One of the very enjoyable things about the “Sharp Practice” stable of rules from TooFatLardies is the focus on the role of the Big Man. There’s an element of roleplaying which is just beneath the surface in how Big Men are used within these rule-sets: they drive the action, they rally their troops and they lead the close combat assaults. “Through the Mud and the Blood” is no exception, and offers a great deal if you want to look more closely at the background, motivation and, just possibly, the future history of your tabletop Big Men in the Great War. The idea behind this hand-out is to fill in some of the blanks regarding British and German Big Men of “Through the Mud and the Blood”. (You can find a companion hand-out on French Big Men (or Grandes Hommes) on the Roundwood’s World Blog). The aim of this hand-out is not an attempt to turn “Through the Mud and the Blood” into a roleplaying game – the colour of Sergeant Limehouse’s eyes (hazel), or OberGefreiter Zeigler’s dexterity at leaping from high walls (not the best since he was wounded at Verdun) isn’t going to matter at all. Rather, the intention is to map out some of the personality aspects which possibly, just possibly, might change the course of a trench raid, a platoon assault, or even a bigger moment of military history. Will your platoon commander’s fragile health and shattered nerves hold up in close combat? Will Gefreiter Fassbinder brave the Lewis gun fire to rescue that cold fish, Fähnrich Vogel, from No Man’s Land? And will Captain Westferry’s secret illness, hidden from the Poplar and Stepney recruiting officers, come back to haunt him? Sometimes, warfare can turn on small details like these. The other objective of this article is to take a light-hearted, but not entirely irreverent, look at where the future might take your Big Men after the guns fell silent at 11am on 11 November 1918. Will Corporal Beckton remain in khaki in some far-flung corner of the British Empire? Or will he return to the Corporation Tramway depot he left four years earlier when he volunteered? What uniform will Leutnant von Scheer be wearing in the glitter and doom of the Weimar Republic – that of the Heer, or something far darker in shade?

Breeding So, what exactly is the background of each of your Big Men? For each Big Man in your force, roll 2D6, applying the modifiers shown. British Officers “The soldier in the hour of need and danger will ever be more ready to follow the officer and gentleman whom education, position in life and accident of birth point out to be his natural leader…than the man who, by dint of study and brainwork, has raised himself from the plough or anvil”. Lieutenant General Sir Frederick Hamilton (1874) 2-5

Up from the Ranks

You’ve clawed your way out of the ranks, and been rewarded with a (temporary) commission. Who would have dreamt it? If only your mates at Grimethorpe Colliery could see you now…

6,7,8

A “Temporary Gentleman”

A grammar school boy perhaps, with a newly minted temporary commission and a chance to climb the social ladder and show you’re as good as your “betters”.

9, 10,11

Public School Boy

Play up, and play the game – this is what has been expected of you all since you were a boy. You are part of Britain’s natural leadership – everyone is counting on you.

12

Toff

Daddy was a general in the Sudan, and Uncle Harry is an Earl. Soldiering is in your blood. Having “Honourable” before your name just means you get a better dug-out to hang your Burberry trench coat in. You will always be a Countryman (see Character Traits below)

Regular and Yeomanry Cavalry Regiments: +1 to roll 1917-1918 period: -1 to roll

British NCOs “Squire nagged and bullied till I went to fight, (Under Lord Derby's scheme)…” 2-5

Guttersnipe

Conscripted from the slums of the East End and now in the trenches of France. Strewth, what a life!

6,7

Apprentice

You signed under Lord Derby’s Scheme. You just hope your job will be there when you get back.

8,9

“T’Others”

You signed up in 1914, into your local “pals Battalion” in a Kitchener Division. At least you’ve stayed with your mates from the tramway depot.

10,11

A “Commercial”

You signed up in 1914, into your local “pals Battalion” in a Kitchener Division. But don’t worry, you’re with fellows from your own class!

12

Old Sweat

You’ve seen a lot since the summer of ’14. Not many of your generation left. Roll 1D6 for an Old Sweat – 1-3 Pre-War Territorial; 46 Old Contemptible of the pre-War regular army. Add an additional Status level l (to a maximum of Status III) for an Old Sweat still fighting in 1916 and after.

1914 period: In August 1914, all NCOs should be “Old Sweats”, with the number of such NCOs dropping dramatically as the years pass. Between April 1917 to the end of the War, one way of reflecting the disappearance of the BEF veterans of Mons and Le Cateau which we have used in our own games is to roll again (just the once) if you initially roll “12” for an Old Sweat. This tends to make it very unlikely that one of your British Big Men in 1918 would be an Old Sweat (a 1 in 1,296 chance in fact).

German Officers “Leutnant Goebel’s been my platoon officer for the last three months. One of those small, white-faced chaps. He’s only an amateur at the game like the rest of us. One of the reserve, one of those autumn manoeuvre hoppers. But one of the sort a chap can get on with. Doesn’t shirk his job and doesn’t pinch his men’s rations” Karl Brőger, Pillbox 17 2-5

Up from the Ranks

Your bravery and skill have finally been rewarded with a battlefield commission (Roll 1d6 to see if your promotion came with a decoration: on a 5, Iron Cross Second Class; on a 6 Iron Cross First Class)

6,7

Kriegsakademie graduate

One of the next generation of leaders of the Fatherland.

8,9,10

Prussian Junker

Your ancestors fought with Freidrich der Grosse. Now the Fatherland calls you. Will you answer? Gott Strafe England!

11,12

Bourgeois

An arriviste from the middle classes. Your father, a veteran from 1870, held a temporary commission in the 14th Infantry Regiment, has allowing you to enter the German officer class despite your middle class background. Can you outshine your father’s fine military career and finally be accepted by the Prussians in your regiment?

1917-1918 period: -1 to roll

German NCOs “In the heat of battle, one of my men, Gefreiter Kimpenhaus, jumped up on to the parapet, and fired down thE trench until he was brought down by two bad wounds in his arms. I took a note of this hero of the hour, and was proud to be able to congratulate him two weeks late, on the award of the Iron Cross, First Class.” Ernst Junger, Storm of Steel 2

Failed Artist

Son of a minor civil servant, you failed to gain entry to the Vienna Akademie

der bildenden Künste (not your fault, of course!) and since then you‘ve lived the life of a down and out. Your watercolours are bland and unfashionable. Minus 2 on popularity roll. 3-5

From the rattenkellers of Hamburg

Conscripted into Feldgrau. The half-flooded bunker in Flanders reminds you of home …

6,7,8

Landwehr and Landsturm

Perhaps you thought your time might have passed, but the telegram arrived a short while ago to call you to the Stellungkrieg.

9,10

Reservist

Mobilised, trained and ready to answer your Fatherland’s call …

11

Kriegsfreiwilliger

A war volunteer, who intended to seek a commission at the start of the war, you are a survivor of die Kindermord bei Ypern. You were a student and sang as you ran “into this hell with childish trust”. Never bright morning again for those of you who lived through it. You are a Linguist (see Character Traits below)

12

Altekämpfer

A veteran from the pre-War army, you can even remember the summer of ’14 if you try hard. So much has happened since then, but none of it good. You are a Verdunkämpfer, Sommekämpfer or grizzled survivor of die Flanderenschlact. Add one status level (to a maximum of Status III).

Physical Stature Are you a boy soldier, a “bantam”, a walking skeleton or a strapping ox of a man? Find out by rolling 2D6. 2

You hid a secret illness from the recruiting officers. Roll 2D6 again 2 - You’re an asthmatic: if the unit you are attached to is caught in gas attack or gas pocket and subject to a “Poor Gas Discipline Card”, treat as a light wound (page 21 of the “Mud & Blood” rules). Add a “Poor Gas Discipline” Card to the “Mud & Blood” deck whenever gas is used. If the “Poor Gas Discipline” card is drawn, the next group or weapons team (of either side) which is deployed in the gas barrage or gas pocket suffers 1D3 additional wounds (counting no cover) – let’s hope you’re not in it! 3 to 11 - various embarrassing ailments, but nothing impairing military efficiency; 12 - You suffer from panic attacks, and they’re getting worse while you’re in the Trenches: Drop your Health (see below) by 2 points at the start of the game

3

"Clear off son. Come back tomorrow and see if you're nineteen, eh?" You’re a boy soldier, underage by at least two years. You have lots of spirit, but it’s a man’s war. Minus 1 dice in close combat.

4

Bantam – (British only) You’re well below 5 foot 3 inches in height, barely bigger than a rifle. But you make up in guts what you lack in inches. Emaciated - (German only) Black bread and ersatz coffee is all the regimental canteen has offered for weeks. Your belt and trousers are now three sizes too big. You dream at night of English bully beef and French chocolate.

5-9

Average – Slim, but of average build. Nothing that the regimental cook can’t fix.

10,11

Athletic – You’re fit and healthy and love running, especially when you’re being shot at. Plus 1 pip to any dice roll when moving alone.

12

Giant – You’re a giant of a man, with hands like hams. Plus 1 dice when engaged in close combat.

Member of a Stosstrupp, Stormtrupp or trench raiding party: plus 1 to roll

Popularity Perhaps you find that, despite the misery and death in the trenches, some solace in the companionship of your fellow soldiers. Do you lead the singing of “Wacht Am Rhein” or “It’s a Long Way to Tipperary” as the enemy’s shells fall. Or are you introverted and silent, forever cursing your luck? Roll 2D6 and find out. D6 roll

Popularity

2,3

Not worth a light – a “real stinker”: Your men are stuck with you – perhaps you feel the same away about them.

4,5

A Cold Fish : You brood on the bad fortune which brought you to this black and broken land. You keep yourself to yourself. Making friends quickly leads to bitter grief in this place.

6,7,8,9

Likeable enough: You are generous with the parcels from home, and give out cigarettes like confetti – there’s a lot worse than you Up The Line

10,11,12 Popular and Personable – “A sort of cobber of ours”: Like the Prince of Wales, your men have accepted you whatever your background. You’re respected, and that means a lot to you. For a badly-wounded man, his popularity could make a difference in being rescued from no Man’s Land, or left to die in a flooded shell-hole: When a Big Man is badly wounded and rolls 1D6 (page 21 of the “Mud & Blood” rules), +1 for a Big Man who is “Popular and Personable”, -1 for a “Real Stinker”.

Health Fighting on the Western Front took a terrible toll on those who fought there. The pressures of leadership, coupled with the rigours of a social system in which showing fear or being “windy” was greatly frowned upon, exacerbated the tension for junior officers. As an option for junior officers who may have been in the front line for some time or who have been under fire or enemy attacks for a considerable time, you may like to use the following Health system.

In a number of playtest games, we have used the Health system sparingly. (In our playtest games we have not tracked the Health of each Big Man in a force – we have found that “a little had gone a long way” in the context of using this rule.”) Generally, we have used the Health rule in in circumstances where, viewed objectively, one of the Big Men in a force would be at risk of succumbing to combat stress during the battle. These circumstances would be rare, but are documented fairly frequently in accounts by contemporaries. In addition to providing an insight (however small) into the terrifying experience of junior commanders of all sides on the Western Front, the use of the rule creates significant challenges for player controlling a Big Man under extreme pressures but who nevertheless may occupy a critical position or undertake a key role in the game.

Health “He put a bullet through his brain/ No one spoke of him again” 1

“Done in”

2

Exhausted

3

Battle-ragged

4,5 Worn 6

Still fresh

For each wound suffered in any previous game (whether lightly or badly wounded – see page 21 of the “Mud & Blood” rules): -1 Gassed in immediately preceding game (being within a unit suffering “shock” from a gas attack): -1 Suffers from panic attacks (see Physical Stature above)

Roll 1D6 and ascertain the Big Man’s Health on the above table at the start of the game. Track the Big Man’s Health on the table below, starting with the Health score as shown at the start of the game. Then, during the game, reduce the starting Health score by one point each time one or more Shock points are inflicted on any unit with which the Big Man is attached to (even if that Shock is later removed). On reaching 5 Shellshock points, reduce the Big Man’s status by one status level in the game. On reaching 0 Shellshock points, treat the Big Man as badly wounded (see rule 9.5.1 on page 21 of the “Mud & Blood” rules). He will have no further influence on the game, but the owning player must attempt to remove him from the field of battle (no roll is needed for this). Removal to a French regimental aid post takes two stretcher bearers if available (four in bad or abysmal terrain), and two men from the unit the Big Man is attached to if not. Shellshock Points Table 0 Treat as Badly Wounded

1

2

3

4

5 Drop one status

6

7

8

9

10

11

12

“Done -in”

Exhausted

Battleragged

Worn

Still Fresh

Character Traits I like to try to add a little more colour to Big Men through the following table. Many of these have no effect on the game (although it is surprising how often these are referred to when playing). However, traits marked in blue (positive) or red (negative) will have an effect on the game of “Through the Mud and the Blood” or the “Winter Sports” trench-raiding supplement (published in the TooFatLardies’ Christmas Special 2010)

Mud and Blood Character Traits 1

2

3

4

5

6

1

Grim

Stealthy

Charismatic

Gaunt

Reckless

Short-sighted

2

Xenophobe

Iron Constitution

Alcoholic

Glory Hunter

Bookish

Relentlessly Cheerful

3

Chain Smoker

Mercurial

Linguist

Countryman/ Krieghund

Determined

Sixth Sense

4

“Windy”

Artistic (for an Officer)/ Patriotic (for an NCO)

Honourable

Religious

Sharp Eyed

Confident

5

Trophy Collector

“Dug-Out”/ Stellungkämpfer

Enormous moustache

Loyal

Paranoid

Sardonic

6

“Thruster”

Xenophile

Hollow-eyed

Morose

Mordant

Worn-out

British and German Character Traits Alcoholic - all tasks take 50% longer owing to indulging in frequent snifters

Reckless – roll 1d6: 1-4 reckless: may only make one spotting attempt at each separate target (once attempted, can’t repeat same target). 5-6 foolhardy: as “reckless”, but may not add his initiative to any spotting attempts

Countryman – British Officer only (excluding any officer “Up from the Ranks”): armed with a trusty 12 bore shotgun (Purdy’s) - counts as equipped with trench broom in close combat

Sharp-eyed +1 on all spotting rolls

Charismatic +1 to Popularity

Short-sighted minus 1 to all spotting rolls

Determined Always adds 1 pip per dice of movement

Sixth Sense + 2 Whistle Blowing Points at start of game of Winter Sports when defending in front line trench. Always a Highlander (with or without kilt) in a British force.

Dug-Out/ Stellungkämpfer - Overly cautious - remove 1 pip per dice of movement

Stealthy always +1 to D6 roll attacking a sentry (Winter Sports)

Iron Constitution ignores first light wound (page 21 of “Through the Mud and the Blood” rules)

Thruster - No initiative point needed to enter close combat

Krieghund – German Officer or NCO with 9mm Mauser with snail magazine, or Bergmann MP18: always counts as both being a trench cleaner and as being armed with a trench broom in close combat

Trophy Collector +1 to any souvenir collecting or looting rolls in enemy trenches

Linguist Add another Wir Sind Freunde card (or equivalent) in Winter Sports to a trench raid (up to 3 allowed)

Windy – needs to expend an extra initiative to enter close combat

Loyal Will always attempt to rescue a wounded Big Man of his own regiment or battalion, regardless of the danger

Worn-out reduce Health to “9” (Exhausted) at start of the game

Morose minus 1 to popularity

After the Guns Fall Silent “Slowly, slowly, the wound to the soul begins to make itself felt, like a bruise which only slowly deepens its terrible ache, till it fills all the psyche. And when we think we have recovered and forgotten, it is then that the terrible after-effects have to be encountered at their worst” (D.H. Lawrence, Lady Chatterley’s Lover) I also like to find out what might happen to the Big Men from the games and campaigns played after the War, should they survive. The inspiration for this section came from Big Rich’s article in the 2010 Summer Special which looked at later careers for Big Men in the Charlie Don’t Surf “Tour of Duty” Supplement. It’s not meant to be particularly serious but could, at the end of a game or campaign of “Through the Mud and the Blood”, add some suggestions on where you might find your “Mud & Blood” Big Men reappearing in your games. First, and most importantly, find whether the Big Man survived the War and lived to the moment when the guns finally fell silent. For those surviving, civilian life beckons. And for a few, the fighting continues on … Roll 2D6 for each Big Man used in the game. Then, for the survivors, follow the relevant Exit and roll 1D6. Good Luck! Did you Survive to to the 11th Hour of the 11th Day of the 11th Month? 2-5

In Proud and Glorious Memory

Sadly, you are one of The Fallen. Dulce est Decorum Est Pro Patria Mori

6

Survived but Wounded

You survived, but were badly wounded. A piece of shrapnel in your thigh always makes you wince when the weather is cold and wet. You are a Wounded Civilian – go to your relevant Civilian Exits.

7-10

Survived

You have survived the War to End all Wars, and leave the army on being demobilised. You are a Civilian – go to your relevant Civilian Exits.

11, 12

Survived

You survived the War to End all Wars, but have remained in the army, or at least in a uniform of sorts. Go to your relevant Military Exit.

British Civilian Exits: “A Land Fit for Heroes”? “I saw the Prince of Darkness, with his Staff, Standing bare-headed by the Cenotaph” 1

Shell-shock and illness: You struggle to recover from the War. The post-War years are a series of hospital wards and Doctors’ cold waiting rooms. The smell of formaldehyde now makes you physically sick. You have trouble sleeping, and suffer vivid, terrible nightmares.

2

Penniless: The “Land Fit for Heroes” was another empty promise. There are so many like you, chasing so few jobs on Civvie Street.

3-5

An “ordinary” life: Your life after the War is as “ordinary” as it can be after what you have been through. You slip back into employment, your trade or a quiet profession, never to forget. You never talk to anyone about your life in the Trenches.

6

The Dark Decade: You have an unusual life ahead of you. Roll 1D6 again: 1 You become a hack novelist writing horror stories about black magic, cashing in on the burgeoning

interest in ghosts and the supernatural immediately after the War. 2 You become the gamekeeper to the wife of a war-wounded baronet and behave unspeakably in her potting shed. 3 You form an unusual alliance with an odd, but clever, Belgian detective 4 You have a glittering career as a poet after the War. But you feel guilty you are remained alive and lace your poetry with black, sarcastic bile. 5 You become a Member of Parliament, determined to avoid another War. But you slowly begin to realise that democracy is doomed. 6 You leave the wreckage of Europe for the lure and promise of the Americas. Who knows if you will ever return. You are a Wounded Civilian: -1

British Military Exits: Sons of Empire “We have come over here to finish our time, doing guards, curfew patrols, street patrols and heaven knows what else. Ship Street Barracks, Great Dame Street, Dublin is the new address, and its raining, what a life” Private J.P. Swindlehurst (British Voices from the Irish War of Independence 1918-21) 1

Home Service in Ireland: From Flanders to Fermanagh, you are not sure which is the frying pan and which is the fire. You preferred it when your enemies wore a uniform. Roll another D6: 1 – 3: You remain in the regular army fighting the IRA in ambushes and raids across the “badlands” of Kerry; 4 or 5: You join the Black and Tans and earn the eternal loathing of Irish republicans; 6: You join the “Special Gang F Company Auxiliaries”, better known as the “Cairo Gang”, fight a vicious street-war through Dublin and attempt to escape assassination by Michael Collins in November 1920.

2

Russia and the Intervention: You regiment is shipped to Arkhangelsk to fight the Bolsheviks in a bitter, nasty, civil war. And to think, a few short years ago, these were your allies …

3,4

India, Africa and the Empire: The British Empire spans the globe – where it calls, you follow. Somewhere there always seems to be some revolting foreign johnnie to control, shoot, machine gun or gas.

5

Red Clydeside: You didn’t fight the Hun to let the Bolshevik burn your home. You never expected to be pointing a rifle at strikers in the dockyards of Glasgow, but these are dark times.

6

Sandhurst: You rise through the ranks and are determined never to make the same mistakes as the Generals did in the Great War. You become friends with “Boney” Fuller and Captain Liddell-Hart. You write a book about mobile warfare which everyone, especially you, considers is brilliant. You were an NCO, were an officer “Up from the Ranks” or a “Temporary Gentleman”: -1 You were a British trench raider: -1

German Civilian Exits: Glitter and Doom “For us, Berlin was crazy, debauched, metropolitan, anonymous, gargantuan, futuristic. In short, an infernal cesspool and paradise in one”. Hans Flesch von Brünningen 1

Doom: You suffer from shell-shock and struggle to recover from the War. You travel to Vienna and visit Professor Freud who attempts to psychoanalyse your “war neurosis”. Unfortunately, he can do little to stop your nightmares about that burnt out bunker on the Siegfried Stellung …

2, 3

Ruin: What meagre savings you have are obliterated in the hyper-inflation of 1923. You now sell matches and bootlaces at the doors of a cabaret club, bitter at the failure of the Weimar politicians to help you.

4

Revolutionary: “Vereignt in Unser Kampfen”. You join the KPD and fight in Berlin, Munich and the Ruhr for the communist cause until all hope is lost and your leaders are murdered. The future looks very bleak for you after that.

5

Glitter: For you, the chaos of Weimar is but an opportunity to prosper in the New Babylon. Roll 1D6: 1 You become a dada artist, exhibiting hat stands and urinals in a smart Berlin exhibition. 2 You become a German expressionist painter of note, producing savage canvasses inspired by your War experiences. 3 You become a writer, telling the German Volk what really happened in the War. You achieve fame and a certain notoriety, although later generations will disown your works. 4 You become a black market profiteer, making a fortune out of hyper-inflation. 5 You become a politician, a social democrat. You spend lavishly on champagne and prostitutes and cannot escape the feeling of impending disaster. 6 You open a cabaret bar in Berlin, hire an incredibly fashionable American jazz band, flirt with actresses from the Silver Screen and are arrested for malicious practices.

6

Respectable anonymity: You return to the Heimat, continuing your old employment or trade but feeling disillusioned, perhaps even betrayed. Was it all in vain? Will Germany ever be great again?

You are a Wounded Civilian: -1

German Military: Steel Wolves “This is the New Man. The storm soldier, the elite of Middle Europe. A completely new race, cunning, strong and packed with purpose….the axis of the future” Ernst Jünger Der Kampf als innere Erlebnis (The Struggle as Inner Experience) 1

SturmAbteilung: Disillusioned at the end of the War, you come to believe in the Dolchstoss, the stab in the back of the army by the “November Criminals” and politicians in 1918. You’re disgusted by the Treaty of Versailles and its War Guilt Clause. You meet an Austrian Corporal in a dark bierkeller and are spellbound by his strange, magnetic personality. Your NSDAP party membership number is impressively low. Your black heart knows there are hard street-fighting years ahead.

2

Freikorps: The Fatherland must be protected against the Bolshevik horde. You fight against communists from Berlin to the Baltic coast with the Freikorps. You imagine yourself as some latter-day Teutonic knight, but you know that the bitter truth is far less prosaic.

3

Putsch: You throw your lot in with renegade and reactionary generals, determined to bring order to the Weimar chaos.

4-6

Heer: You remain in the army. You have an undistinguished 1920s, going on manoeuvres on bicycles and quietly waiting, watching. Perhaps you can already see the whirlwind approaching.

You previously fought in a Stosstrupp, a Stormtrupp or were a German trench raider: -1 You are a Cold Fish (see Popularity above): -1

Further reading I hope you find these Backgrounds helpful and fun in your games. While I’ve written them with the “Through the Mud and the Blood” wargames rules in mind, you should be able to adapt them fairly easily to other rule-sets. Huge thanks are owed to both Richard Clarke, for talking through the things a former Tommy or German soldier might get up to in post-War London or Berlin, and Joe Legan, whose “Platoon Forward” supplement was one of the starting points for these Backgrounds. If you’ve not yet picked up a copy of “Through the Mud and the Blood”, or “Platoon Forward”, you really should do as they are both excellent sets of rules. Particular thanks are also due to Richard, who has kindly allowed this hand-out to be posted on my blog after first being published in the TooFatLardies Summer Special from 2012. Wargamers interested in the Great War currently have a wealth of resources to look through for information about the lives of combatants on the Western Front and other theatres of the War. Some of the most interesting books of recent years have focused on the role of the junior officers in the British arm. “Six Weeks” by John Lewis-Stempel is excellent, making a very “ground-up” view of junior officers’ lives in the trenches. “Playing the Game” by Christopher Moore-Bick is another very readable and excellent book focusing on junior British officer, but this time taking a more sociological view of the environment in which young officers grew up and how this conditioned their responses to life in the trenches. Commentaries of the German officer’s and NCO’s experience of the Great War are harder to locate, although I found Ann Linder’s “Princes of the Trenches: Narrating the German Experience of the First World War” (Columbia, 1996) very helpful, albeit from a literary perspective. Autobiographies of soldiers in the war abound and are widely available. Those by Robert Graves, Siegfried Sassoon, Edmund Blunden and Ernst Jünger are not only among the best known, but have the attraction of being some of the easiest to read. Further details of wargaming the Great War can be found on my blog at www.sidneyroundwood.blogspot.co.uk

Sidney Roundwood, January 2014

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