| One Roman force - I need two! |
The Land of Counterpane
Tuesday, July 7, 2026
Beware the Calends of September
Sunday, July 5, 2026
A New Lardy Day
I spent Saturday at a second gaming event/sauna in seven days. West Mid-Lards is a new Lardy Day organised by John Cooper (aka Maraviglia on BlueSky) in Bedworth, Warwickshire.
The venue was a town-centre games shop called Venator Tabletop Gaming. They seem to specialise in Games Workshop and collectible card gaming so, as a historical gamer, there was nothing for me to buy except for the several cans of Diet Coke needed to keep hydrated. If there'd been some modelling materials on sale I'd definitely have picked some up if only to support the shop.
With doors opening to game-runners at 10 and to the public at 11, I had time to get Running For Bull Run set up and chat with mates Ken Welsh and Mike Wilkins before getting down to serious play. Sorry, I didn't get any pics of the other games.
I was delighted to learn that the first game's players would include Chris Clarke and his son James, both regulars at Steel Lard. Chris had already played as the Union side in Sheffield so I decided he should try represent the forces of Fate this time. A quick poll of the other players saw James joining his Dad while Chris Collett and Pete Hartman represented the Union officers.
This was a very tight game. The Union officers did a good job of organising a defensive line that quickly saw off the Black Horse Cavalry.
The Fate players managed to flood the battlefield end of the turnpike with small units of routing Union men who were then charged by the aggressive Louisiana Tiger Rifles. Although the Tigers lost some men, their opponents were wiped out on two occasions. Union casualties were mounting up and with them the Fate players' Victory Points.
Unfortunately for the Tigers though, Mr Clarke sr developed a sudden inability to roll high. At a key moment their movement distance was just three inches. This left them smack in front of the forming Union line of battle.
Dice rolling seemed to be no problem for their opponents and the draw of the cards was also on their side. Two unanswered volleys saw the Tigers wiped out with their Leader (Sgt Warren Peace) also joining the casualty pile.
With the Fate Card deck exhausted, the game ended in a narrow win to the Union by 27 points to 25.
I took a stroll to the nearby Greggs for lunch - a corned beef bake and a doughnut. Bedworth reminded me somewhat of Worksop; not an obvious tourist destination. However, Nicholas Chamberlaine's Almshouses are quite picturesque.The second game started with far less experienced players; Pete had played before and Ben had played the related Infamy Infamy but for Luke this was a first. Pete had to leave early so I allocated him and Luke to the Union side and concentrated on making sure Luke had enough of a handle on the rules to go solo when Pete left.
This was an interesting game; Ben, as Fate, seemed reluctant to deploy routing Union soldiers onto the table and this reduced the effect of the Black Horse Cavalry - there just weren't that many wavering units for them to terrify.
The Union commanders on the other hand seemed to like the idea of getting formed Union forces over the bridge and off to safety. This was something no previously players had considered and their logic was probably reasonable. Eventually I persuaded Luke to stick around and have a go at shooting some Confederates and he did have some success.
The vagaries of the Fate Deck meant that the spectating members of Congress were only noticed to be in the area late in the game. For a moment or two it looked like the Confederates might capture them but in the end a timely movement roll of 11 on two dice saw Luke withdraw them safely behind his developing rearguard.
In the end, though, the Union officers were unable to get close enough to the battlefield-end of the table to rally the Late-arriving routers. The second game was won by Ben's Forces of Fate by 25 points to 17.
| Pete, Ben and Luke |
The response to the game, both as a visual spectacle and as a gaming experience was overwhelmingly positive and I was delighted that the players seemed to have a good time.
Several people asked me how many times I'd run Running From Bull Run. These, it turns out, were its seventh and eighth public outings (on top of three development/test games).
We're now getting to the point where the game's been to most of the events I attend. Only Ebor Lard remains and I've already agreed to run Infamy Infamy there. The figures and terrain will continue to see action but I think this particular game may be taken out of the repertoire for a while.
West Mid-Lards was an informal affair and lacked some of the features we've come to expect of Lardy Days (fixed time-table, prearranged allocations of players, after-event drinks and curry) but it was none-the-worse for that. A strong start for an event that could well become a fixture in the gaming calendar.
Monday, June 29, 2026
The Joy of Calais
Early in the planning it looked like the rest of the group fancied a year off from staging a game. Accordingly I planned to do what I fancied, thinking I'd be running the whole thing myself. This at least had the advantage of speeding up the decision-making process and allowed me to develop the game across most of the preceding twelve months.
With the two sides almost bumping into each other this isn't a scenario where the action is delayed by long approach marches. To reflect the confusion of the unexpected collision, only one company on each side can dice to change Mode on game turn 1.
| Les looks confident as 2pdr rounds make short work of thinly armoured German machines |
They would, however, take out one troop of Cruiser tanks before being destroyed in fighting between the Fréthun road and the railway.
I was very pleased with how the game went and owe hearty thanks to our recruits to the cause of resurrecting TacWWII:
Tuesday, June 23, 2026
More Joy of Six prep
A bit of nostalgia
Forty years ago I was hanging around Sheffield wondering what to do with the rest of my life and combining the roles of magazine editor and librarian of NODDSoc, the University of Sheffield's role-playing society.
The library consisted of a grey-painted steel cabinet somewhere in the bowels of the Octagon Centre, the university's recently completed conference and performance venue. I don't have a hugely clear memory of what games were in there but randomly I recall a copy of the almost-unplayably-complex Aftermath, the Thieves' World boxed campaign setting, and Village of Twilight, a scenario for a long-forgotten horror RPG called Chill. Oh and probably a copy of the Borderlands campaign pack for Runequest.
Anyway, in the course of my society duties I would host a taster session at the Student Union's Freshers' Fair. One of the players was a cute young blonde who had never tried RPGs before. My game-mastering skills must have done something to impress her because we've now been married for 36 years. We have three grown-up kids, two of whom have since attended Sheffield and become NODDSoc members.
Our daughter has since become a member of the society's committee (and she's not the only second-generation committee member) and recently, after bit of a cock-up on the logistics front, I was delighted to find that the current incarnation of the NODDSoc library was residing in the back of her car until she could get access to its new home.
There's some really old stuff in there; some of which might well have been under my care in the 1980s!
I've completely moved on from RPGs but it was pleasant to wallow in a bit of nostalgia.
Friday, June 12, 2026
Prepping for Joy of Six
| A shot from the first run-through of the game with just a few fields |
On Monday I decided to do another terrain test, with a larger number of fields present. This looked better but there's a strong sense of "these are terrain pieces sitting on a cloth" rather than actual countryside.
I decided to experiment with various flock and clump foliage recipes to disguise the boundaries of the terrain pieces. The starting position looked like this:
Here we see three field units butted up against each other and the edge of the table. They do rather stand out as separate pieces.
Possibly better but this isn't Normandy; I didn't want to give the impression of hedge-lined fields.
and made up a batch that can travel to Joy of Six and be sprinkled into the joints and probably around the boundaries of terrain pieces on the day.
I'm now more happy with the look of the battlefield but I think I may experiment with adding brighter green verges to the sides of the roads outside the villages. That'll help them stand out better. As some of the pictures above show, they tend to disappear in certain lighting conditions.
Sunday, June 7, 2026
Gangs of Rome - Episode 1, Wagons Roll!
Yesterday I finally managed to kick off the Gangs of Rome campaign. Gus, Graham, Jamie and Ron were able to visit Stately Counterpane Manor for what will hopefully be the first of six episodes (seven if you include episode 0, which was more of a learning/teaching exercise).
Jamie and Ron were already established as Green gang members so Gus and Graham were signed up to represent the Blues.
Each of the two street gangs has a list of six objectives that will need to be fulfilled over the course of the six-game campaign. The two lists are not the same and each side chooses a mission for each episode. Thus, at the start of the campaign even I as the umpire have no idea what each scenario will entail.
In this case the Blue gang of Tarquinius Caerulius elected to "dispose of a body". This saw them having to get a body to one of two manhole covers and chuck it into the cloaca maxima (Rome's main sewer). To add complications, they had to do this while no-one was in line of sight! At the start of the game the body was in a raeda, a four-wheeled, ox-drawn carriage.
Meanwhile the Green gang of Spurius Verdius had to escort a wagon-load of wine to the gates of the Spurius townhouse.
With both sides driving wheeled vehicles this had to be a night-time scenario as they are banned from the city during the day. I created a new Action for the driver of each wagon. Drive would allow a wagon to be moved four inches. A given vehicle could only be subject to a Drive Action once per turn. Obviously the Fail State for the Drive Action is "The vehicle doesn't move, Activation ends here."
| Junius encourages the oxen forward |
My creative input to the process is in deciding on the detail of the objectives, such that conflict is at least reasonable if not actually required! In this case the Greens had to cross the table diagonally and the Blues had to get to a location near the centre of the table so a clash was likely.
And a clash there soon was. The action opened with Maximinus (of the Blue gang) shooting an arrow at Plinius. He missed and to add insult to injury his bowstring broke! Almost immediately further injury was added as his target closed the range and beat him unconscious. First blood to the Greens!
| Maximinus (top right) shoots at Plinius (off camera) |
Things continued well for the Greens as Laetius shot Januarius and took him too out of the fight.
The Blues, given a choice of two manholes down which they might dispose of their incriminating cargo, elected to move to the one nearer the centre of the table rather than the one nearer their opponents' deployment area. In retrospect this was the wrong choice but with limited intelligence as to the Green gang's mission this was definitely forgivable. They reached the manhole but with both Greens and vigiles milling about, there was never a quiet moment to ditch the body.
| The raeda has just crossed the manhole but the vigiles are nosing around |
The German slave siblings Clovis and Arminius fought fiercely for the Greens, Arminius mostly against the vigiles and Clovis against a series of Blues. In the end Clovis was stabbed by Pomponius and breathed his last just outside the temple of Minerva.
| Pomponius (in the purple tunic) prepares to stab bare-chested Clovis as Musca and Titus look on |
| Arminius holds his own against the vigiles |
For a while it looked like Balbus might have a go at interfering with the delivery of the wine as he lurked behind one of Spurius Viridius's ornamental trees,
In the event, with time moving on we decided that the Greens were close enough to the mansion to claim victory and that the Blues, who had finally decided to try the other, now deserted, manhole would be able to dispose of the corpse.
Both sides were therefore awarded three points for achieving their main objectives. In addition, both sides had put out of action two of the opposing side (one of them permanently). They each therefore received a further two points. The campaign score is therefore now as follows:
Blue Gang - started with six VP, spent one to make sure we were playing a nighttime scenario, gained five this time around, new total = 10 Victory Points.
Green Gang - started with one VP, spent none, gained five this time, new total = 6 Victory Points.
Several gang members came away with injuries. For the Blues, Maximinius has a sprained ankle and will be unable to benefit from his personal ability for episodes 2 and 3, while Januarius has a head wound and won't benefit from any re-rolls for the rest of the campaign.
For the Greens, Plinius has severe lacerations and will be limited to three Actions per activation for the rest of the campaign whereas the unfortunate Clovis has gone to feast with his ancestors. Doubtless his brother Arminius will be out for revenge next time!
-o0o-
I was slightly disappointed with some aspects of how the game went. The rules for using vigiles in a night-time scenario are unclear to me. I need to do some more reading of the rules and perhaps ask a few questions on the dedicated Facebook group. Whatever, I'm confident that we can come up with an acceptable solution, even if it means house-ruling the situation.
Thanks are due to those who contributed to the planning stage and to playing the scenario. Watch out for the next episode soon!