Tuesday, February 17, 2026

Calais terrain test

I've been playing with my existing 6mm terrain trying to set out the revised table for Calais: The Road to St Omer.


Obviously there's a mismatch between the 1:300 scale of the models and the 1:4000 ground scale of the TacWWII rules. We instinctively understand the width of the roads and so we see the battlefield as a few hundred metres across rather than 3.6 kilometres. I'm giving serious thought to creating the road net in some other way for this game.

I have some tarmac roads made from cheap floor tiles (thanks Richard P for that tip) but they suffer from the same issue as regards overscale width.

Options, it seems to me, are:
  1. Stick with the latex dirt roads,
  2. Switch to the floor-tile tarmac roads (with the option of making some new sections that more perfectly fit the historical road layout),
  3. Make a whole new tarmac road layout with narrower road sections for a slightly more map-like visual effect,
  4. Create a dedicated 48"x28" gaming mat specifically for this scenario by airbrushing onto cloth, or 
  5. Create a dedicated 48"x28"gaming mat specifically for this scenario with the canvas-caulk-sand-paint-flock approach.
I have until July to make my mind up and build the solution. Part of me wants to put on the best-looking game I can while the rest says that it's just a one-off event and doesn't justify the effort.

I shall ponder. Suggestions welcome!


Sunday, February 15, 2026

Gangs of Rome additions

The latest additions to the Gangs of Rome collection are these:


The litter (lectica in Latin) is a 3D print from IronGateScenery that I picked up at Vapnartak. On sale at less than a fiver it seemed too good to pass up.

The lady (also purchased at Vapnartak) is from Bad Squiddo Miniatures. 


She's actually meant to be the Palmyrene Queen Zenobia but in my case I think she will probably see service as a Roman priestess. 

I've just finished reading Lindsey Davis's One Virgin Too Many, which sheds light on some of the strange cults in the city. I reckon I should be able to come up with some special rules to cover this incola (the GoR term for a significant non-player character). More on this later!

Friday, February 6, 2026

Hammerhead Handout (revised)

I've produced a draft  of a handout to accompany Running from Bull Run at Hammerhead. Any comments gratefully received before I go to print. Thanks to Sablemage via The Gaming Tavern and Prof Woodward for their feedback so far.








Tuesday, February 3, 2026

Running to Hammerhead

Running from Bull Run will be making an appearance at Hammerhead on Saturday 28th February. 


Hammerhead (held at the Newark Showground) is a show that specialises in hosting participation games. This will be the first time I've put on a game there since, I think, 2011 when the SOTCW team put on Crossing the Lippe

It'll also be the first time I've put on this particular game or anything like it at an event where players need to be recruited from the passing punters. I spoke to John Savage at Vapnartak, who does that sort of thing all the time. John says that the morning session can be quiet, while people are circulating and doing their shopping, but that after that demand picks up. John's participation games are renowned so if he finds recruitment slow...

I'm confident that once players are recruited the game will work well but I'm tempted to make one minor tweak. The legendary "Black Horse Cavalry" already make an appearance in the game with historically "mixed" results...


However, this time they may not be the only Confederate horsemen to show up. I'm tempted to replace one of the infantry units leading the Confederate pursuit with a single Group of cavalry. This should make for some interesting tactical choices in the endgame period. I'll report back on the results.

Having only previously run the game at Lardy Days where players are allocated in advance, I'll need to give some thought to display materials to have around the table. I might try a Keynote presentation on my iPad as well as some printed handouts.


Saturday, January 31, 2026

On the workbench...

So current production here at Stately Counterpane Manor is very much in a "random bits" phase.

First up is a pair of 3D printed bison I picked up at the otherwise disappointing Wirral Warboot sale back in September. 

I got them with Glorantha in mind and they'll still do for that setting but they're without the riders I originally thought of adding. Left riderless they'll also potentially do for What A Cowboy.

Next we have some Perry Russian infantry. The front group of eight and accompanying NCO are grenadiers. Behind them are two groups of musketeers with their own NCO.


The plan is still for Richard P and I to play a Livonia 1812 Sharp Practice campaign but his grandfatherly duties are making scheduling games difficult so I thought I'd get myself some opponents for my Prussians. Another group of musketeers and an officer need to be built and painted and when they're done I'll do a photoshoot of the whole force.

Moving down a couple of scales, I continue background planning for July's Joy of Six game where I'll be presenting Calais: Encounter on the St Omer Road on behalf of the Cold War Commanders. This was originally going to be the group's only game any the event but I think it will now be one of two, the other our more conventional Cold War fare.

A couple of evenings ago I updated 3RTR in line with my current understanding of early WWII British camouflage and with some sketched-in markings.


The formation is organised into four squadrons, two with Light Tank Mk VI and two with Cruiser Tank A13. Later the same evening I did a little more reading and came to the conclusion that the two types of tank were in fact mixed within squadrons. The question now is whether I redo the almost invisible squadron markings I painted on the turrets!

Also featuring in the Calais scenario are two German armoured car companies. These contain a mixture of SdKfz 221 and SdKfz 223 (indistinguishable in terms of unit stats and in terms of models as I'm not adding 1/300th scale frame aerials to the latter) as well as SdKfz 231 and 222.  

The 221s and 223s are armed only with rifle-calibre machine-guns whereas the 231s and 222s carry 20mm cannons that have some limited anti-armour capability.

I want to attract people who are interested in giving TacWWII a try so I need to give them some way to tell which units are which. As a couple of my SdKfz 222s already had air recognition flags, I decided to add them to all of the cannon-armed armoured cars.


A scrap of paper pencil-ruled with 2mmx3mm rectangles provided the basis. The red fields and white central circles were painted in with acrylics. The internationally problematic political symbols would then be sketched in with a fine drawing pen.


That's in for now. There are some Calais-related terrain pieces currently in production but I'll post about those in a few days when I talk about some of the design choices I've made in updating the scenario.


Tuesday, January 20, 2026

Over at Andreivian Tales...

You can now read the account of the British attack on a ruined fort held by the renegade Turkish officer Iskender Bey at Andreivian Tales.






Friday, January 16, 2026

Return to Andreivia and Arc of Fire

I've managed to persuade a few of my regular drinking buddies to try wargaming for the first time. The plan at present is to have a go at a simple game in a couple of weekends' time. I don't expect to convert any of them to the hobby but it would be nice if they had a frame of reference for our "What are you doing this weekend?" conversations.

I gave them a choice of four games including 4th century Romans vs Picts, 15th century Burgundians and Swiss, and a rerun of my Port Gibson ACW game. In the end, though, they chose an early twentieth century adventure; in fact a return to Andreivia with a scenario I wrote to run about 12 months ago but that fell though the cracks for some reason.

The game will involve a rogue Turkish officer who has gained control of some experimental poison gas shells. Certainly British and possibly Andreivian forces will be attempting to take the gas shells off his hands. Arc of Fire will be the rules in use.

I don't need to build any additional units or terrain for the game but I have today improved the paint-job on this Raventhorpe white metal Laffly armoured car...


Don't go blowing the image up to look at the detail. It's not a great job but pin-washing and dry brushing have lifted it a little.

One reason for including Arc of Fire among the options was that it's a set of rules I can run with my eyes closed. I could consider dropping unit modes and random events from the rules for this game for simplicity. However, to me they are such important factors in making the game a fun narrative experience. 

In fact I'm adding another complication for this one. Certain units, such as the British Mark V tank, have special rules. For the Mark V the rule is:

Poorly Designed:
If subject to red-then-black, make a Tac roll. If failed, the crew immediately abandon the vehicle leaving the hatches open to ventilate out hot air and fumes. Note that they may leave the tank moving and walk alongside it. They may not return to the vehicle for the remainder of this game turn.

The reference to "red-then-black" reflects a new approach I'm trying here. The Mark V tank will normally activate like any other unit. However, if its card comes up immediately after the Red Joker is drawn and the Black Joker has previously been drawn this turn (i.e. the combination of cards that does not trigger a Random Event) the Poorly Designed special rule takes effect.

The idea is to have a trigger that doesn't come up often and that can be used to demonstrate the peculiarities of this particular unit. The Mark V's engine-cooling radiator was inside the fighting compartment and this was a known problem!

That's the rules position, then. I'll post something about the game itself on the Andreivian Tales blog shortly.