BigLee
@biglee.bsky.social
870 followers 770 following 390 posts
Historical wargamer, miniatures painter, roleplayer, model maker, long-time blogger, YouTuber and miniature adventurer.
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biglee.bsky.social
Breaking Point: Why Armies Stop Fighting
Breaking Point: Why Armies Stop Fighting
Most of us have played games that just go on too long. The last few turns feel like a slog, both sides hanging on by a thread but still fighting when, historically, any real army would have called it quits. In real battles, soldiers didn’t fight to the death. They broke when morale failed — when fatigue, fear, and chaos overcame training and leadership. That idea of what keeps soldiers in the fight sits at the heart of this week’s video, where I look at how different wargames handle morale, resolve, and fatigue. We often use “morale” as a catch-all term, but it really covers everything from discipline and leadership to exhaustion and shock. It’s the hidden mechanic behind every victory and every collapse. In Chain of Command, morale works on two levels. Units suffer shock as firefights wear them down, while the entire platoon has a Force Morale that drops as losses mount. When it hits zero, the fight’s over. It’s elegant and tense, making battles feel alive. Test of Resolve takes a broader view. Its English Civil War battles hinge on “resolve” — a measure of determination that slips steadily away. Early on, units can recover, but once the army’s resolve starts cracking, collapse comes fast. Meanwhile, Clash of Spears ties fatigue and morale together. Every action, from running to fighting, adds fatigue, but seeing comrades flee or die adds even more. The result is a wonderfully organic system where armies don’t shatter all at once — they slowly crumble, just like in history. Across these games, the message is clear: morale isn’t just a number, it’s the soul of the battle. Understanding how different designers approach it can change the way you see your tabletop wars. Watch the full video to explore how realism, psychology, and playability collide when wargamers try to capture that crucial question: what really keeps soldiers fighting?
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biglee.bsky.social
Is Big Wargaming Changing?
Is Big Wargaming Changing?
The tabletop wargaming hobby is full of exciting variety right now. On one side, we’ve got the traditionalists who love the sight of two massive 28mm armies clashing across a six-by-four table. On the other, we’ve got innovations that are changing how people collect, paint, and play. The real question is, can we identify the “weathervane products” that point the way toward the future of the hobby? A weathervane product isn’t necessarily the biggest or most profitable release of the year. Instead, it’s the kind of product that shifts expectations, inspires imitation, and shows us which direction the wind is blowing. In my latest YouTube video, I take a closer look at several examples that I think are acting as true signposts for where wargaming is heading. Games Workshop’s skirmish titles like Kill Team and Warcry prove that accessibility and narrative-driven play are here to stay. Warlord Games’ Epic Battles line shows how even large-scale historical games are moving toward affordability and practicality. The rise of 3D printing subscription services decentralises production, allowing hobbyists to personalise their armies in ways that were unimaginable just a decade ago. Hybrid boardgame-wargames, such as Marvel Crisis Protocol and Star Wars: Shatterpoint, are attracting completely new audiences through popular IPs. And digital tools, from army builders to campaign apps, are transforming how players engage with the hobby on and off the table. These products don’t replace the old ways. Big armies, physical books, and traditional clubs are still thriving. But they do point toward a future where the hobby is more accessible, more diverse, and more flexible than ever before. So what do you think are the real weathervane products of today? Do you agree with my analysis, or do you see other trends leading the way? Watch the video and join the conversation.
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Translating WWII Tank Armour Into Tabletop Wargaming: How Realism Meets the Table
Translating WWII Tank Armour Into Tabletop Wargaming: How Realism Meets the Table
In WWII, tank warfare was deadly, complex, and evolving at a breakneck pace. From the lightly armoured early-war Panzer IIs to the hulking late-war Panthers and IS-2s, both offensive firepower and armour protection saw radical changes. Real tank crews didn’t just rely on thick armour—they used tactics like angling their vehicles, going hull-down behind terrain, or positioning to encourage glancing blows. But how do we, as wargamers, bring those layers of complexity into our miniature games? That’s exactly the question explored in my latest YouTube video. We look at how several major WWII wargames approach the representation of tank armour, including Flames of War, Rapid Fire!, What-a-Tanker! and Chain of Command. Each of these games takes a different stance on how armour is modelled—some use it as a “save,” others calculate penetration directly, and some abstract the whole process for the sake of fast, cinematic play. We also dive into the history behind real-world tank armour innovations, like sloped armour, side-skirts, and spaced plating. Understanding these developments can not only enrich our gameplay but deepen our appreciation for the tank crews who risked everything during the war. Whether you're a seasoned tabletop tactician or just starting out in historical gaming, this video offers a thoughtful and engaging look at how we recreate tank warfare on the tabletop. It’s packed with hobby discussion, rules comparisons, and respectful historical reflection.
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The SHOCKING TRUTH of our Cursed Dice: A Wargamer’s Tale of Betrayal
The SHOCKING TRUTH of our Cursed Dice: A Wargamer’s Tale of Betrayal
Every wargamer has lived it. That fateful roll of the dice where probability takes a holiday and betrayal becomes inevitable. Whether you’re storming the beaches, charging with cavalry, or just trying to pass the simplest morale check in the world, those plastic cubes have a way of laughing at us when it matters most. In my latest video, I tackle the age-old truth: our dice hate us. This isn’t just superstition. It’s a lived experience, backed by decades of disasters. I’ll share some of the classic coping strategies gamers have used to deal with cursed dice — from fiery executions and hammer-smash justice, to melting them in ovens (toxic fumes optional) and my personal favourite: the ritual sacrifice. Because nothing says “behave” like destroying a bad die in full view of its brethren. But the real meat of the video is in the stories. My own dice disasters are legendary in our group, the Posties Rejects. I relive the infamous Battle of Hal, a catastrophe so bad it still makes my fellow gamers wince. I recall the time I accidentally ended my wife’s RPG career with one bad roll in Call of Cthulhu. And I share how my children discovered — the hard way — that the dice curse is hereditary. For miniature painters, tabletop generals, and anyone who loves the hobby, this video is part confessional, part comedy, and part therapy session. Because in the end, wargaming isn’t just about winning or losing. It’s about the stories we tell afterwards. And let’s be honest: the best stories are always the ones where the dice utterly betrayed us. So grab your dice bag, take a deep breath, and join me as we laugh (and cry) at the cruel, hilarious fate that unites every wargamer: rolling ones when it matters most.
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How do you Wargame a Legend?
How do you Wargame a Legend?
When you sit down to wargame a well-documented period like World War II or the Napoleonic Wars, you can lean on endless reference material. Uniforms, battlefield maps, after-action reports—they’re all out there, ready to be turned into tabletop scenarios. But when you step back further into history, into the shadowy world of the Late Bronze Age, the picture gets much hazier. And that haziness is exactly what makes the Trojan War such a fascinating challenge for miniature wargamers. Our main source for the war is Homer’s Iliad, written centuries after the supposed events. It’s a masterpiece of storytelling, but it was never meant to be a reliable battlefield report. Gods appear on the field, warriors pause to deliver grand speeches mid-combat, and armour shines with almost supernatural brilliance. Wonderful for poetry, less helpful when you’re designing an army list. Archaeology gives us another perspective. The site of Troy at Hisarlik shows layers of fortified cities, some destroyed violently. We find pottery, weapons, and walls that hint at real conflict. But the evidence is fragmented, and scholars still debate which, if any, corresponds to Homer’s Troy. For wargamers, this leaves us in a fascinating position. Do we focus on the archaeological record and try to reconstruct a plausible Late Bronze Age battle? Do we embrace the mythic elements, letting gods, Amazons, and epic heroes onto the table? Or do we, as many do, find a balance—grounding our armies in archaeology but borrowing themes and atmosphere from Homer? That’s the joy of tackling poorly documented periods. There’s no single right answer. Instead, there’s space for creativity, interpretation, and conversation within the hobby. One gamer’s Trojan War might be a siege campaign rooted in Hittite tactics. Another’s might be a skirmish of epic heroes shaped by the gods. Both are equally valid, and both keep the story alive. In this video, I dig into these challenges and opportunities, asking what it means to wargame a story that might be more myth than fact. If you’re a historical wargamer, a miniature painter, or just someone who enjoys hobby discussions, I think you’ll find plenty to spark your imagination.
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Hells Devils: Kalmyk Horsemen in the 1812 Campaign
Hells Devils: Kalmyk Horsemen in the 1812 Campaign
When I first began putting together my Russian army for our Retreat from Moscow project, I wasn’t expecting to fall down a historical rabbit hole. But while flipping through the Blandford uniform guide for the Retreat from Moscow, I was immediately hooked by the mention of the Kalmyks and Bashkirs. They looked like they’d galloped straight out of the Middle Ages and into Napoleon’s nightmare — mounted warriors in fur hats and brightly coloured robes, firing curved bows and launching hit-and-run raids on the retreating French. Needless to say, I immediately realised that a Kalmyk unit would be integrated into my Russian army at some point. Ray and I are loosely building toward a game based around the Battle of Berezina, and right there in the Russian Order of Battle was a Kalmyk cavalry regiment. It was the perfect excuse to bring these exotic, half-forgotten warriors into the heart of the drama — and maybe give my French opponent a few headaches on the tabletop. So who were the Kalmyks? They are Europe’s only Mongolic ethnic group, descendants of the Oirat-speaking Mongols who migrated westward from Central Asia across the centuries. By the early 17th century, they'd settled on the arid steppes between the Don and Volga Rivers and established the Kalmyk Khanate under Russian suzerainty. Their name for the Volga, Itil, meaning “pastures” in their archaic script, sums up their deep connection to the land and their nomadic lifestyle. Even under the Russian Empire, the Kalmyks continued to migrate seasonally, moving their herds and yurts across the vast steppe, although they gradually transitioned to more permanent settlements with wooden houses and Buddhist temples. By 1798, Tsar Paul I formally recognized the Don Kalmyks as part of the Don Cossack Host, granting them status and privileges in return for military service. To the soldiers of Napoleon’s Grande Armée, the Kalmyks must have looked like ghostly echoes of a much older enemy. These were men who rode like Mongols, dressed like Mongols, and fought like Mongols. Small in stature but fierce in reputation, they struck an intimidating figure with their flowing robes, shaggy fur hats, and flying topknots.  Their gear might have seemed outdated compared to the polished muskets and sabres of the European powers, but it was deadly effective. Their bows were masterpieces of steppe craftsmanship — horn-backed, wrapped in birch bark and horsehair to withstand the damp Russian winters. With sinew strings and expert marksmanship, these bows could launch arrows over 500 yards, well beyond the reach of a typical infantry musket. In battle, Kalmyk cavalry used their speed and agility to their advantage. One commonly reported tactic was to ride within 40 paces of the enemy, loose four arrows in quick succession — some riders even carried arrows between their teeth for faster reloading — and then finish the assault with a lance charge. It's the kind of asymmetric warfare that’s hard to model on the tabletop, but devastating when used right. The Kalmyks played a notable role in the chaos of Napoleon’s retreat from Moscow. Their hit-and-run tactics and deep knowledge of the land made them ideal for harassing the retreating French columns, preying on isolated units, baggage trains, and stragglers. There’s even a famous account from November 1812, when a wounded French general arrived at a hospital in Krasnoye with an arrow still lodged in his body — complete with a brightly coloured plume sticking from the shaft. The French soon nicknamed the Kalmyk “hell’s devils,” and it’s not hard to see why. Though often overlooked in popular accounts of the Napoleonic Wars, the Kalmyks were still in the saddle right to the bitter end. On March 30, 1814, Kalmyk cavalry rode into Paris alongside the rest of the Russian army. They even set up camp on the Champs-Élysées, where Parisians gathered to watch these exotic horsemen race and perform riding tricks — a living reminder that some of the Empire’s enemies came from far beyond the Prussian and Austrian heartlands. For wargamers, the Kalmyks offer something truly different in a Russian Napoleonic force. They’re light cavalry with a unique flavour — and perfect for those of us who like a little asymmetry in our games. Whether you're fielding them in a sprawling retreat scenario, a skirmish-level ambush, or just adding some spice to your cavalry wing, they’re guaranteed to get noticed. They also provide a chance to paint something visually striking: robes in rich colours, horsehair plumes, exotic tack and saddles — a refreshing change from the parade-ground greens and greys of most Napoleonic uniforms. And, of course, if you’re like me, there’s just something irresistible about including warriors in your army who feel like they’ve stepped out of a different era altogether — and still managed to ride all the way to Paris. These models are grom Gripping Beasts range of medieval Mongols, for a different era entirely, but still perfect for the 1812 campaign.
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