end of the day. Although the French had half the artillery of the Austrians, their gunnery was better giving them an extra dice every time they fired....pity we couldn't hit the broad side of a barn all day!  My Dragoons canter round the rear of my infantry, full of confidence.  The first assult of the day. My Grenadiers attack the village of Stra Snapshot of the positions early in the fight. Look at all those neat blue lines...it won't stay this way for long! I take Stra fairly easily, and the Austrians have to pull back their gun to save it from capture. With my left flank secured I can advance past Stra an on to Caldiero.  My Boys in Stra. The Grenadiers were relentlessly targeted after this and eventually had to fall back and rally. But they never got to see any more action.  Staurts regiments have pased through the Vinyards and are ready to assult the ridge. With the austrians on favourable ground, and flanked by artillery, any assult will be costly.  Beyond the village my infantry begin massing for the attack on Caldiero The Austrian Hussars charge and my heavier Dragoons successfuly counter charge. I have a slight advatage but the result is in the hands of the dice gods...  ...and the dice gods laughed in my face.  In the distance Stuarts assult on the ridge has begun. My troops are now positioned to assult Caldiero Stuart launches his assult on Colognda and was repulsed.  The assult on the ridge was more succesful, but at a great cost. We would later come to regreat getting carried away here.  Forced out of Stra I was alble to immediately retake it, but again, casulaties are mounting.  This little village saw a lot of bloodshed. In the final turn I launch my assult on Caldiero. I manage to take the town. One objective down, and one more to go.  Staurt captures Colognda. Thats the second objective taken, but the question remains, have we done enough to win the battle?  The Outcome Napoleon's attack achieved only partial success. The French managed to seize Caldiero after heavy fighting, but Masséna's attempt to turn the Austrian right at Colognola failed, denying Napoleon the decisive breakthrough his plan required. With atrocious weather disrupting operations and Austrian reinforcements arriving throughout the day, the French were unable to exploit their initial gains. As the balance of the battle shifted, Napoleon ordered a withdrawal, allowing the Austrians to reoccupy Caldiero while retaining Colognola throughout the action. Although the Austrians won the battle, the victory proved short-lived, as Napoleon regrouped and defeated Alvinczy at Arcole just days later, restoring the French strategic advantage. In our game Stuart and I managed to equal Napoleons result, capturing Caldiero and Colognola, but just like the Corsican Ogre, at great cost. Meanwhile despite Austrian reinforcements not arriving before the end of the game, they were not far away, so the French could not hope to hold their position. We had taken severe casualties in our centre and like Napoleon would have had to relinquish the field. The game was called as a narrow victory for the Austrians. 
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BigLee @biglee.bsky.social · 05/07/2026
Is the Hobby Changing
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Is the Hobby Changing
Is historical wargaming changing, and if so, is that something to celebrate? After more than forty years in the tabletop hobby, I've noticed something different at recent wargames shows: more families, younger gamers, more women, and a broader range of people discovering historical miniature wargaming. In this video, I share my personal observations and discuss why I believe these changes are a positive sign for the future of our hobby. We explore how new players bring fresh ideas, creativity, and enthusiasm without taking anything away from the traditions, history, and craftsmanship that make historical wargaming so rewarding. Join the conversation and let me know whether you've noticed the hobby changing too. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 05/07/2026
Is the Hobby Changing?: After more than four decades in the hobby, I believe the answer is yes—but perhaps not in the way many people expect. Over the last few years, I've attended a number of wargames shows where I've noticed something that would have been far less common when I first entered the…
dlvr.it
Is the Hobby Changing?
After more than four decades in the hobby, I believe the answer is yes—but perhaps not in the way many people expect. Over the last few years, I've attended a number of wargames shows where I've noticed something that would have been far less common when I first entered the hobby. The crowds seem broader. There are more families, more younger gamers, more women, and a wider mix of people enjoying tabletop wargaming than I remember seeing twenty or thirty years ago. More importantly, the atmosphere has been incredibly positive. The enthusiasm for history, miniature painting, tabletop battles, and the social side of the hobby is every bit as strong as it has always been. In this video, I reflect on those observations and ask whether these changes might actually be one of the best things to happen to historical wargaming. Rather than focusing on controversy, I wanted to look at what I've genuinely experienced while attending recent shows and speaking to fellow hobbyists. One of the biggest conclusions I've reached is that new players don't replace the traditions that many of us have loved for decades. They add to them. Every newcomer brings different interests, fresh ideas, new projects, and sometimes introduces us to campaigns or historical subjects we may never have explored ourselves. That's one of the great strengths of tabletop gaming. The hobby grows not because it abandons its past, but because each new generation builds upon it. The routes into historical wargaming are also changing. Where many of us discovered the hobby through clubs and magazines, today's players often arrive through YouTube, podcasts, board games, fantasy gaming, or social media before finding their way to historical miniatures. The destination remains the same: a shared passion for history, creativity, modelling, painting, and rolling dice with friends. One thing I didn't include in the video because of time constraints was my theory that maybe Covid and lockdowns have accelerated a process that has been happening for a while now. Lost of 'new' gamers rediscovered a hobby they had played when they were younger during this period. But there are also a lot of other new wargamers who seem have entered the hobby since 2020. I don't know if there is any actualy data to support this, its just anecdotal evidence and what I think I can see at shows. Maybe a new generation of wargamers had their perspectives on what was important, and what wasn't during those long lockdowns. As a society we seem to have a better appreciation of metal health and welbeing following the Pandemic, and a social hobby like wargaming, with painting and creativity at its core, fits perectly with that mindset. Maybe that is drawing new people into the hobby? Or maybe I'm imagining it? 🤣 Ultimately, this isn't a video about politics or changing the hobby into something different. It's about recognising that every thriving hobby needs new people, new ideas, and new enthusiasm if it is going to flourish for decades to come. From my perspective, after forty years of gaming, that's exactly what I'm beginning to see. I'd love to know whether you've noticed the same changes at your local club or the shows you attend. Do you think historical wargaming is changing? If so, do you see those changes as positive? Join the discussion by watching the video and sharing your own thoughts in the comments. The conversation is always better when more voices are around the table.
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BigLee @biglee.bsky.social · 28/06/2026
How do you Hide an Army
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How do you Hide an Army
How do you simulate the fog of war in tabletop wargaming when real commanders rarely knew exactly where the enemy was? In this video, I explore hidden deployment, concealed movement, blinds, double-blind games, and other methods that can add uncertainty, suspense, and memorable moments to historical tabletop battles. Drawing on experiences from the Posties Rejects gaming group, including chaotic American Civil War encounters, First World War dawn attacks, and French & Indian War woodland skirmishes, I discuss practical ways to recreate battlefield confusion and imperfect intelligence. Whether you're a historical wargamer, miniature painter, scenario designer, or simply interested in making your games more immersive, this video looks at techniques that can transform the tabletop experience. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 28/06/2026
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.…
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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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BigLee @biglee.bsky.social · 26/06/2026
Hope you enjoy playing it as much as we did in playtesting.
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BigLee @biglee.bsky.social · 21/06/2026
Do Tokens Ruin Wargames
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Do Tokens Ruin Wargames
In this video, we explore a surprisingly divisive topic in tabletop historical wargaming: tokens, markers, and tabletop clutter. Inspired by a viewer comment on 1812: The Retreat from Moscow – A Battle Chronicle Wargame, we dive into whether cards, dice, activation counters, wound markers, and condition tokens enhance gameplay or spoil the visual spectacle of beautifully painted miniatures. Are these essential tools for tracking complex game states, or do they break immersion on an otherwise cinematic battlefield? We break down the main types of wargaming tokens, from casualty tracking and activation markers to hidden movement and resource management, and discuss how they shape modern rule design. Finally, we look at creative ways to integrate tokens into terrain so they enhance rather than disrupt the tabletop experience. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 21/06/2026
Do Tokens Ruin Wargames?: Tabletop wargaming has long struggled with visual spectacle and mechanical clarity, and few topics highlight that tension more clearly than the use of tokens, markers, and tabletop gaming aids. In todays video, I take a closer look at whether these tools enhance or detract…
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Do Tokens Ruin Wargames?
Tabletop wargaming has long struggled with visual spectacle and mechanical clarity, and few topics highlight that tension more clearly than the use of tokens, markers, and tabletop gaming aids. In todays video, I take a closer look at whether these tools enhance or detract from the immersive experience that draws so many hobbyists into miniature wargaming in the first place.  The discussion originates from a viewer who observed that early photo's of playtesting of our 1812 Retreat from Moscow rules introduced a range of counters and markers onto the tabletop. While entirely functional, it was noted that these elements sometimes “spoil the visual effect of the armies.” That observation opens up a much wider question that that I wanted to discuss today: how much visual clutter is too much? So today I briefly discuss some of the major categories of wargaming tokens used across historical and skirmish systems. These include casualty and wound tracking markers, activation and turn order counters, status and condition effects such as pinned or suppressed, and tactical resource tokens like command points or ammunition tracking. Each serves a practical function, reducing bookkeeping and helping players manage increasingly complex rule systems without constantly referencing notes or rosters. These markers can enhance gameplay, but with a visual trade-off.  Historical wargaming is built on atmosphere, with painted miniatures, carefully crafted terrain, and cinematic table layouts forming a key part of the hobby experience. When that battlefield becomes crowded with brightly coloured counters and reminders, some of the illusion can be lost. The question is not whether tokens are useful (they clearly are) but whether their implementation can be improved. The video also explores practical solutions for hobbyists who want both clarity and aesthetics. One approach is integrating tokens into the visual language of the table itself. Instead of generic plastic markers, players can use scenic elements such as equipment piles, smoke effects, terrain-integrated counters, or themed objective markers. These subtle changes can preserve immersion while still providing the clarity needed for smooth gameplay.
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BigLee @biglee.bsky.social · 19/06/2026
We Nearly Broke our Wargame: A few nights ago, Ray and I got together with Paul Brooks from Pazoot for one final chat about our recently published campaign book, 1812: The Retreat from Moscow – A Battle Chronicle Wargame. Rather than discussing the rules themselves, we spent some time reflecting on…
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We Nearly Broke our Wargame
A few nights ago, Ray and I got together with Paul Brooks from Pazoot for one final chat about our recently published campaign book, 1812: The Retreat from Moscow – A Battle Chronicle Wargame. Rather than discussing the rules themselves, we spent some time reflecting on the journey that took the project from a slightly mad idea to a finished publication. We talked about where the concept came from, how it evolved during development, the challenges we encountered along the way, and the many rounds of playtesting that helped shape the final product. It was an enjoyable opportunity to look back on a project that has occupied a significant amount of our time over the last few months and to share some of the behind-the-scenes stories that never quite make it into the finished rulebook.  I appreciate that this is rather different from my usual video content. It's longer, more informal, and much more of a relaxed conversation than a scripted hobby discussion. However, I thought some viewers might find it interesting to hear about the realities of taking a wargaming project from initial concept through to publication. One final apology: the video and audio quality are a little rough around the edges. The discussion was recorded over Google Meet, so it's not quite up to the usual production standards. Still, hopefully the content makes up for the occasional technical wobble. If you've ever wondered what goes into creating a wargame publication, or you're interested in the story behind 1812: The Retreat from Moscow, I hope you enjoy the conversation.
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BigLee @biglee.bsky.social · 19/06/2026
We Nearly Broke our Wargame
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We Nearly Broke our Wargame
After months of research, playtesting, writing, rewriting and refining, 1812: The Retreat from Moscow – A Battle Chronicle Wargame is finally available. In this special designer discussion, Paul Brook, Ray Rousell and I sit down for an unscripted conversation about the journey from initial concept to published campaign book. We discuss the challenges of designing a narrative skirmish wargame set during Napoleon's disastrous retreat from Moscow, balancing historical authenticity with enjoyable gameplay, developing linked scenarios, playtesting, miniature collections, and the realities of bringing a historical wargaming project to market. If you're interested in tabletop wargame design, historical gaming, Napoleonic warfare, campaign systems, miniature wargaming or the creative process behind published rules, this behind-the-scenes discussion offers an honest look at what it takes to turn an idea into a finished product. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 14/06/2026
Army First or Rules First?
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Army First or Rules First?
Have you ever wondered what comes first when starting a new historical wargaming project? Do you choose a set of rules and build your armies to match, or do you collect, paint, and base your miniatures first before searching for the perfect ruleset? In this week's hobby discussion, inspired by a question from viewer Terry Warden, I explore the different ways historical wargamers approach new projects. From rules-first planning to armies-first collecting, and the period-first approach that I personally favour, we'll look at what drives project choices across the tabletop wargaming hobby. Whether you're into historical wargaming, miniature painting, army building, basing miniatures, or researching military history, join the conversation and share your own approach. Join this channel to get access to perks: https://www.youtube.com/channel/UC-OyOZpU-R7PNBOFwP4mu3g/join
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BigLee @biglee.bsky.social · 14/06/2026
Armies First, or Rules First?: What comes first when starting a new historical wargaming project: the rules or the armies? It's a simple question that sparked an interesting line of thought on my channel after viewer Terry Warden asked whether most historical wargamers choose a ruleset first and…
dlvr.it
Armies First, or Rules First?
What comes first when starting a new historical wargaming project: the rules or the armies? It's a simple question that sparked an interesting line of thought on my channel after viewer Terry Warden asked whether most historical wargamers choose a ruleset first and then build their armies to match, or collect and paint their armies before looking for suitable rules. The more I thought about it, the more I realised that there isn't a single answer and that different hobbyists approach new projects in very different ways. In this week's video, I explore three common approaches to starting a historical wargaming project. Some gamers begin with a set of rules. They want to know exactly how armies are organised, how many miniatures they need, and what basing system will be required before buying a single figure. Others take the opposite route, collecting and painting the armies that inspire them before worrying about how they will be used on the tabletop. Then there are gamers like me, who usually start with a particular historical period and scale before asking what rules are available. Along the way, I discuss the advantages and disadvantages of each approach, the importance of basing decisions, the influence of local gaming clubs, and why enthusiasm for a particular period often outweighs careful planning. I also consider whether there is such a thing as a "normal" way to start a historical army collection, or whether the diversity of approaches reflects the broad appeal of the historical wargaming hobby itself.
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BigLee @biglee.bsky.social · 13/06/2026
Best in Show at Broadside 2026: The Posties Rejects were back at the Broadside Wargames Show today, hosted by the Milton Hundreds Wargaming Club. Broadside has become a regular fixture in our calendar and we make a point of putting on a participation game every year. We all take turns bringing…
dlvr.it
Best in Show at Broadside 2026
The Posties Rejects were back at the Broadside Wargames Show today, hosted by the Milton Hundreds Wargaming Club. Broadside has become a regular fixture in our calendar and we make a point of putting on a participation game every year. We all take turns bringing games to the show, and this year it was Ray and I who had the pleasure of collaborating on a project that has occupied a great deal of our hobby time over the last couple of years. Today we finally got our 28mm Retreat from Moscow collection onto the table in all its wintery glory. Even better, at the end of the day we were absolutely delighted to be awarded Best in Show. Needless to say, we're both over the moon. The Battle of Berezina, November 1812 Our game recreated part of the Battle of Berezina, fought between 26 and 29 November 1812 during the catastrophic retreat of Napoleon's Grande Armée from Russia. To understand why Berezina became such a desperate struggle, we need to go back to June 1812 when Napoleon launched his invasion of Russia. Around 600,000 men crossed the frontier in what remains one of the largest military operations in history. The intention was to force Russia back into compliance with the Continental System and strengthen French dominance across Europe. The Russians, however, refused to fight the decisive battle Napoleon wanted. Instead, they retreated deeper into their vast territory, destroying food, supplies and shelter as they went. The strategy forced the French to advance ever further from their supply lines while finding less and less to live on. The two armies finally met at Borodino on 7 September. The battle was a French tactical victory, but it came at an enormous cost, with roughly 70,000 casualties suffered between the two sides in a single day. More importantly, the Russian army survived intact and withdrew in good order. A week later Napoleon entered Moscow expecting Tsar Alexander I to seek terms. Instead, much of the city was destroyed by fire and the Tsar refused to negotiate. After waiting more than a month in the ruins, Napoleon finally ordered a retreat. What followed was one of history's great military disasters. Forced back along the same devastated route his army had already stripped bare, Napoleon's troops faced starvation, disease, exhaustion, relentless Cossack attacks and an unusually early Russian winter. By mid-November the remnants of the Grande Armée had reached Smolensk only to discover that its supplies were already exhausted. Worse still, several Russian armies were converging to cut off their escape. The Crossing of the Berezina By late November Napoleon's army found itself trapped against the Berezina River. The main bridge at Borisov had been seized by Russian forces under Admiral Pavel Chichagov, while other Russian armies closed in from different directions. The situation looked hopeless. Napoleon responded with one of the most impressive deception operations of his career, convincing the Russians that he intended to cross further south. Meanwhile, French engineers identified a crossing point near the village of Studienka. Under the leadership of General Jean-Baptiste Eblé, several hundred Dutch pontonniers entered the freezing, ice-filled water and constructed two temporary bridges. Working chest-deep in near-impossible conditions, they made the crossing possible at the cost of their own lives. Most would die from exposure and hypothermia in the days that followed. As French troops crossed the river, Russian forces attacked from both sides. On the western bank, Marshals Oudinot and Ney fought desperately to keep the escape route open. On the eastern bank, Marshal Victor's IX Corps formed a rearguard and held off the advancing Russians while tens of thousands of stragglers, wounded soldiers and civilians struggled towards the bridges. It was this desperate eastern-bank action that we chose to recreate at Broadside. The fighting was brutal. Artillery pounded the French positions while Victor's outnumbered troops fought to buy time for those attempting to escape. By the morning of 29 November, Napoleon ordered the bridges destroyed to prevent pursuit. Thousands who had failed to cross were abandoned to their fate. Although Napoleon escaped, the cost was horrific. Between 20,000 and 25,000 French combat troops were lost, along with perhaps another 20,000 stragglers who were killed, captured or drowned. Russian losses were also severe, but they had failed to achieve their ultimate objective of trapping Napoleon himself. The crossing saved the Emperor and his surviving officer corps, but the Grande Armée was effectively destroyed. Of the approximately 600,000 men who had marched into Russia in June, fewer than 40,000 effective soldiers emerged from the campaign six months later. It remains one of the greatest military catastrophes in history. The Game For the game itself we used our collection of 28mm Napoleonic miniatures to recreate the desperate struggle on the eastern bank of the Berezina. The figures are primarily from Perry Miniatures and Front Rank Miniatures, supplemented by miniatures from Wargames Foundry, North Star, Essex and Murawski Miniatures. The ruined buildings are from Charlie Foxtrot Models, now part of the Blotz range. One of the centrepieces of the table was the Berezina itself. Special thanks must go to Last Valley, who produced the river sections and bridge to our specifications and helped bring the battlefield to life. Rules-wise, we used a large-battle adaptation of Sharp Practice. Rather than activating individual Groups, we activated entire Brigades, allowing the game to flow more smoothly while still retaining the character and decision-making that makes Sharp Practice such an enjoyable set of rules. The result was exactly what we had hoped for: a visually impressive table, a game that played well throughout the day, and plenty of opportunities to talk to visitors about both the history and the hobby. A Wonderful End to the Day Putting on a display game always involves a considerable investment of time and effort. There are miniatures to paint, terrain to build, research to undertake, rules to adapt and countless practical details to organise before a single dice is rolled. That's part of the fun, of course, but it makes recognition from fellow gamers especially rewarding. So to be awarded Best in Show was a fantastic surprise and a wonderful way to end the day. Many thanks to the Milton Hundreds Wargaming Club for hosting another excellent Broadside show, to everyone who stopped by the table to chat, ask questions or roll a few dice, and to all the traders, clubs and participants who helped make the event such an enjoyable day. As for the Rejects, we're already discussing what we might bring next year. Though for the moment, we're still enjoying the glow of a hard-earned win.
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