Why I War Game

Just a short “Guru Rant” today.

I did not come to wargaming by accident. Like many who remain in the hobby for decades, I arrived through curiosity and stayed because it answers questions that ordinary reading cannot. From the outside it can look like a game about winning and losing. In practice, it is something quieter and more reflective: a way of thinking through history, decision, and human behaviour under pressure.

One of the principal reasons I war game is that it makes history active. Books provide interpretation and narrative; they tell us what happened and, sometimes, why. A wargame asks a different question: what might have happened if decisions had been made differently under similar constraints? Once figures are placed on a table and a situation begins to unfold, distance, time, and uncertainty all become tangible. Plans that look straightforward on paper quickly become complicated. Movement takes longer than expected. Information arrives late or not at all. Units behave in ways that are entirely plausible but rarely convenient. The exercise does not replace reading; it deepens it. It allows the participant to experience, in a modest and controlled way, the friction that shapes events.

Wargaming is also a form of structured storytelling and the narrative side of the game is extremely important. Each game produces a narrative that could not have been written in advance. Units advance, stall, withdraw, or hold unexpectedly. Small acts of initiative or hesitation accumulate into larger outcomes. Over time, campaigns emerge—less like scripted novels and more like a series of connected episodes shaped by decision and chance. This evolving narrative is one of the great pleasures of the hobby. It gives context to individual actions and turns a tabletop encounter into something that feels lived rather than merely observed.

The physical side of the hobby matters to me as much as the intellectual side. I like painting the figures and making the terrain. There is satisfaction in taking a plain casting or a bare board and turning it into something that evokes a landscape and a moment in time. Painting is slow, deliberate work. It encourages attention to detail and to the character of the subjects being represented. Building terrain does the same. Hills, scrub, buildings, and roads are not just decoration; they shape how the game unfolds. Constructing them is a way of thinking about how ground influences movement, visibility, and decision. By the time a table is set, it already tells part of the story.

There is also the engagement of wits. A good game is a quiet contest of judgement rather than a race for victory. I enjoy the psychology of pitting myself against an opponent: trying to anticipate intentions, reading hesitation, deciding when to press and when to hold back. This is not about triumph in a narrow sense. Winning is not necessary. Participation is. The interest lies in the exchange itself—the measured testing of plans against another mind working just as carefully. A well-fought draw or even a thoughtful defeat often provides more insight than an easy win. What matters is the process: the decisions made, the risks taken, and the unfolding interplay of action and response.

Design and adaptation form another part of the attraction. Thinking about rules forces one to consider what truly matters in a given period. Is morale more decisive than firepower? How should uncertainty be represented? What level of detail clarifies rather than obscures? These questions turn the design process into a form of historical analysis. A set of rules becomes an argument about how conflict functions. Adjusting those rules after play—seeing what works, what does not, and why—keeps the hobby intellectually alive.

Finally, wargaming offers a particular kind of companionship. Around a table there is usually as much conversation as competition. Players discuss sources, compare interpretations, and share ideas about tactics, terrain, and design. The atmosphere is collaborative even when the game itself is competitive. Over time, a shared understanding develops: a sense that everyone present is engaged in the same ongoing exploration of history, imagination, and decision.

I war game because it brings together all these elements. It makes history tangible, encourages careful thought, rewards creativity, and provides a space where engagement matters more than outcome. Each game is a small act of inquiry, conducted with painted figures and measured distances instead of footnotes and lectures. That combination—hands, mind, and imagination working together—is reason enough to keep gaming!

Thanks to my mate “chatty” for drawing the pics.

Marcher vs Konflikt ’47 vs Secrets of the Third Reich

I have already completed a review of Marcher: Empires at War, but did not compare it with the other “Weird War options out there.

Marcher: Empires at War sits in an interesting middle ground when compared with Konflikt ’47 and Secrets of the Third Reich. All three explore alternate twentieth-century warfare, but they differ sharply in how spectacle, balance, lore, and cost are prioritised and integrated into play.

Marcher is best understood as a dieselpunk alternate-history system rather than a full weird-war game. Its setting is rooted in a reimagined pre-Second World War world, where advanced machinery, speculative technology, and diverging empires drive conflict. Unlike K47’s rift-science escalation or SOTR’s occult foundations, Marcher’s lore stays comparatively grounded. Its technology feels like an extension of industrial warfare rather than a rupture of reality, which gives the setting a clear internal logic without relying on magic or dimensional catastrophes.

That grounding carries through to the mechanics. Marcher uses a structured D10 action-economy system, where units typically receive two actions per activation. Command decisions, objective play, and timing are central. Units are effective not because they are inherently overwhelming, but because of how players sequence actions, exploit terrain, and prioritise objectives. This produces a play experience that rewards planning and positioning rather than dramatic power spikes. In contrast, K47’s rules actively encourage explosive moments, while SOTR emphasises friction, denial, and controlled escalation.

In terms of balance, Marcher’s design intent is closer to SOTR than to K47. While still evolving, its rules focus on role clarity and objective contribution rather than raw lethality. Units tend to justify their inclusion through what they can do—hold ground, manoeuvre, support, or apply pressure—rather than how much damage they can inflict in a single activation. This avoids many of the internal balance problems that plague K47, where some units dominate simply because their output overwhelms the system’s ability to respond.

Cost and accessibility further distinguish Marcher. The core rules are freely available, and the system openly supports 3D-printed miniatures, significantly lowering the barrier to entry. This reinforces the game’s philosophy: forces are meant to be built, experimented with, and played regularly, not treated as premium centrepieces. In this respect, Marcher aligns more closely with the practical hobby ethos I value in SOTR than with K47’s more commercially driven escalation model.

Lore integration also reflects this difference. Marcher’s background exists to contextualise mechanics rather than justify excess. K47’s rift-tech framing encourages ever-greater escalation with minimal narrative cost, while SOTR’s occult logic explicitly explains why power is dangerous, unstable, and constrained. Marcher occupies a third position: it limits excess not through mysticism or horror, but through a plausible industrial-era logic that keeps escalation within bounds.

Taken together, Marcher offers a tactical, decision-heavy experience that rewards sequencing, objective play, and combined arms rather than dominance pieces. It lacks the gothic atmosphere and moral weight of SOTR’s occult war, but it also avoids K47’s tendency toward spectacle-driven imbalance. For players who want an affordable, coherent, and tactically grounded alternate-history game without leaning fully into weird-war fantasy, Marcher presents a compelling alternative.

Summary Comparison

In context, Marcher sits between K47 and SOTR in both tone and design. It lacks the occult weight and deliberate constraint that make Secrets of the Third Reich your preferred system, but it shares SOTR’s respect for structure, decision-making, and cost-to-effectiveness—while avoiding the spectacle-first imbalance that defines Konflikt ’47.

I’m not sure if I prefer SOTR or Marcher, but both are definitely better than K47, which will dominate the Weird War space due to Warlord Games’ market presence.

The Brutal Ballad of Bryan Ansell’s “Street Fight”

It was supposed to be a celebration—a joyous evening marking the passage of another year for Rob. Instead, it was an ambush. Rob, radiating the smug aura of a seasoned wargamer whose birthday wishes are commands, unveiled his magnificent trap: Bryan Ansell’s “Street Fight.”

Rob’s collection, of course, wasn’t just some dusty box; it was a testament to dedication (or perhaps, madness). The Wargames Foundry figures, you say? Superbly painted? Oh, they would have been gorgeous, if they weren’t about to be flattened under the metaphorical boot of Jason’s tactical superiority. Each tiny, beautifully highlighted knuckle-duster and broken bottle just served as a tiny, painful reminder of the impending spanking Rob and I received.

Guru, Rob, and our poor soul of a teammate—Rob’s firstborn—were lined up like lambs for the slaughter. The game wasn’t a contest; it was a performance art piece titled The Inevitable Humiliation of the Birthday Boy and his bumbling bandits.

But ah, the true spectacle! The only satisfying part of the evening, which will no doubt go down in your personal wargaming history as a moment of pure, schadenfreude-fueled bliss: The Sibling Civil War.

Forget the main objective; forget trying to outwit the Master Tactician Jason. The real fight was happening on the flanks, where Rob’s offspring had clearly decided that the only figures worth wiping out were each other’s.

“I’m not letting your ‘Hooligan with the Lead Pipe’ take my ‘Granny with a Shiv’!”

“Too late, amateur! Your Granny just got a taste of the Street Justice my ‘Lager Lout’ delivers! That’s minus one figure and plus one sibling rivalry!”

The air must have been thick with the smell of newly dried paint and raw, primal resentment. They weren’t playing for victory; they were playing for bragging rights at the breakfast table. Rob and Guru were just background noise, the soundtrack to a far more vicious family feud unfolding in 28mm scale.

Conclusion: Rob, you may have lost the war, but let’s be real—you absolutely crushed it in the entertainment department! You swaggered off with your tactical dignity in shambles, yet your spirit was soaring like a hot air balloon after too much soda, relishing the juicy drama of a sibling-sized betrayal—complete with beer and popcorn and the best front-row seat in the house! I can’t wait to receive a report on the juicy gossip over the breakfast table the next morning!

Gaming in Sci-Fi literature

My currrent daily Sci-Fi fix is the 5th Book in the Star Scrapper series by Chaney and Goodwin.

Having read the snippets below in the book it made me think about the concept of gaming in S i-Fi literature:

As I moved toward the back of the store, I was greeted by several tables of people playing Warhero, Holohammer, and Adventures & Wyverns. Some were drinking and laughing, while others were lecturing their tablemates on some esoteric rules. There was a group of teenagers cackling and cheering as an employee crafted a tale for them from behind a cardboard screen.”

Hmm I know a few of those guys!

“I stepped through the tables set up on some plots of fake grass that were cordoned off from the cement slab where starships and cars were parked beside one another and entered the store. Inside were more people chatting and shopping at the rows of shelves, and others were sitting and painting miniatures or playing on the arcade games set off against one wall. The air inside was stale and carried a smell of cooking grease and I-meant-to-shower-today.”

Aargh! The pungent odour and “anorak” wearing stereotype!

“I scanned the room to see Alek and Lara standing over a low table set with square boxes full of cards in little plastic sleeves. They picked them up, then talked and compared them and showed one another the ones they were most excited by. It was comical to see the two in their combat attire, Lara in her tight stealth suit and Alek in his ceremonial Kyrogi armor, standing together and comparing cards like excited kids. But, like the people outside, they were happy.”

Gaming in science fiction literature is a key theme that deeply examines concepts such as virtual reality and immersive worlds. These narratives often portray games as tools for entertainment and as means of exploring complex ethical dilemmas. Furthermore, they delve into the use of games for military training, showcasing how virtual simulations can prepare individuals for real-world scenarios. In addition, many stories explore the role of games in social control, highlighting how they can influence behavior and shape societal norms in future societies, where the lines between reality and simulation may increasingly blur. Through these explorations, science fiction literature prompts readers to reflect on the implications of gaming in our lives and the potential futures that lie ahead.

​The topic broadly encompasses two main aspects: the depiction of fictional games within the narratives, and the exploration of game-like structures as metaphors for life, war, or political strategy.

Gaming in science fiction literature explores the complex connection between technology, humanity, and society in profound ways. This theme often appears in immersive virtual reality (VR) worlds and elaborate simulations that push the boundaries of what is possible. Classic cyberpunk books like William Gibson’s Neuromancer and Neal Stephenson’s Snow Crash introduced the groundbreaking idea of a vast digital realm or Metaverse, where users can escape their everyday lives to inhabit alternate realities enriched with unique economies and intricate social structures, complete with challenges and conflicts that mirror those of the real world. These narratives delve into questions of identity, freedom, and the consequences of technological advancement. More recently, Ernest Cline’s Ready Player One centers on the OASIS, a massive and intricate VR game that serves not only as an escape from a grim reality but also as a battleground for the ideals of personal choice and resistance against corporate control. Through thrilling quests and shared experiences, the OASIS emphasizes themes of escapism, the power of community, and the influence of shared digital culture, inviting readers to reflect on the impact of technology on our lives and the intricate relationships we form within these virtual spaces.

A separate, important theme is the use of games for military and social control. In these stories, games go beyond mere entertainment to serve as powerful tools for training or governing individuals and societies. They become instruments of influence that shape the minds and actions of participants, often without their full awareness. A well-known example is Orson Scott Card’s Ender’s Game, where a young prodigy, Ender Wiggin, is secretly trained as a military leader through what he perceives as complex and strategic war games. These simulations, however, are part of a larger plan, and when he ultimately discovers that the “game” he won was a real and destructive battle against an alien species, it raises profound ethical questions about manipulation, responsibility, and the psychological costs of warfare. The implications of his training lead to a chilling realization about the nature of leadership and the loss of innocence. Similarly, Iain M. Banks’s The Player of Games tells the story of a master gamer from a utopian society, Jernau Morat Gurgeh, who is sent to play a crucial game on a feudal planet. The outcome of this complex game not only determines who becomes the Emperor but also reflects the intricate power dynamics of the society itself, ultimately making the game a potent symbol of political power, societal structure, and individual destiny within the broader narrative. Through these narratives, the intersection of games, power, and morality invites readers to reflect on the real-world implications of games as tools for control and manipulation.

Ultimately, gaming in science fiction is a strong way to explore ideas, serving as a rich canvas for creativity and imagination. It lets authors examine what reality means, questioning the boundary between digital experiences and the physical world, and how human identity changes when that boundary disappears, leading to deep philosophical inquiries about existence and perception. Whether showing a harmless pastime that fosters community engagement, a tool for societal control that reinforces power dynamics, or the future of warfare where technologies blur ethical lines, fictional games help science fiction tackle complex scenarios about human interaction and technology’s progress, revealing the potential dangers and benefits of immersive experiences. Through these narratives, writers can challenge readers to consider the implications of their own interactions with technology and ponder the ever-evolving relationship between humanity and the digital universe.

Now that was a rabbit warren I had not intended to go down!

Are Wargamers Crazy?

A pleonasm if I ever saw one! Hey crazy is good…………right?!

After all I enjoy a good weird war game every now and then.

Well on the last day of our short mid week break (some posts on this over the next few days) we came across a very different sort of weird!

The annual WAFF (West Aussie Furry Friends) convention was happening in our hotel. I didn’t know this even existed and not sure that I want to!

A description from the organisers website:

Sharpen thy swords and fluff thy tails! WAFF 2025 dons its finest cloaks and chainmail for Knights of the Roundish Table — a medieval misadventure packed with honour, hijinks, and just a touch of nonsense. Join fellow furs in a land of heraldry, merriment, and noble silliness where dragons are optional but good vibes are mandatory. Whether you’re a gallant knight, a mischievous bard, or a humble potato farmer, there’s a place for you at our table (round-ish though it may be)!

Sounds like a twist on D&D but I am really not sure.

At least they enjoy leaning on the bar, so they can’t be all bad…….can they?

Just plain creepy and I don’t mean in a good way!

Watch out Ms Hood I’m coming for you.

I always thought “Westies” were weird, but this takes it to a completely new level.

Apparently this is quite a phenomenon with next year’s event a bit too close to home. Melbourne Fur Con is happening in February 2026 at the Preson Novotel!

The attendees were great fun and Maree had a great time cuddling some new “furry friends”, and just loved the costumes. We had to fly out or I would have tried to “gate crash” the event to find out more.

Dust, Dice, and Denial: The Wargamer’s Guide to Hoarding Gloriously

Recently a number of us on the far side of life have been writing about the ageing wargaming fraternity and our burgeoning collections and what to do with them. Here is my tuppence worth. Yes I’m still living in the past before the 14th of February 1966 when we in Oz changed to decimal currency.

We are fellow travellers on the long and winding road of wargaming, a path paved with miniature heroes and tiny tanks. I understand your plight completely. As a “Guru” not just in name but in spirit, I am a true old codger of 72 who has seen battles and bought battalions, nay armies!

I have meticulously divided my collection into three piles, because life is too short to have everything mixed up—let’s be honest, even my socks deserve better than that! Well, maybe not!

A collection isn’t just a pile of “stuff”—that’s just the technical wargaming term for “really cool junk”; it’s more like a quirky museum of your life’s epic quests. Each model is a tiny memory, showcasing your brilliant tactics (or facepalms of legendary proportions). That second cohort from the left? I bet you can still visualize those dust motes doing the cha-cha in the lamplight as you staged your strategic maneuver, feeling the pressure like you were about to launch a real invasion. It’s not hoarding; it’s a personal hall of fame, a gallery filled with victories and wild “what ifs.” This “stuff” is the eye candy that decorates your shelves, even if you know you may never unleash them in battle again!

And that second pile, the “games I play or might play”? Ah, that’s the glorious, never-ending optimism of the wargamer! It’s the dream that one day, out of the blue, you’ll have the kind of free weekend that only exists in fairy tales, where you can finally crack open that box and unleash those meticulously painted miniatures like they’re about to get their own reality show. That pile is the beacon of future glory, seducing you to add just one more battalion to your arsenal or one more starship to your fleet—because, hey, this time it’s different! This one will totally get used… right after you finish that other pile, and the one under the bed, and maybe the one you forgot about in the garage!

But then there’s the third pile—the “really cool stuff” that you secretly know will never see the light of day. It’s like the old general preparing for a downsizing mission, except instead of a war, it’s a battle against the clutter! For me, selling AU$500 worth of treasures at “Victorious” this past weekend felt like I just conquered Mount Everest; I deserve a gold medal for that feat! I mean, walking into a convention selling off part of my prized collection, and managing to not buy anything? That’s a level of self-control that only the most disciplined superheroes can achieve. I’m practically a legend now, staring bravely into the abyss of yet another impulse purchase and declaring, “Not today, my friend! I’ve got enough glorious artifacts gathering dust back at my lair.”

And what’s the deal when you “cark it”? You’ve uncovered the secret sauce of the wargaming world! Your poor heirs will be left wrestling with a garage packed to the brim with your lovingly painted miniatures while you’re off in the afterlife, blissfully planning your next epic campaign against the celestial forces.

The fate of that glorious collection? That’s a problem for the living! They haven’t quite grasped the fact that the real joy of life isn’t in the endgame but in the marathon journey of buying, painting, and carefully arranging those tiny warriors on a shelf where they can bask in eternal admiration.

It’s a hilarious cycle: buy, paint, show off like it’s the Mona Lisa, and then, with a dramatic sigh, sell it—only to realize you’ll probably just run back to buy more! It’s proof that a wargamer’s work feels like a never-ending episode of articles in a wargaming magazine, and honestly, isn’t that the real joy? The adventure—and all that glorified clutter—will carry on like an obnoxious opponent – and yes we all have them!

Thanks to Gemini AI for helping me graphically represent our glorious journey through life’s campaigns.

Oh ye of little faith Guru has moved into the 21st Century with a fantastic spell making machine!

Just not sure if it is BCE or CE!

Gurus view on computers has always been “You can never trust a computer until you have thrown it out of the window”. Apologies to Steve Wozniak.

I always said that I would never move into the 3D spell making age but it has happened.

Thanks to good friend Andrew from the Wargames Holiday Centre I am now the proud owner of one. He had problems with one he had bought and the supplier decided to replace his. As it was taking too long he decided to purchase a new state of the art magical machine with a lot more spells, and then this one turned up.

An Anycubic Photo Mono X Spell Caster

I have put it all together and set it up waiting, to quote another Guru, “a little help from my friends”. Mechanics I can handle, “spell casting ” beyond “and” and “or” gates is one of life’s great mysteries.

Once I learn how to cast spells with this mystery of modern science I might even become “a groovy guru” and Get Smart!

The mighty spell making machine in painting paradise!

If you are travelling to Melbourne and want a good time don’t forget to look up Andrew from the Wargames Holiday Centre – sounds a bit like one of THOSE adds doesn’t it!

A vision Resplendent – a gift to Guru

A while ago I received a gift from someone whom I will now call a “frenemy”!

I thought that looks great I might be able to do something with that. Then he said, and this is where the frenemy bit comes in, ” I thought it looked a bit like you”!

He likes blowing his own trumpet.

He keeps his money bag tightly closed.

He has little grey hair.

He likes a frothy or three – true providing it is old scrumpy!

His choice of clothes could do with some improvement

And looks like his had his head in the trough for far too long

Looks nothing like me!

See…………Oops wrong logo!

Guru says. “If you cannot laugh at yourself others will do it for you”!

Current Cave Chaos

Another update for me to keep a track on myself and to just give you an idea of what I am doing at the moment.

Preparation and “staging” side.

Painting and waiting to be painted side.

These have not been progressed for over a month and perhaps should go back in their relevant boxes to make more space.

The mammoth has had a few more colours added.

Only the skin colour has been added to these “old hammer” sentinels.

More “Plague” figures that I have been concentrating on more recently.

2 Units of WW2 scouts ready to be started.

Two more U.N.I.T. sections half done.

Children with snowballs that are so closed to being finished all I need is motivation to do so!

4th Squad of the Australian Jungle Division not progressed very far, if at all, from last month.

2nd Doctor Who and Companions ready to start painting.

20mm Airfix Australians with a few more colours added.

LVT 4 “Buffalos” ready for weathering. My Grandfather, who had many a ride in these said the only thing that was not covered in rust on them was the allied star as they were kept clean to prevent them from being mistaken for the Japanese Type 2 Ka Mi which looked more like a DUKW than an LVT4 but that was the story anyway.

A “between the wars” (?) vehicle given to me by a friend in anticipation of my 70th birthday in May this year.

Pack horses with no further progress.

Deadzone “Enforcers” put together for F28 halfway through painting.

Midlam Miniatures Tavern Kickstarter. I thought they might look good on some wooden floor resin bases I had, but they don’t. I will re-base them before painting.

Badger and rabbit with some more colours on them. The badger had a fight with a kitten and came off second best. I am still trying to find the feathers broken off his hat!

The offender “Muggles” – how can you stay mad at her!

Brother Vinni’s jungle fighters – post on the first lot appearing tomorrow.

WW2 US Army section to be used as Merrill’s Marauders.

Warlord’s special “Cappy and Devil Dog” figure that comes with the “Marianas & Palau Islands” Campaign book.

5th Jungle Division section just undercoated.

Draconian Dr Who figures prepared for undercoating.

Dr Who Yetis, Lt Colonel Lethbridge-Stewart, and Professor Travers from the “Web of Fear” box set, ready for undercoating

Assorted MacGuffins and objectives ready for undercoating.

A lot of progress on some new “stuff” like the Plague figures and some that have sadly stalled. Such is the life of Guru!

700th Day of Consecutive Posts

Today 3rd of February makes my 700th day of consecutive posts.

Over the last 700 days a few have been very short but I have made it every day ! Phew! There has been more than 700 posts with a number of days having more than one………it’s called “verbal d………”!

What does the number 700 mean?

Looking from a numerology standpoint, the energy surrounding the 3-digit number 700 is a notably even tempered energy. It resonates with well-defined patterns of wisdom and marked vibrations of perception. It’s also a number that never takes a break in its mission for deeper , more universal truthstirelessly questing to reveal a greater jewel of cosmic knowledge. Google cannot be wrong can it! Sounds like the Guru to me! Highlights are mine of course.

Thanks to all of my readers, followers, and especially you guys that comment regularly. Keeps me going.

Well I guess this means I will see you tomorrow!