Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Thursday, 3 July 2025

Third Bishops' War: Action 01, Battle of Berwick

I have been feeling quite inspired recently by the Polemarch's current campaign, The War of the Stuart Succession and fancied doing something similar. I don't really have suitable models for the very early C17 when the Polemarch's campaign is set, but I do have plenty of figures more suitable for the 1620-1660 period. For the setting, I needed to come up with a (marginally!) convincing scenario which would explain the locations and motivations of the combatants which would be sufficiently close to those in the WSuS(!) that it would justify battles in more-or-less the same locations, with more-or-less similar forces.

To that end, this campaign is considered to take place in the Third Bishop's War, occurring in 1641. In this alternate timeline, the Covenanting government of Scotland has despaired of ever reaching a reasonable accomodation with Charles and is determined to definitively split Scotland and England, by insisting that no man, be he King or Commoner, can believe in Bishops in England and independent parishes in Scotland.  Therefore, in a foreshadowing of the later Glorious Revolution/Protestant Putsch and Bill of Rights, the Covenanters have decreed that "no man may be King of Scotland unless he adheres to the Covenant, in all the lands that man may hold". Charles, naturally, has no interest in putting up with this and would wish to extirpate this hive of treachery. However, the ferocious words and uncompromising attitude of the Covenanters has inspired some Protestant divines to the brink of rebellion in England - as they point out, a righteous and true King would be able to keep both crowns, and a King that cannot keep the one shouldn't have the other.

The position is complicated by that of the Queen Henrietta, and French policy. France has found itself in the strange position of being the leading defender of the Protestant cause in Europe; and it is also sympathetic to the nationalist, if not the religious, inclinations of the Covenanters; the re-separation of the Scottish and English crowns would enable the renewing of the Old Alliance. The French do not want to disposses Charles I and Henrietta, but are willing to offer limited support to the Covenanters and Protestant rebels to curry favour with the Scots, the Swedes and the German Protestants, whilst making it clear that their actions are circumscribed to helping Scotland, rather than with any intentions upon England.  Protestant and Catholic theologians alike are perplexed by this strange accommodation; but seasoned diplomats note that if France can maintain friendly ties with the Sultan, it can hardly find the Scots a challenge to its religious scruples.

The Campaign:

The first part of the campaign has the Covenanting Army, under General Leslie, hero of the  moving south to reprise its successes in the first two Bishops' Wars. It is opposed by a small Northern Army under Lord Conway, composed of several local militia regiments raised during the previous conflicts and not yet disbanded. 

The first action takes place just to the West of Berwick, as the Northumbrians muster to try and stop the Scottish advance - although tactically, the Scots have the position, and are able to decide whether to defend or attack.

The Forces:

The Covenanting Army:
8 bases of Foot (mixed); 2 bases of Horse; 2 bases of Lancers 
 
The English Army:
10 bases of Foot (mixed); 2 bases of Horse 
 

The Set-Up: 

The English Army is in the foreground, the Scots in the background. The water-course is treated as a stream and all the hills are considered as gentle slopes.

A view from the side. The Scottish infantry and Horse are deployed on the hill (left), whilst the Lancers are across the stream, able perhaps to outflank the English

The English Horse found the enemy, so they are in the van (the remainder of the Army has just marched up to support them). Each Brigade of Foot is in two lines, with three battalia in the front and two in the rear.

A closer view of the Scottish Foot, also deployed in two lines.

The Battle:

Not content to wait on the hill defensively, the Scots move forward to engage the English.

the Scottish Lancers move forward over the hills to threaten the English right flank

The English have conentrated on getting their right-hand brigade forward and to retire their Horse somewhat

The engagement begins in earnest, as the English and Scottish Foot begin to exchange musketry fire - one regiment of Covenanters has fallen back slightly in the centre

The Covenanters push forward once more - pushing back on of the English Foot regiments with loss (centre), which falls back towards the supporting Horse; note that the English have deployed some Foot regiments to hold back the Covenanter Lancers over the stream (top-right)

The Northumbrian Foot launches an attack on the flank of the advancing Scots; meanwhile, some troops of English Horse advance to try and stem the Scots in the centre

The Scots are somewhat pushed back, but they are also getting much the better of the exchanges in the centre; also note the engagement beginning at the edge of the wood.


The English Foot and Horse attack once more

First real blood in the centre - the English Horse sees off one of the Covenanter Foot regiments (i.e. the gap in the Scots' first line); the Scottish Horse charge in to try and restore the situation on their right flank (bottom)

Bloody combat in the woods - one of the English Foot regiments has been routed, but its supporting unit has counter-attacked and driven the Scots back.

Perhaps the Scots have restored the situation, and it was only a temporary wobble: the English Horse has been thrown back with appreciable loss, again.

And then again, no: this time the English Foot has counter-attacked decisively and routed the Scottish Foot in the woods (always reminded of the Overture to the Valkyries when this happens!)

Suddenly the gap in the Scottish line is looking ominously large

and it feels like the pressure is beginning to tell everywhere. Although the Covenanter Regiment in the centre has heroically seen off all comers, one of the flanking regiments has been shot to bits and pushed back and is in serious trouble - and has disordered the flank of the second line too (bottom-left)

The charge of the Scots Horse was beaten back relatively easily too.

Inspired by the mounting successes elsewhere, the English Foot guarding the right flank launch a bold attack over the stream, shooting up the Scottish Lancers

The Covenanter Regiment in the centre continues to defy all odds, but the Scottish Right is under severe pressure, as the Northumbrian Foot continues to press forward

Another attack is launched on the reeling Scots!

More Scottish units are routed - only the centre holds

The Scottish lancers begin to head for home also...

And the trickle becomes a stream becomes a torrent..

And it is all over - the Scottish Army is in full retreat


Game Notes:
A really good fun game, and great to get a game in of Polemos ECW which I hadn't played in a while. It all came back  to me pretty quickly though, I don't think I made many errors, and nothing too big.
Although movement is pretty stately in Polemos ECW, that doesn't matter so much on a small board. What is tricky is manoeuvring though: when troops get close to the enemy, they are pretty much committed and they are left to fight it out: a common theme amongst all the early period Polemos rules.  
It was quite a close run thing, even if the victory was quite resounding: this seems to have been something of a feature of the period, so no complaints about. 
Rules-wise the only thing of interest was the infantry in the woods - this doesn't happen very often, because moving through woods for any troops is a PITA. But the 'shaken' rules make this very dangerous too - moving in the woods gives the unit a shaken point. This implies that if a base moves through the woods without rallying every other turn then it will be shaken nearly all the time. And units with shaken points are very vulnerable, both to fire combat but in particular to close combat. You can counteract this effect with more Tempo Points or use of your generals, but you are very rarely going to be able to spare either.  
The other feature of these rules is that you really do have to leave distinct gaps between lines of troops - troops that get pushed back onto other troops will cause both to have a very bad day. This eventually unlocked the Scottish position on the right flank, as the right-hand Scottish battalia in the first line just ended up pushed back on, disordering and then routing its supports.
For those with experience of the Polemos rules, I did not use the 'poor Scottish Horse' optional rule. It would have been too much of a departure from the original scenario. Indeed, I did consider giving them Cuirassiers instead of Lancers, as more reflective of the original...
So, a good fun scenario and nice to get back with a set of rules I haven't played for a while.
 

 All figures by Baccus.

 

Monday, 30 June 2025

Capturing Caesar's Camp: Actions 06 & 07 - Counter-attack at Villiers

For the next two actions in this re-fight of the TooFatLardies' pint-sized campaign Capturing Caesar's Camp, as the British offensive began to slow, the Germans launch a counter-attack at the village of Villiers-sur-Mareuil. The aim is to force a diversion of British effort and energy to remove this 'thorn in the side' of the advance.


 

The British are fielding a slightly weakened platoon to defend Villiers - the Germans have a fresh platoon with which to attack. The British are supported by an additional FOO and 3" mortar section, and an additional Vickers MMG and Rifle section.

The British are in a somewhat offset 2-up 1-back defensive position. One section is by the hedgerow by the road on the left;Two section is just in front of the church by the wall; the FOO is actually in the church, along with an additional Rifle section; Platoon HQ is in and around the old barn (bottom-left building); the Vickers MMG is by the bottom junction; and Three Section is in reserve by the hedgerow below the church. Three section is also responsible for guarding the right flank, if uncommitted.

One section (left) and Platoon HQ (bottom-centre)

Two section (top-centre); FOO (church); Three Section (bottom-right); Vickers MMG (bottom-left)

The Battle (Action One):

Somewhat giving the game away, there were two actions that took place in quick succession - I have rolled them into the same report. 

Jerry! A German squad is moving down the extreme flank (behind the hedgerow)

A better look.

The Germans have also managed to get a Pak36 forward too!

However, all this is being observed by the FOO - he calls in the mortars! The anti-tank gun's crew become casualties

As the mortar fire continues, some of the German riflemen manage to get forward, but the MG34 team is eliminated. The British (bottom) are holding their fire, not wanting to give away their position until they have to.

A wider shot

More Germans turn up.

But just as these Germans try to get forward on the other side of the hedge...the mortars arrive again!

Another 8 Germans fall in a few moments. The Germans have still not spotted a single defender.

The remaining Germans retreat!


Understandbly furious, the German company commander throws in another attack!! He also calls for some additional support...

Action Two: 

The Germans push forward another Pak36 (top, just on the far side of the road)

Yet again, it is quickly identified and a further 3" mortar strike is carried out

But this time...Stuka! No it isn't, it is a 109E Jabo. But still bad news...

The very-sharp eyed pilot identifies the British position in and around the church...

And neatly lands is bombs into the church tower, eliminating the FOO team and the supporting section! The nearby Two section are suppressed also.

The 109E pulls away...

Meanwhile, the Germans are again going right-flanking. I assume that their Recce patrols must have spotted the main British position in the centre and are determined to avoid it!

The Germans push forward, encouraged by their Platoon commander (base to the rear)

Rapid fire!!!

Some good shooting by the Camerons - the German squad is entirely eliminated!

Less good news - this has attracted the attention of the Jabo...

The 109 strafes the British section...thankfully they were more scared than actually hurt...

Another pass by the 109 - by now, some of the Camerons are in harder cover; the German platoon commander has managed to slip away into the further field

On the 109E's last pass, it gets hit by the Vickers MMG! I would like to report it went down in flames...but it was barely scratched. Still, it aborted its last run.

A German sniper works his way forward rather gingerly (by the wooden shed and the three tall trees in the centre of the village)

Meanwhile, another German squad appeas, this one going right-flanking, skirting the woods.

And then slipping through them

The British reserve section's Bren is covering the road

A German Kubelwagen turns up?!

Some German engineers are poking forward into the edge of the village too. Everyone is busy not spotting each other.

The British Bren gunner wasn't napping - as the Germans advance, four of the German riflemen go down!

This is followed by a very ineffective exchange of fire

But the Germans have shot their bolt - the Platoon Commander knows that there is little point in pressing the attack further, and gives the order to pull back.

Scene at the end of the battle - note that One Section on the Left has pushed forward a little - it managed to suppress the German engineer group (amongst the buildings).


 Game Notes:

That concludes the campaign! In the first action, the Germans lost 6 KIA, 13 WIA and the British nothing at all, unsurprisingly, since there were only a few moments where the Germans might have spotted a British soldier. The second action was rather more even: 6 KIA and 14 WIA for the Germans, 4 KIA and 10 WIA for the British. The Germans were a little unlucky in the second game, and the British Bren gunners really earned their pay. 
The first action would obviously have been terrible in H2H play, but it was quite satisfying solo: an attack getting hit by mortar fire and failing seems to have been a thing which happened quite a lot in WW2 in France (both in 1940 and 1944). There wasn't anything obviously wrong, or even generally unfair about it, except in that the British tended to have a FOO as potential support in all scenarios, and the Germans didn't.  I suspect there might be an element of rules-preference here, which I noticed in the KG Heller campaign too: if the rules a scenario is designed for are slightly more direct-fire than indirect-fire friendly, that same scenario will play out somewhat differently if used with rules which are more support-fire friendly. I would definitely count these rules, and the WRG rules family more generally, as somewhat more support fire friendly. 
The second action nicely demonstrated that bombing can be very effective! It should have been a Stuka, but I didn't have a model to hand, so I used a 109E as an early Jabo instead. Air support can be quite effective in these rules, especially with bombs or bigger cannons. Despite early losses, it was worth pressing on - the British were actually not in that great shape after the loss of those four elements in the air strike - both sides were equally shaky, is what I am getting at, so if the last Bren gunner had shot less well, then even a moderately successful German advance on the flank could have 'unlocked' the position. But it really wasn't that kind of campaign for the Germans!
Anyway, despite it not being that close in the end, I hope readers have enjoyed the write-ups. I promised new readers I do lose reasonably often in these scenarios, including once losing the entire campaign! But sometimes, things do go well and I get lucky too...
There have been lots of useful comments and suggestions on the blog and on The Wargames Website and The Miniatures Page. For those, many thanks, and  I will look to carry out a few refinements on my solo system before it is next in action.
 
Models by Baccus 6mm and Heroics and Ros. The 109E is from the Plastic Soldier Company. Buildings are a mixture of Battlescale and Leven. Rules used were Wargames Rules for Armoured Warfare 1925-1950, aka The Farquhar Version.