Sunday, March 29, 2026

The Blue River Campaign – Game Three

The Blue River Campaign continues to unfold as our generals slowly learn the brutal realities of command. Designed as a fictional American Civil War campaign using Regimental Fire & Fury rules, the goal has never been to recreate a specific historical battle. Instead, the campaign allows players to write their own chapter of the war along the Blue River, shaping the story through the decisions they make on the tabletop.

Our first game represented the chaos of armies just coming together. Every general was inexperienced, every regiment was green, and the battlefield reflected it. Orders were confused, formations wavered, and more than once opportunities slipped away simply because no one yet knew how to handle a brigade in the heat of battle.

By the second engagement the armies had begun to find their footing. A handful of regiments had gained some experience in the field, and one officer—perhaps by luck, perhaps by talent—demonstrated the qualities of a capable commander. Even so, most of the troops were still learning their trade, and the fighting along the Blue River remained unpredictable and often disorganized.

Now we approach Game Three, and the campaign begins to take shape. The armies are no longer entirely raw. A few formations have seen enough fighting to begin to trust their officers and stand their ground under pressure. Commanders are learning which brigades they can rely on and which ones may falter at the wrong moment. Rivalries are beginning to develop, reputations are forming, and the story of the Blue River Campaign is slowly being written.

This next battle will test whether the lessons learned in the first two engagements have taken hold. Will the emerging leaders prove themselves once again? Will the greener formations finally steady themselves under fire? Or will the chaos of battle once more sweep away carefully laid plans?

One thing is certain: along the banks of the Blue River, the campaign is just beginning. Dice will roll, orders will be shouted, and another chapter in this entirely fictional Civil War story will soon be decided on the tabletop.

Sunday, March 22, 2026

2026 April Schedule

April 4th
Regimental Fire & Fury
15mm American Civil War
Blue River Campaign
Jeff Johnson

April 18th
Field of Glory - Renaissance
15mm Samurai
Sengoku Period
Joe Knight

All Games at the Source Comics and Games
Setup begins at 10:30 AM and play soon after.
No Figures or Experience are Required to Play

Sunday, February 22, 2026

2026 March Schedule

March 7th
Field of Glory - Ancients 3rd Edition
15mm Ancients
Era of the Second Punic War
Joe Knight

March 21st
The Men who would be Kings
25mm American War of Independence
South Carolina Campaign
Jeff Johnson

All Games at the Source Comics and Games
Setup begins at 10:30 AM and play soon after.
No Figures or Experience are Required to Play

Sunday, January 18, 2026

War of the Roses - First Forray

On Saturday January 17, 2026 the Centurions wargaming club hosted their first game Field of Glory, Ancient and Medieval: 3rd Edition set during the Wars of The Roses.  The Wars of the Roses has long been a passion project of mine.  Seeing the game on the tabletop, even in it’s incomplete form, brought me a lot of joy.  

The Wars of the Roses, a dynastic struggle between the House of Lancaster and House of York, lasted from 1455 to 1487, vying for control of the English throne.

The Centurions game was a fictional encounter diving up the sides, putting 12 units on the Yorkist side facing off against 8 units and two light units and a light gun on the Lancastrian side.  

Yorkist forces on the top
Lancastrian on the bottom


Both sides initially surged towards one another closing to long range bow fire when the majority of the Yorkist side paused and the Lancastrian Left and Center closed the gap.

Positions in the center
after both sides closed 

Lancastrian Right at the Pause


The forces of Stanley were outnumbered on the Left of the Lancastrian line and determined the best defense was a good offense.  The Longbowmen charged the Yorkist Longbowmen on the other side.
The Lancastrian Left
 
With the Left of the line engaged the Lancastrian Center moved forward, slowly and methodically. 

The Lancastrian Center closes
the gap.

The forces of Stanley were routed from the field on the Lancastrian Left, but the Lancastrian Center broke the Yorkist Line and began pushing outwards.

The Yorkist Center Collapses





The Forces

Lancastrian

  • Rys ap Thomas
    Stanley
    • 6 Stands of Archers
    • 6 Stands of Men at Arms
  • Rys ap Thomas
    • 6 Stands of Archers
    • 4 Stands of Men at Arms
    • 4 Stands of Billmen
  • Earl of Oxford
    • 6 Stands of Archers
    • 6 Stands of Men at Arms
  • Unnamed Duke
    • The Earl of Oxford
      6 Stands of Hand Gunners
    • 4 Stands of Light Cavalry (Scurrors)
    • 1 Stand Light Gun

York

  •  Unnamed Yorkist
    • 6 Stands of Archers
    • 6 Stands of Archers
    • 6 Stands of Billmen
  • Unnamed Yorkist
    • 6 Stands of Archers
    • 6 Stands of Archers
    • 6 Stands of Billmen
  • Unnamed Town Militia
    • 6 Stands of Archers
    • 6 Stands of Billmen
    • 6 Stands of Billmen
  • Unnamed Town Militia
    • 6 Stands of Archers
    • 6 Stands of Archers
    • 6 Stands of Billmen

Lessons Learned

Game Play

  • Even though the base measurement increases from 1 inches to 1 1/2 inches units need to start closer together.  We started approximately 36 inches apart, and while the turns moved quickly it was still three turns to get within range as both sides closed.   At most 24 inches. 
  • On a 12 foot wide table the largest game could be 15 units per side.
  • It will be interesting to see other unit types on the battle field, Pike, Spearmen, Combined Battle Groups, and Strakes.

Rules

  • All foot in this period are NOT shock troops except Mercenary Pikemen.
    • Big Bad Butch Men-at-Arms wielding a variety of nasty can openers are not a shock unit.
  • The order for post combat is Commander Killed, Death Roll, Cohesion Check 
  • Pole Arms reduce the opposing armor by one step, protected becomes unprotected.
  • Longbowmen (and combined units) must make a CMT to charge.

Tactics

  • A unit of Men-at-Arms, Heavily Armored, Superior, Drilled, is 17 points per base well spent. 
  • Canons are pretty but with a range of 9 inches, not worth the points.

2026 February Schedule

February 4th
Koenig Krieg
15mm Seven Years' War
Somewhere in Europe
Jim Fitzgerald

February 21st
Field of GLory - Ancients 3rd Edition
15mm Ancients
Era of the Second Punic War
Joe Knight

February 21st
Field of Glory - Renaissance
10mm Thirty Years' War
Jim Fitzgerald

All Games at the Source Comics and Games
Setup begins at 10:30 AM and play soon after.
No Figures or Experience are Required to Play

Thursday, January 1, 2026

2026 January Schedule

January 3rd
Tripods and Tri-planes
Wings of War
War of the Worlds set during WWI
Terry

January 17th
Field of Glory - Ancients and Medievals
War of the Roses
25mm

January 31st
Star Trek - Attack Wing
Federation Cardassian War
Terry

All Games at the Source Comics and Games
Setup begins at 10:30 AM and play soon after.
No Figures or Experience are Required to Play

Monday, September 22, 2025

October 2025 - Schedule

October 4th
Field of GLory - Ancients 3rd Edition
15mm Ancients
Era of the Second Punic War
Joe Knight

October 18th
The Men who would Kings
25mm - American War of Independence
Southern Campaign

All Games at the Source Comics and Games
Setup begins at 10:30 AM and play soon after.
No Figures or Experience are Required to Play