They're intended to represent a pair of lanistae (owners/trainers of gladiators) and as that pretty neatly reflects the day job of our two gang-patrons, it was a no-brainer to pick up a copy.
The Land of Counterpane
Thursday, June 4, 2026
Gangs of Rome - the Patrons
They're intended to represent a pair of lanistae (owners/trainers of gladiators) and as that pretty neatly reflects the day job of our two gang-patrons, it was a no-brainer to pick up a copy.
Saturday, May 30, 2026
Sharp Practice terrain sources
On Friday Baroness Counterpane and I were at Welbeck Abbey in Nottinghamshire to see our daughter give a talk about the history of the estate's private fire brigade.
The talk, a ticketed affair, took place in the Harley Gallery and while we were waiting for it to start, my eye was taken by a seventeenth century oil painting.
Apparently 'View of Antwerp' has been attributed to a number of artists including the elder Breughel and Peter Paul Rubens. What caught my eye, though, was the foreground detail.
When building terrain for northern European Sharp Practice games this kind of thing is gold dust.
This one, for example, has a nice old cottage with washing drying on the grass outside, a field of enormous cabbages, and a couple of fence lines overgrown with long grass...
Thursday, May 28, 2026
Gangs of Rome - The Campaign
Chatting with a few fellow gamers after the installation of the new Lord Mayor of Sheffield (congratulations Andy), I was reminded that people are keen to do some more Gangs of Rome. This prompted me to finalise the structure of our campaign.
I wanted something that be low-maintenance, time-limited and capable to progressing when enough of us could get together to play, rather than needing all participants every time a new episode took place. Ideally, players who aren't able to get to Sheffield to sit around the table should also be able to contribute. This is what I came up with.
Spurius Verdius and Tarquinius Caerulius are competing big-wigs in Rome at the time of Emperor Vespasian. They are deadly rivals whose followers contend to control the neighbourhoods where their territories overlap. This contention is often violent in nature, at least until the Vigiles Urbani turn up to restore order!
Our campaign will consist of a maximum of six episodes (in addition to The Brawl scenario that some of us played last Christmas, which counts as Episode Zero). Each gang has a list of six missions they must complete over the course of the campaign. Each mission may be selected once. Note that these lists are not the same for both gangs. The Gang with the highest total of Victory Points after six episodes is victorious in the campaign.
Each player in the campaign is associated with either the Spurius Verdius (Green) Gang or the Tarquinius Caerulius (Blue) Gang. In addition, each player has a personal character that only they will play. If that player is not present, their character will be replaced by another, either the personal character of another player or a non-player character to be run by the rest the gang’s players.
Friday, May 15, 2026
Finally, a Fairey Delta 2
It's far from perfect; I'm not happy with the attachment of the etched-brass wing fences and the long nose probe that survived initial construction and storage got broken in the process of applying the decals! It is moulded as part of the fuselage rather than as a separate part that could be fitted towards the end of the build. I just knew I'd not get through without breaking it but I'm furious to have got so close to the end before doing so!
- the ill-fitting canopy,
- that delicate nose probe (I never even attempted the tiny, etched-brass airflow probes that should be fixed to it), and
- for some schemes a yellow stripe decal needs to be added below the nose before you attach the lower aerial and pitot tube.
Monday, May 11, 2026
Gabr-el-Ahmar
| Gabr-el-Ahmar, the Red Tomb, my own 3D design (let me know if you want the STL file) |
The scenario appears in the Benghazi Handicap sourcebook for Chadwick's own Command Decision rules. I amended it to fit with the TacWWII rules and was pleased to get this chance to give it a first run-out.
This left me with the Brits. Gabr-el-Ahmar is an odd scenario for the British player; you're out-numbered badly by the Italians. Your few 2-pdr-armed A9 Cruiser tanks out-gun the Italian M11/39s but they're in mixed companies with Light Tanks Mk VI that are in turn out-gunned by the Italians!
... but then decided to throw the British forward to get the Light Tanks' heavy machine guns into effective range.
Sunday, May 3, 2026
Jet Provost
It's a Hunting Percival Jet Provost T.4 painted as an aircraft at the Royal Air Force College, Cranwell in 1962.
The model is built straight from the kit using one of the two decal sets provided. The only change I've made is to paint in the red and green navigation lights on the tips of the wing tanks. In the Airfix instructions these are shown as black.
Sunday, April 26, 2026
Operations near Morris, Mississippi
Word recently reached Stately Counterpane Manor that our good friend Ron had been rather poorly but was now keen to get back into the social whirl. So knowing his predilection for the American Civil War I volunteered to put on a Sharp Practice game.
The scenario was loosely based on operations by the Union's Mississippi Marine Brigade in 1864. In August of that year a Mississippi Ram Fleet flotilla was operating along its namesake river with orders to intercept civilian river traffic:
During the operation, the quartermaster boat Fairchild, lagging behind the fleet, came under fire from near the riverside village of Austin. The fleet returned and dispatched mounted and infantry elements of the Mississippi Marine Brigade to deal with the enemy forces. The result was a rather poorly handled engagement near Beaver Dam Lake that involved the marines accidentally trapping a Confederate cavalry force between their infantry and mounted elements!
I used the outline of the Austin engagement to create a smaller game more suited to Sharp Practice. Ron had five Groups of Confederate cavalry, three of them mounted and two operating on foot as skirmishers. The skirmishers had been given all of the force's available long arms and so were treated as armed with muskets. The horsemen had pistols and operated using the Sam Colt's Equalisers rule. The Confederate plan was that they could ambush any Union troops sent to capture the (actually recently withdrawn) artillery that had fired on the flotilla.
| The field of battle from the south - the Duck River is mostly off-table to the left but you can see the hill from which Confederate artillery yesterday bombarded the ram fleet. |
And Union troops there were, mostly entering from the northern end of the field. Mark commanded two groups of MMB infantry with a single group of skirmishers attached. The latter were armed with breech-loading carbines, which yet again proved their worth in this game.
Also available on the Union side were two groups of cavalry but these would arrive at the southern end of the table with their time and place of arrival somewhat randomised.
The Confederates had two usable Deployment Points and a third, dummy one on the riverside hill. At the start of the game Ron chose to deploy two-thirds of his cavalry in the woods to the left of the advancing Union boys.
| The Union advance - Confederate cavalry start to appear in further clump of trees |
I'm afraid this was a mistake by Ron; there was little room to manoeuvre and the presence of fencing along the road would make a powerful charge difficult.
However, the Union forces were commanded by Mark and he can always be relied upon to get the wrong end of a random event. Major Wilbur Warnefield slipped and fell and would spend an inordinate amount of time getting up and dusting off his uniform!
This did, however, allow time for Captain Falke's Union cavalry to complete their ride around to the southern end of the field
Ron also took advantage of Warnefield's delay by deploying two groups of dismounted cavalry, causing some casualties to the Union line.
On the Union left the dismounted skirmishers advanced up the road to oppose Ron's horsemen...
and then took up a position behind the snake-rail fence.
Meanwhile Falke's cavalry advanced. Mark was keen to keep his options open - should he charge the enemy skirmishers in the open or engage the cavalry in the rather cramped space alongside the road? In the end, the opportunity to put in a proper cavalry charge won out and blue-clad riders began accelerating towards the Confederate skirmish line.
The result was slaughter. Both Confederate groups were routed and out of the battle. Confederate Force Morale dropped from ten to six in an instant!
Another random event saw the cavalry discovering that the ground was rougher than they thought (perhaps slick with Rebel blood?) so I had a chance to deploy one of my specially designed markers.
At this point, as Mark carefully marshalled his dice, we realised that the Union line was firing in an uncontrolled manner.
It would continue to do so for several turns, the men firing mechanically into their own powder smoke despite the presence of their own cavalry to their front. I'm sure some harsh words were exchanged once the cavalry managed to extricate themselves from the position.
On the left, Ron finally managed to manoeuvre his cavalry into position to charge the Union skirmishers but, attacking a defended obstacle and rolling spectacularly poorly, they were forced back with significant losses.
...with just two points of Force Morale left, Ron ordered a general withdrawal and the Union had won the day!
It was great to get the ACW collection on the table for a game other than Running from Bull Run, lovely to catch up with Ron and Mark, and pleasing that a scenario planned in relative haste worked so smoothly. We must do this more often!