Monday, April 27, 2026

Of Friends, Rumors, and the Dark Ages

 Over the weekend I received one of those emails that perfectly captures the charm—and occasional confusion—of the wargaming hobby.

It began with:

“A friend of mine was at the Source the other day…”

Ah yes. Not the player, not the person at the table—but a friend. Somewhere out there is a shadowy network of secondhand observers reporting on our games like it’s an intelligence operation. I half expected the next line to involve someone’s cousin’s roommate confirming troop movements near the snack bar.

Still, credit where it’s due—whoever sent the email clearly did some digging. They found us, tracked down the Centurions, and reached out. That’s more effort than most reconnaissance missions require.

Then came the real question:

“I’m interested in Dark Ages gaming—what rules are you playing and when is your next game?”

And here’s where things get a little funny.

Why does it always seem to be a period we don’t actually play as a group? I tend to assume the blog reflects our current, active projects—so naturally the inquiries end up being about everything else. Maybe it’s less about what we’re doing and more about a bit of hope on the sender’s part—a wing-and-a-prayer that we might be interested in the same thing they are.

If you take a quick stroll through our blog (there’s even a search button—we’re very modern), you’ll notice a distinct pattern: we don’t actually play Dark Ages games. Not recently, not occasionally… possibly not at all in the past 15 years.

Which leads to the next perfectly reasonable—but slightly mysterious—question:

“I have some figures—are they compatible with what you’re doing?”

Compatible with what, exactly? At the moment, our Dark Ages project exists mostly as a philosophical discussion and a collection of “we should really do that someday” conversations.

And of course, no Dark Ages inquiry would be complete without:

“Have you tried [insert obscure ruleset here]?”

Now that is the most familiar part of all. If there’s one thing wargamers excel at, it’s discovering fascinating rule systems that someone, somewhere, swears are perfect—if only you can convince six other people to commit to them for six months.


The Real Story Behind the Joke

All humor aside, there’s a reason this keeps happening.

The Dark Ages—especially Britain from the end of Roman rule through the Norman Conquest—cover hundreds of years of shifting cultures, armies, and styles of warfare. It’s a fascinating period… but also a tricky one to pin down into a single, satisfying game system that a whole group can rally around.

So what happens?

Everyone is interested.
Everyone has a few figures.
Everyone has a ruleset they’ve heard good things about.

And somehow, no one quite gets it to the table.


The Important Part

If you’re curious about what we’re doing—or wondering if your figures might fit into something we’re planning—the best answer is also the easiest one:

Stop by and join us.

We play regularly at Source Comics & Games in Roseville, and our games are open. No need for scouting reports, intermediaries, or secondhand intelligence networks. Just walk up, say hello, and take a look at what’s on the table.

And who knows—if enough people show up asking about the Dark Ages, we might finally have to stop talking about it… and actually play a game.

Stranger things have happened.

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.  It also inspired me to complete more figures from my gray pile of shame.

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, crossbowmen (and combined units) need to pass 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.