David Bickley's Wargames Blog

The occasional ramblings of an average gamer, journeyman painter, indifferent modeller, games designer, sometime writer for Wargames Illustrated and host of games in GHQ.



Friday, 1 May 2026

The Battle of Rutherford's Farm, July 20th 1864

Phil pointed out to me that he and I had not played an ACW game for several months, so time to put that right. The Battle of Rutherford's Farm, fought on 20th July 1864, as a small action during Early's campaign in the Shennandoah Valley is the basis that the following game is rooted in. A quick Internet search has produced these two maps of the battle ~






















The Battle of Rutherford's Farm {also known as both Carter's Farm and Stephenson's Depot} was a small engagement between Confederate forces under Maj. Gen. Stephen D. Ramseur and Union forces under Brig. Gen. William W. Averell on July 20, 1864, in Frederick County, Virginia as part of Confederate Lt. Gen. Jubal Early's Valley Campaign. Taking these as a reference and acknowledging the need to produce a compact tabletop battlefield I came up with the layout pictured below before the troops are placed in their initial positions ~

I set the game length at 10 Turns as despite the action not beginning until 4.00pm I reasoned long summer daylight hours might result in a late finish! Both sides believed they had the advantage over their opponent and so in our game both must attack and we will see what unfolds. If the Union have not broken the Rebs by the end of Turn 10 then they have lost, the Rebs retiring unbeaten. The Confederates enter along the turnpike nearest the camera, the Federals from the far right corner! Phil as Ramseur commanded the Rebs, yours truly as Averell the Union! As is my wont, without any further blathering, on to the annotated photomontage carrying you down into the unfolding drama ~

The Union win the dice off for Initiative and in the first move Averell leads his men cautiously forward. These figures are proxying for his West Virginia and Ohio regiments.
Phil as Ramseur is equally cautious it seems with only two North Carolina regiments advancing along the turnpike! 
Two Union regiments (from Ohio in the battle) are thrown out on the Union left to deny the turnpike to the Rebs and flank their advance. 
The three remaining regiments (from West Virginia in the battle) form into firing lines along the fence line.
As the Ohio boys make heavy going of deployment on the Union left Ramseur sees his North Carolina boys advancing with elan along the turnpike. Can they catch the Federals before they deploy into firing line?
The leading regiments closes with the boys in blue! If they can sweep away the troops on the Union left they can swing inward and roll up the whole line!
It will be a close run action as more Rebs are fastening forward to add weight to the attack.
In their centre though the remaining Rebs are making slow progress along the turnpike as it crosses the run.
The boys from Ohio have shaken out from column into firing line as the Reb advance has slowed. They pour a volley into the hesitant lead regiment!
As the Reb attack on the Union left falters they find themselves flanked by a third Union regiments which boldly advances sensing a real opportunity to destroy the enemy attack. Just in time the second Reb regiment shakes out into firing line behind the fencing along the turnpike.
The remaining West Virginia boys are cautiously holding position on the right hoping for support from their cavalry to smash the Reb left flank.
An overview of the developing situation around Rutherford's Farm shows casualties mounting for both sides as the most forward of the West Virginia regiments finds itself flanked by the Rebs in turn.
The remaining regiments are reluctant to advance on the Rebs, leaving their comrades to face fire on three faces! Surely that can't end well for their now isolated fellows?
Too late they find themselves in turn flanked by more Rebs as they advance on the Reb left. Cavalry arrives, but for the Rebs not for the Union!
In the nick of time the Union cavalry charges down the lane, allowing the exposed Union infantry to draw back.  If they can triumph in the ensuing melees the Reb left will be swept away and victory assured!
Disaster! The North Carolina boys beat off the Union cavalry charging them despite losses. The cavalry's morale collapses as a consequence and they flee in rout!
The second Reb cavalry unit wins its melee with the Union cavalry and force them to fall back in Disorder! This allows the Reb infantry to form firing line across the flank of the now Disordered Union infantry lines.
Momentum is swinging back towards Ramseur's Rebs as the Union advance halts in Disorder as casualties mount.
Things go better for Averell on his left with the Reb infantry attack along the turnpike halted decisively. Ominously though the arrival of Reb cavalry tasked with covering the attack may expose his men to enfilade fire.
Back on the Reb left the cavalry, having seen off their Union opponents, dismount to add their fire to the weight of lead pouring into the exposed Union right flank.
The Union line, having stood as long as it could under the mounting weight of  Reb fire, suddenly finds the centre unit giving way and falling back Disordered! Averell can only look on in dismay!
At last Ramseur sees his artillery deploy to fire along the line of the turnpike to further disrupt the Union left. The tide of fortune is swinging back in his favour.
Their fire disorders one Union regiment which falls back as its Morale wavers. Suddenly the remaining Ohio boys find themselves exposed to fire from the front and flank!
The famed Rebel Yell breaks out as the wavering Union infantry defending Rutherford's Farm find themselves charged by the buoyant Rebs. They are Shaken and give way under the force of the Reb assault!
The coup de grace to Averell's command is delivered by a devastating artillery barrage which breaks the Ohio regiment on the Union left. With his command in tatters he must draw back and save what he can of them. Ramseur has achieved Early's objective of holding up the Union advance allowing stores and the wounded to be evacuated southward.
A fine game we thought, nicely balanced throughout and well served by the usual Black Powder twists and turns. By the end of Turn 8 incase obvious that Averell had lost, so we called a halt just in time for the bacon, brie and cranberry Sue had prepared for lunch!

Wednesday, 29 April 2026

Wandering off piste...

I am finding that my progress has slowed on the Age of Arthur project, largely I confess because I have found the 1st Corps warband of Young Warriors fairly uninspiring figures to work with. Not poorly sculpted of course, but just rather dull figures and with many looking far from young in my view, adorned as they are with copious facial hair. In this I am reminded of a similar earlier experience during my Punic Wars project with the Crusader Miniatures Celtiberian warband! They just look, well, bland! 

Anyway, not having anything else in the Lead Pimple ready for painting I was in a bit of a blind alley. Then I recalled that at Hammerhead I'd purchased some Wargames Foundry Darkest Africa figures to add to the native population along with a small order of similar figures from North Star's Copplestone ranges. As I'd already started on rebasing my existing collection I decided to clean up and spray undercoat some of these. First then, for context, the Colonial Power's figures rebased in groups of 3's, 2's & 1's ~

The Ruga-Ruga figures have been prepared ready to paint and are seen grouped here in the same style ~
As have the female archers for King Bykalaizii m'Tubi's Maiden Guard - though I will probably need another pack of these figures at some point ~

So I now have something besides Arthurians to splash paint on with these female archers to join the Maiden Guards of Chief Bykalaizii m'Tubi and a band of mean looking Ruga-Ruga. Something different to restore the mojo hopefully, as well as giving me a welcome pause for reflection in considering the next direction to take for the Age of Arthur collection; not to mention allowing the Warchest to recover before Partizan!

Thursday, 23 April 2026

The Age of Arthur Project ~ Update

This blog post is really as much for me as for my interested followers or any casual visitors. The four birds' eye view photos show where I'm at right now with the Age of Arthur project and gives me an idea of what else I could realistically add, given that four 4L RUBs is at the very limit of current available storage space here in GHQ! So, let's all have a closer look and think about the possible additions, starting with the Arthurians {or more properly the Post-Romans} ~

Their first 4L RUB contains: two units of Medium Infantry PEDYTS, each of three bases; three bases of javelin armed SKIRMISHERS; two bases of skirmishers with SLINGS; one base of Hearthguard and a Command stand to lead them; two Command Stands for the PEDYTS; a Champion; and lastly a fishwife vignette! There's clearly enough room for a further three bases of PEDYTS in this box.
In their second 4L RUB there are: four bases of Commanipulares; a Command Stand for a Cavalry Division; and the Army Command base. I do need to add some ARCHERS to the army, and could still clearly add both infantry and mounted figures in the space available! Some careful thought needed there then.
Turning next to the Early Saxons ~
Their first 4L RUB contains two WARBANDS, each of three bases, three bases of ARCHERS, and two bases of javelin armed SKIRMISHERS - I need to add a Command pack from Foundry to complete both these and a Command Stand for the Division. Beyond that there is obviously room for a further WARBAND of three bases.
Their  second 4L RUB so far holds: one WARBAND of three bases - with a second WARBAND of Young Warriors currently passing under the Brush of Doom; the Army Command; Commands for two Warbands; a Command stand to lead the Hearthguard; a Blind Seer vignette; and a Bard! The figures from Gripping Beast for the base of Hearthguard are next in the Painting Queue once I finish the final base for the Young Warriors. There is clearly space for additional WARBAND bases at some point in their second RUB.
I shall have to see where the spirit takes me in the coming weeks and months. Finding sources for figures from different companies strikes me as somewhat easier for the Post-Romans than for the Early Saxons from my initial web browsing. For the former I could use Footsore, Crusader/Artizan {from North Star} and Gripping Beast alongside 1st Corps. For the Early Saxons figures from Footsore and New Line Designs would add in different figures for variety there. More on all of this as and when, subject to the state of my mojo as usual...


Monday, 20 April 2026

Action at Thönghausen

I had somehow forgotten that Phil and I had decided on a SYW game for this week's set too here in GHQ and was happily clearing last week's game away when his text reminded me! Lucky for me that! I reorganised the terrain slightly and laid out two armies for a straightforward pitched battle, the fictional Action at Thonghaüsen of the title. As ever now, on to an annotated photomontage hopefully carrying you right down into the unfolding action ~

The Allies advance in their centre and on their left in Turn 1.
On their right the Hanoverian brigade steps off smartly while the Brunswick brigade is held in reserve.
The French Grenadiers advance in the centre while the Wild Geese hesitate to step off.
On the French right infantry supported by Dragoons move past the farm complex to block the Allied attack on their flank.
Their advance is supported by the Hussards a Bykli.
The French commander, the Comt du Merde, does not hurry preparing for battle. Although he does have his carriage readied for a hurried departure, just in case you understand.
On the French left the Wild Geese and Grenadiers have begun to form firing lines as the Allied advance slows.
Fire is exchanged in the centre to little initial effect!
On the French right the Scots move to contest the farm complex as the first Allied troops hurry into position to block them.
Fighting erupts around the farm as both sides hurry reinforcements forward to gain the upper hand.
The Allied centre looks ominously strong as waves of British Foot sweep forward.
Opposing this attack the Grenadiers Royale and the Grenadiers de France shake out into firing lines supported by fire from the batteries of artillery to their rear.
The Hanoverian brigade has faltered as its advance runs into French fire on two quarters. Du Merde feels his left is more than strong enough to deal with their threat.
Infantry in his centre readies itself to exchange volleys with the hordes of British infantry - the battalion guns marking them as Large units with additional fire and melee dice.
Fighting for control of the farm complex has reached a stalemate. Du Merde feels his flanks are secure at this stage, the centre will decide the outcome of the battle in his view.
Things change quickly in battle though, the Hanoverian Hussars rout De Bykli's, opening up an opportunity for the supporting Heavy Cavalry to attack!
Sure enough they sweep forward and their flashing sabres make short work of the Scots!
The King's Dragoons move forward to block further advance as the Hanoverian Heavy Cavalry seek to exploit the opportunity presented by their Hussars victories!
Du Merde feels things are still largely moving in his favour at this stage, all along his line the French are holding their own.
The first Hanoverians finally break under heavy fire but the Brunswick brigade, lead by a line of skirmishing infantry, has moved onto their flank to press the Grenadiers de France. The Hanoverians though have lost their brigade commander in the rout!
The contest for the farm complex is still far from being decided in either side's favour! Casualties are mounting but neither will give way!
Disaster strikes Du Merde's cause, the first Battalion of the Grenadiers Royale can take no more and breaks under heavy and sustained fire!
Looking along the French line casualties are rising now as heavy fire from the Large units of British Foot takes its toll. Disorder resulting from this hampers Du Merde in his attempts to shore up his battle lines!
All is not lost though: the Hanoverian advance has faltered on the loss of their commander and the fire from the Grenadiers Royale breaks the leading Brunswick Battalion!
The Fortunes of War are cruel though. In the next Turn the French leftvsuffers catastrophic losses as the Grenadier brigade cannot take any more! The 'Dice Gods' have turned against the French!
The Wild Geese are similarly broken in the next Turn! With their capitulation the will of the French army is Broken. Du Merde rufully mounts his carriage and departs for his Estates, leaving his subordinates to salvage what they may of the army...