Palouse Wargaming Journal
Marching Through History in Miniature
Tuesday, August 18, 2026
Reb Infantry and the Next Game
Friday, August 14, 2026
Action at Pitzer Woods
| Federal OB photo courtesy wargamesinthedungeon |
| Battlefield and Federal objectives photo courtesy wargamesinthedungeon |
![]() |
| Federals approach Pitzer Wood but the US Cavalry fails to move. |
![]() |
| Federals continue their advance into the woods. Rebels are seen in the distance. Federal Left is having trouble getting started! |
![]() |
| All Federals are now on the field with two of the five objectives reached. |
![]() |
| Rebels come within range of the US Sharpshooters and Federals open up on the enemy at long range. Two objectives successfully scouted. Keep an eye on the Rebel Dead Pile in the top left corner. |
![]() |
| Taking fire from Rebels on the left, US cavalry retires as more Rebels move up to contest the ground. Sharpshooters in center retire to keep the enemy at arms' length. |
![]() |
| Reb casualties mount as US Regulars in the woods open fire in coordination with sharpshooters. |
![]() |
| More Rebels fall as Federal fire concentrates. |
![]() |
| Sharpshooters continuing picking off the enemy from a distance. Federal concentration of fire is beginning to tell as Federals gain fire superiority. |
![]() |
| US Cavalry takes losses, but the enemy Dead Pile continues to grow. Constant sharpshooter covering fire disorders the enemy as the Federals advance into the woods. |
![]() |
| US cavalry advances to the objective on the left while Federal skirmishers press on into the woods. Federals dominate the firefight! |
![]() |
| Fire from the Rebs forces the US Cavalry to withdraw from the objective before it can successfully be scouted. Taking much fire in the open field, Rebels are forced to seek cover. |
![]() |
| Having pushed up into the woods, concentrated Federal fire causes much disorder among the Rebs. Are the Rebs nearing their breaking point? |
![]() |
| Yes! Having to take morale tests, the Rebels withdraw from battle! |
Tuesday, August 11, 2026
Has AI Killed the Blogger Star?
Having experienced pageviews climbing to unbelievable heights of up to 100,000 views a day, and keyword searches dropping to near zero, something has definitely changed in the search environment. In my own search for answers, the article, Search Engines Are Dead: How AI is taking Over the Internet, from March of 2026 popped up in the results. Briefly, the article points out that AI is changing search, its process, and results. One problem for bloggers wanting increased visibility to their writings is that AI search often does not convert search results into visits. Directed traffic from search engines is falling by the wayside. Today, readers must be given a reason to click through directly to a post. While AI search may reduce clicks, your name, blog link, and unique perspective could still come through in the summaries and citations. At least most AI summaries still provide citations of works used. Reduced traffic often leads to reduced reader engagement. Reductions in visits and engagement support the conclusion of many that blogging is a dying media art form. Compounding this dilemma is the recent feature of seeing large delays in posts appearing in blogrolls. If no one reads your contributions, is the effort worthwhile? Of course, visits and reader engagement may not be a driving reason for why one blogs.
In today's rapidly evolving environment, search engines increasingly try to answer questions without sending anyone back to the original sources. Gathering and synthesizing the collective wisdom of the internet, AI generates summaries to answer the question posed. Type in a wargaming question and the search result may now return a brief answer without requiring the researcher to visit a single blog site. For people who have relied upon Google search engine to send strangers to their posts, this new state can be somewhat troubling. Are wargame bloggers doomed by AI's interventions? Lately, I have been thinking about the gloomy claim that AI may be killing blogging and, with it, the motivation to blog.
Wargaming blogs are vulnerable to the rise of AI search because many of the most common topics are searchable in a way that suits AI. Rules clarifications, historical overviews, army organization, paint choices, figure choices, and beginner advice are all useful, but they are also highly compressible into summaries. If a post offers little more than the expected answer, then it can be flattened into a summary with almost no loss of content. On the other hand, a blog post does not necessarily have to be merely an answer to a search. It can be an argument, a battle account, a project record, a warning, an opinion, or simply an enjoyable report from somebody else’s tabletop. Nobody really needs an AI summary of the fact that I painted another twelve figures. Readers visiting the blog, however, may enjoy seeing how the figures came out once painted and based, learning which paint scheme was used, how this unit fits into the project plan, or reading why I abandoned the original basing plan halfway through.
By offering more than a simple answer to a query, wargaming blogs hold an advantage over AI. Wargaming blogs are built on things that AI cannot (yet!) convincingly fake or manipulate at scale. Some of the tasks that AI has yet to master include photographs of actual miniatures, handmade terrain, battle reports emphasizing different tactics and decision-making choices, and historical research as seen through the eyes of a particular hobbyist’s judgment. A good wargaming blog does not solely rely on delivering information. It also provides evidence of ongoing practice, planning, commitment, point of view, thoughtful commentary, persistence, and accomplishment. That distinction matters. Readers can find generic advice anywhere from search, but they come to a "real" hobbyist's blog for the thing that only a real, practicing wargamer can provide. A practicing wargamer can offer a sense that the writer has actually moved figures across a table, given thought to the exercise, and, perhaps, learned something in the process.
The risk for the blogger is not that an AI system will suddenly make a reader lose interest in painted armies, historical scenarios, or reports from a remote game. The risk is more subtle. Much more subtle. AI is making it easier for readers to obtain a quick, generic answer without ever visiting the source that did the interesting (and often considerable) effort in the first place. AI is killing "Lazy discoverability."
What is “Lazy discoverability?” It encompasses the habit of writing for search engines instead of writing for readers. This technique produces posts that are technically discoverable but not especially memorable. Bloggers may operate under the misguided assumption that one can put a reasonably competent post on the internet, include a few likely search terms, and expect search engines to do the rest. Even before AI algorithms came to dominate search, that model was always rather fragile and suspect. AI simply makes the weakness harder to ignore.
For hobby blogging, especially wargaming, lazy discoverability offers the possibility of entrapment because the work can become optimized toward being found instead of being worth reading. AI search systems are very good at compressing those posts into a summary, which means the original blog gets less of the reward while the reader has less reason to click through.
Friday, August 7, 2026
Counterattack at Bir Kalifa
Peter, at Grid Based Wargaming..., among all of his other wargaming irons in the fire, has been looking for a ruleset to bring his 6mm WWII collection back to the table. The rules currently under review are Lock n Load Publishing's Tank on Tank WestFront. Despite the title, Peter commandeered these rules straight away and pushed them to the Western Desert.
Since the rules are downloadable from the publisher's website and only contain a handful of pages in length, I was able to read through the rules and familiarize myself with both rules and Peter's scenario beforehand. With the rules being simple and geared toward fast play, Peter guessed that we would get in two games into our allotted gaming session. He was right!
For Game #1, I took command of the counterattacking Afrika Corps near Bir Kalifa. The German objective was to either destroy every Allied unit on table or exit three units off Allied side of the table within nine turns. We used the solitaire rules for Action Point allocation.
![]() |
| At start deployments with Allies holding the high ground. |
![]() |
| Germans make a general advance toward the road and Bir Kalifa. Wespe is positioned on the high ground to the rear. |
![]() |
| As the Germans gain the road, they attack one of the Grants set up in the broken ground. Combined arms destroys the Grant! Oh! This is a bloody and unforgiving game! |
![]() |
| The remaining Grant on the Allied right engages a Pz III, The German is destroyed. The German righthand brigade shifts farther to the right. |
![]() |
| Action is furious in the center! The Germans lose another Pz III on the road while the Allies lose both an A13 and another Grant! |
![]() |
| Desperate fighting continues! Germans lose another Pz III in the center as the German flanking attack sends another Grant to the Dead Pile! |
Tuesday, August 4, 2026
Back to the Painting Desk
Work at the painting desk has been slow with so many distractions. One of which is rebasing the WotR collection. Rebasing has required painting a few additional figures to conform to the new scheme. I am happy to report that the project is behind me, and work continues on adding a new subprocess to the rules which are a work-in-progress. Once I can clear enough space on the game table, I will present a parade of the newly based armies.
Saturday, August 1, 2026
If it is August...
Some new questions have been added to this year's edition of the survey, some response choices have been modified from old questions, and a handful of old questions have been kicked to the side of the road.
You can take the survey at Great Wargaming Survey. Completing the survey takes about ten minutes or less depending upon your familiarity with the questions and your verbosity on the open-ended questions at the end.
Once again, if you would like to have your responses added into the pool of PWJ blog readers, add in "PWJ2026" code along with other comments in the "Final Observations" open-ended question at survey's end. If you want, tack on your initials as a suffix so that we can collectively help recall specific reader responses. With enough interest and sufficient responses, you could see some of the upcoming analyses tailored to this subset of august survey respondents. Last year, I thought this exercise was a fun diversion and helped to profile readership.
From a preliminary listing I saw, this year's survey offers an assortment of enticing incentives to sweeten the pot for completing the survey. One incentive of note is that WSS is offering online (or app) access to the entire WS&S back issue archive for three days.
Tuesday, July 28, 2026
"Loopy" Wargame Design
I found David's 27 June piece on Principles, Models, and Algorithms interesting and figured the post deserved more than I could produce in a short comment to his post directly. After some thought, I tackle David's essay.
To briefly summarize David's essay, he argues that rules can be understood at three levels (or layers): principles, models, and algorithms. Principles are broad goals that require judgment and may be ill-defined or vague. Models are the underlying ways in which we try to understand reality and quantify those perceptions into workable solutions. Algorithms are the mechanisms used to resolve and adjudicate game actions without any bias or judgment. David suggests that this process carries a definite hierarchy with Principles at the top followed by Models and finally Algorithms.The idea of a model is also useful, but some clarification is warranted. A model in wargaming is not only conceptual but takes the role of creating a selective abstraction of causation. As a designer, we make choices. In other words, a model tells us what we think matters in a given historical situation. That seems especially important in wargaming, where two rulesets may look similar on the surface but actually rely on different assumptions about morale, firepower, cohesion, or command. There are different types of models in wargame design as well. Models can include physical models (ranges, formations, movement rates, weapons effects), behavioral models (morale, command friction), and perceptual models (fog of war, limited intelligence). Different combinations of models or different implementations explain why two rulesets with the same, core mechanisms can feel very different.
On mechanisms removing judgment altogether, I find this not the case. Mechanisms certainly channel responses, which is valuable, but they do not eliminate judgment from the game as a whole. Rather than eliminating judgment, mechanisms relocate it. Players still exercise judgment in movement, target selection, risk-taking, timing, and so forth. Perhaps a better point is that mechanisms confine judgment by removing arbitrary rulings. Mechanisms allow for a more explicit and repeatable structure.
In the end, the most valuable part of David's essay is that it reminds us to ask not only whether a rule works, but why it works. A game may have clean mechanisms but still fail to express the historical problem it is trying to represent. Conversely, a simple mechanism can work quite well if it is supported by a sound model and a clear objective. A looping design and development structure helps to focus the interaction between the three levels of objective, model, and mechanism.




















