Gringo!: The Mexican War 1846-48
Gringo!: The Mexican War 1846-48 Rulebook
Table of Contents
Table of Contents
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- Note on This Rulebook's Sources
- 1.0 Introduction
- 2.0 Components and Terminology
- 3.0 Sequence of Play
- 4.0 The Command System
- 5.0 The Activation System
- 6.0 The Orders System
- 7.0 Facing and Refusal
- 8.0 Stacking and Extension
- 9.0 Movement
- 10.0 Fire Combat
- 11.0 Shock Assault
- 12.0 Combat Results
- 13.0 Combat Effectiveness and Rally
- 14.0 Special Units
- 15.0 Engineering
- 16.0 Night
- 17.0 Fatigue [Optional]
- Battle Book: Gringo!
Note on This Rulebook's Sources
- The GBACW Series Rule Book (Sections 1.0 through 17.0 below) is the current Living Rules edition (v2023), common to every game in the Great Battles of the American Civil War system, including Gringo!.
- The Battle Book: Gringo! section that follows reproduces the game's exclusive components, terminology, rules changes, and the five scenarios (Monterey, Buena Vista, Cerro Gordo, El Molino del Rey, and Chapultepec), each with its historical background, order of battle, and special rules.
1.0 Introduction
The Great Battles of the American Civil War (GBACW) system allows gamers to simulate American Civil War era battles on a regimental level, using mechanics that concentrate on the use, effects and personalities of battlefield command, as well as the tactical difficulty in maneuvering such large numbers of troops and bringing them to bear on the enemy.
Each game in the system uses this base set of Series Rules. However, each battle also contains additional rules, and typically some changes to the Series Rules, which allow us—and you—to simulate the specifics and peculiarities of each battle. Battle Book rules take precedence over Series Rules. Each game in the system has its own set of components.
2.0 Components and Terminology
2.1 The Game Maps
Each game map depicts an area over which part of the battle was fought, covered by a hexagonal grid that is used to regulate movement and combat. The different types of terrain featured on the map, such as Woods, Streams, Roads, etc., are explained in these rules.
2.2 Counters
Three types of counters are in the game: combat units, leaders, and informational markers.
2.21 Combat Units. Combat Counters are infantry, cavalry or artillery. In addition, cavalry may have two types of counters: mounted and dismounted. Each combat unit is rated for Weapon Type, and, reading across the bottom of the counter, Combat Strength (Fire Strength for Artillery), Cohesion Rating, and Movement Allowance. Artillery Combat Strengths are bracketed to show they are used for Fire only.
Each counter also shows the unit's parent organization, usually its brigade, division, and corps.
The individual units are color-coded so that they can be identified by brigade. The color of the top band identifies the division to which that unit belongs; the colored Cohesion box identifies the brigade within that division to which the unit belongs. The designation on the right side of the counter indicates the brigade/division/corps to which that unit belongs.
The reverse of all combat units is their Disordered side, indicated by a disorder icon (or a stripe in Battles with the Gringos!). The values and ratings for Disordered units are lower, except for the Combat Strength, which remains the same. Artillery values remain the same in Gringo!, Churubusco, and Battles with the Gringos. Artillery Movement Allowance remains the same in Twin Peaks, Death Valley, and Into the Woods.
Horse Artillery Movement Allowance is printed in yellow with a black outline as a reminder.
2.22 Leaders. There are four levels of leaders: brigadiers (AKA brigade leader), division leaders, corps commanders, and army commanders [4.1].
2.23 Activation Markers (AM). These markers (usually three or four for each division) represent the mechanic the game uses to determine who goes, and when [see 5.0].
2.24 Informational Markers. These include corps Efficiency Markers (EMs), Orders markers, Step Loss markers to record combat losses, Extended Line markers, markers related to special events and other similar indicators of status. Use of markers is explained throughout the rules.
2.3 Charts and Tables
The game provides several charts and tables, all used to resolve actions and/or list applied effects. These are discussed throughout the rules in detail.
2.4 Game Scale
2.41 Unit Scale. Most infantry units are regiments, but some units called battalions are included. Cavalry is also by regiment, although many cavalry regiments are divided into two or even three battalions.
Artillery units are mostly batteries (of four to six guns each); however, where the guns within the battery were not uniform in caliber, each gun type is given a "section." Each infantry or cavalry combat Strength Point represents 50 men, and each artillery Strength Point is one gun.
2.42 Map Scale. See the individual game's Battle Book.
2.43 Time Scale. Each turn encompasses about one hour of real time. The game uses a military (0100-2400) clock. For example, 1600 is four o'clock in the afternoon. Exception: Turns in Twin Peaks are 45 minutes, and Into The Woods uses 12 hour standard time.
2.5 The Die
The game includes one ten-sided die that is used to resolve certain game functions. The 0 is read as zero, not 10.
2.6 The Universal Disorder Die Roll
During play, you will often perform a Universal Disorder Die roll (UDD) to determine the outcome of certain situations. When a unit is required to undergo a UDD, the owning player rolls one die and compares the result to that unit's Cohesion Rating:
- If the result is the same as or lower than the unit's Cohesion Rating, the unit passes, usually without penalty.
- If the result is higher than the unit's Cohesion Rating, the unit fails, and a penalty usually applies.
Note: UDDs are not actions [3.0 III/C/3]
2.7 Terminology
The following words, abbreviations and phrases are used throughout the rules.
Activation: The game mechanic whereby the player determines which of his units is going to undertake movement, fire, etc.
AM (Activation Marker): A chit (one to four for each division) placed in the AM Pool and used in the Activation mechanic.
AM Pool: An opaque container used to hold AMs and other markers for both players.
Base Elevation: The actual elevation of the ground in the hex irrespective of other terrain such as woods or towns.
Charge: A Charge is a form of Shock combat in which movement creates much of the effect. There are two types of Charge: Infantry [11.21] and Cavalry [11.5].
CI (Combat Ineffective): A term referring to a formation severely degraded by casualties and disorganization [13.2, 13.3].
Cohesion Rating: The measure of a combat unit's morale, training, regimental-level command, equipment, and esprit de corps, all of which affect how well that unit can fight and what happens to it after taking losses.
Command: A group of units commanded by a leader. This can be a brigade, a division, or a corps.
Commander: A term for the corps and Overall Commanders.
Command Range: The maximum distance: 1) a combat unit may be from its leader to be In Command, or 2) a subordinate leader can be from his superior to be in the Chain of Command.
Disordered: A loss of unit cohesion—flip the counter to its reverse (Disordered) side and use those values.
DRM: It means Die Roll Modifier, a numerical adjustment to whatever die roll is being undertaken.
Efficiency: A game mechanic that determines how often during a single turn the divisions in a corps can be activated.
EM: Efficiency Marker [5.0, 5.21].
Fire: The use of small arms and cannon to inflict casualties on the enemy.
Fire Arc: Those hexes into which a unit can fire [7.34, 10.16].
Green: New, untried units [14.1].
Initiative: Gives the designated player a choice of which AM to start a turn with, before AMs are drawn.
Leader: A term for all leaders in the game, but also used for division and brigades leaders when contrasting them with corps and army commanders.
LOF: Line of Fire [10.21].
LOS: Line of Sight [10.21].
Movement: Expending Movement Points to sequentially shift the position of a unit to adjacent, contiguous hexes, across hexsides [9.0].
MA: Movement Allowance, measured in Movement Points (MPs), is the capacity of a leader or unit to move/act.
MPs: Movement Points [9.12].
OC: Overall Commander [4.11].
Orders: The type of Orders a command is under determines what the units in that command may do.
Phasing Player: The player whose units are activated and moving/attacking. His opponent is the non-phasing player.
Pivot: The way an Extended Line changes facing [8.4].
Shock: Hand-to-hand combat in which the main weapon is the weight (and spirit) of the formation. The object is to dislodge the enemy from its position, disrupt it, demoralize it, and, hopefully, put it to flight.
SP: Strength Point.
Stationary units: any unit or part of an extended unit that is not currently moving, retreating, advancing, or retracting.
Terrain: Features of and on the land as defined by the Terrain Effects Chart or in the Battle Book.
UDD: Universal Disorder Die Roll [2.6].
VP: Victory Point
3.0 Sequence of Play
The Sequence of Play is the order in which you perform the functions the rules prescribe.
General Overview of Play: After determining Efficiency, and giving Orders to eligible brigades, the player with the Initiative (determined by die roll at the start of the turn) chooses which division he wants activated to start the turn. In the Activation Phase, brigades may change Orders and units Move, Fire, Shock, etc., based on their Orders. After the Initiative Player undertakes actions with his chosen command, commands are then activated by blindly drawing an AM from the AM Pool. This continues until all AMs have been drawn. After the Activation Phase, some housekeeping steps are performed, and the turn ends.
The Sequence of Play
I. Initiative Segment
Players roll a die to determine who has the Initiative for that turn [5.1].
II. Orders Segment
A. Determine Chain of Command. Determine if division leaders, brigade leaders, and individual units are within their Chain of Command [4.2].
B. Activation Efficiency Determination. Each player picks Efficiency Markers to determine the Efficiency of each of his corps. He uses this Efficiency to see how many AMs the divisions of that corps receive that turn [5.2 and 5.4].
C. Division Orders. Players with a Chain of Command from brigade leaders to corps commanders may change the Orders of any brigade in that chain.
D. Reinforcement Orders. Give Orders to all reinforcements scheduled to arrive that turn.
E. Reserve Placement. Commands may be placed In Reserve [6.3].
F. Engineering. Place build markers to indicate Breastwork construction.
III. Activation Segment
A. Initiative Activation Choice. The player with the Initiative chooses which AM he will activate to start the turn.
B. AM Pool Placement. All AMs available from II/B for both sides, except the one selected for the Initiative Activation [3.0 III/A], are now placed in the Pool (an opaque container).
C. Activation. The command selected in III/A activates first. Thereafter, either player draws an AM from the Pool. The AM drawn determines which command is now active and able to undertake various activities. An active command may do the following:
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CHANGE ORDERS PHASE. The player may attempt to change the Orders of activated brigade leaders by die roll, using the Brigade Orders Change Table.
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BRIGADE COORDINATION PHASE. The player may attempt to activate all brigades in the division simultaneously by die roll using the Brigade Coordination Table.
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ACTION PHASE. Each unit in an activated brigade may undertake one of the two actions below if not assigned to Construction, or it may do nothing. Each brigade in that division completes all actions before the next brigade goes.
- Move and/or Fire plus Shock. After all Movement and Fire, eligible units may Shock; or
- Resupply Ammo [Optional for small arms units] and Rally Disordered units.
Exception: Brigade Coordination.
When the selected division has finished, one of the players blindly draws a new AM from the AM Pool. If none remain, go to IV.
IV. End of Turn Segment
A. Commander Movement Phase. All corps and Overall Commanders may move. This is the only time in the turn they may voluntarily do so.
B. Replacement/Recovery Phase.
- Replace any eliminated leaders.
- Undertake In-Reserve activities [6.35] and automatic Rally or Fatigue reduction [17.42].
- Remove commands from Reserve status, if so desired. Assign Advance or Attack orders to commands removed from Reserve.
- Eliminate all artillery with an Abandoned 2 marker.
- Flip Abandoned Guns markers from Abandoned 1 to Abandoned 2.
- Replace Construction markers with Breastwork markers if construction is finished.
C. Combat Effectiveness Phase. Players check to see if any brigades or divisions are Combat Ineffective.
D. Turn Record Phase. Advance the Turn marker one space on the Turn Track and begin a new turn. If the new turn begins past 0000, move the Day marker to the next day.
4.0 The Command System
There are four levels of command in most GBACW games: army, corps, division, and brigade. Each command is represented by a leader (brigade/division) or commander (corps/army). One of the premises of the game system is that units operate better when communications are maintained, in the form of a Chain of Command.
4.1 Commanders and Leaders
4.11 Overall (Army) Commanders (OC) are the generals in command of the battle (e.g., at Gettysburg, Lee and Meade). They have four stars on their counters. An OC has two ratings on his counter: Initiative Rating and Command Range.
INITIATIVE RATING: This rating is used to:
- Affect the Initiative Die Roll; and
- Increase the corps Efficiency of that number of corps commanders, if eligible [5.22].
COMMAND RANGE [4.15].
4.12 Corps Commanders have three stars on their counters. A corps commander has the following ratings on his counter: Efficiency Rating and Command Range.
EFFICIENCY RATING: A Modifier (e.g., +1) used to adjust division Efficiency [5.23].
COMMAND RANGE [4.15].
4.13 Division Leaders have two stars on their counters. They command all brigade leaders in their division, and they are subordinate to their corps commander. They have the following ratings: Brigade Coordination, Command Range, and Activation Rating.
BRIGADE COORDINATION [5.34].
COMMAND RANGE [4.15].
ACTIVATION RATING: A modifier (e.g., +1) used to adjust the number of Activations that division may undertake that turn [5.23].
4.14 Brigade Leaders are the leaders directly commanding combat units. They have one star on their counters. Brigade leaders have the following ratings: Action Profile, Command Range, and Orders Rating.
ACTION PROFILE: (A = Aggressive; N = Normal; C = Cautious; U = Unreliable) This rating is used when a "Loose Cannon" result occurs while changing Orders [see 6.24]. An Aggressive leader also may provide a DRM in Shock.
COMMAND RANGE [4.15].
ORDERS RATING: A DRM used whenever the brigade wishes to change Orders, as needed [6.21].
4.15 Command Range. The range over which a leader's ratings may be factored into certain actions. Command Range is measured in leader MPs and is always counted from the superior to the subordinate leader/unit, including the subordinate's hex but not the superior's hex. Command Range:
- May not be traced into/through terrain impassable for leader Movement; and
- May not be traced through a hex adjacent to an enemy unit unless occupied by a friendly combat unit. This applies to all Command Ranges. See 5.36 for the effects of being Out of Command.
If a combat unit is adjacent to its leader it is automatically In Command, regardless of the intervening terrain hexside.
4.16 Brigade and Division Leader Movement Allowances. Leaders do not have their MA printed on the counter; it is ten (10) for all brigade and division leaders [9.33].
4.17 Corps and Overall Commander Movement Allowances. The MA for these leaders is 40. They may move only in the Commander Movement Phase, and if they use more than 10 MPs, their "abilities" are reduced in the upcoming turn [9.32].
4.18 Replacement Leaders and Commanders. The reverse side of a leader counter usually shows the leader who replaces him if he becomes a casualty. See 12.74.
4.2 Chain of Command
4.21 The Chain of Command can use up to four levels of command, from the Overall Commander (OC) to corps commanders to division leaders to brigade leaders.
PLAY NOTE: While the OC is part of the chain, he has little effect on play; you are the OC.
4.22 The Chain of Command is maintained through the Command Range of the leaders.
EXAMPLE: If a brigade leader is 3 MPs from his division leader (Command Range of 5), who is 5 MPs from his corps commander (Command Range of 6), then the Chain of Command is complete from that corps to that brigade.
Exception: If a combat unit is outside its brigade leader's Command Range but adjacent to a unit from the same brigade that is within Command Range, it is considered to be In Command. Likewise, if a combat unit is part of a chain of units, and at least one unit in the chain is in Command Range, then all units in that chain are In Command. Each unit in the chain must belong to the same brigade and must be adjacent to at least one other unit in its brigade. The same applies to units directly subordinate to a division or higher leader (i.e., if the unit is adjacent to another unit that is within range of their direct leader, it too is In Command).
4.23 Command status for Activation purposes and Engineering eligibility [15.11] is only checked during Step II/A of the Sequence of Play. Command status for orders purposes is checked during Step II/A and at the time of a Brigade Orders Change [6.2]. Units Out of Command at these times do not change orders. However, such units automatically change to the orders of their brigade if they are within Command Range when that brigade next activates.
PLAY NOTE: As units/commands under March Orders may move the equivalent of four Activations, they are, in effect, always considered to be In Command for Activation purposes.
4.3 Artillery Command
4.31 Artillery brigade leaders are treated as brigade leaders for purposes of Activation. All batteries assigned to that artillery brigadier may Move, Fire, etc., when its division is activated.
4.32 Artillery assigned at division level may be attached to brigades in that division, one battery per brigade. Assign artillery during the Division Orders Phase [3.0 II/C] at the start of a turn. Command Range does not matter for such an assignment, but will for the number of times the artillery activates [5.36].
4.33 Certain battles have artillery commanders (corps-level officers) and large "Reserve" parks. The rules for their use are found in the individual Battle Books.
5.0 The Activation System
The Activation system is based on Efficiency—the ability of the cardboard units to do what the player wants them to do. Efficiency is a product of Chain of Command and leadership ability. The Efficiency mechanic serves two other play and simulation functions: it slows down the pace of a gamed battle to something approaching reality a bit more, and it provides just a touch of the fog of war.
General Overview: Players determine the Efficiency of their corps by blindly drawing an Efficiency Marker for each corps that has units on the map from the Pool of available Efficiency Markers. The number on that marker, adjusted by the corps commander's Efficiency Rating, represents the number of Activations he may provide for each of his subordinate divisions. For each division, that number may be further adjusted by the Activation Rating of the individual division leader, the Chain of Command and Combat Effectiveness.
To represent a division's Activation Efficiency, both players then place AMs equal to that Efficiency, for each division, in the AM Pool for blind draw. When a division is activated by AM, each of its brigades may then undertake actions.
5.1 Turn Initiative
5.11 To determine which player will have the Initiative each turn, each player rolls one die, to which the following adjustments (DRMs) may be made:
- The player who had the Initiative for the previous turn adds one (+1) to his roll.
- The player may add his OC's Initiative Rating to the roll if the OC did not use more than 10 MPs in the Commander Movement Phase and has at least one of his corps commanders in his range.
Exception: Some scenarios state which player automatically has the Initiative for the first turn of the game.
5.12 The player with the higher total has the Initiative. If the modified rolls are tied, no one has the Initiative. Place all AMs in the Pool and start drawing.
5.13 The player with the Initiative chooses which of his divisions will be used first in the Activation Phase. Remember to set aside one of that division's AMs; it does not go into the Pool. The March AM of the Initiative Player's side may also be chosen as the first AM. Also, the player with the Initiative changes Orders, gives Reinforcement Orders and moves commanders before the other player.
PLAY NOTE: Phases II/C, II/D and IV/A normally can be done simultaneously. But, if it matters, the Initiative Player goes first.
5.2 Efficiency
Efficiency determines how many times the units in a corps may be activated in a turn.
DESIGN NOTE: Smaller battles, especially those that do not have corps, use a similar system to this but focus more on divisions.
5.21 In the Activation Efficiency Determination Phase [II.B], each player places his EMs (the ones numbered 1 through 4) into an opaque cup (the Efficiency Pool). The player then randomly draws an Efficiency Marker for each corps which has any units on the map or entering that turn as Reinforcements. The drawing player must announce for which corps he is drawing and assign the Efficiency Marker to that corps on the Efficiency/Activation Chart.
PLAY NOTE: On the game map or on a separate display there is a series of boxes for each corps commander (the Efficiency/Activation Charts), so that the drawn Efficiency Marker may be placed in it, face down, in case "A Matter of Honor" arises.
5.22 A corps' Efficiency may be adjusted by the OC's Initiative Rating. If an on-map corps commander is within Command Range of his OC, and the OC has an Initiative Rating greater than zero, the OC may increase that number of corps commanders' Efficiency by +1 (each). Thus, an Initiative Rating of +2 (quite rare in this series), would allow an OC to increase two in-range corps' Efficiency by one each. A corps' Efficiency may never end up below one or above four.
DESIGN NOTE: The number and ratings of the EMs for each battle differ and they are not truly linear. They reflect a bell curve of capabilities, possibly adjusted for different battles.
5.23 Each division in a corps uses its parent corps' Efficiency (regardless of where it is on the map) to determine the number of Activations it may undertake that turn. That corps' Efficiency [5.22] may be adjusted as follows, for each division:
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If a division leader is within Command Range of his corps commander, the corps commander's Efficiency Rating is applied as follows:
a. When the corps commander's Efficiency Rating is +2, the Activation Efficiency of one In Command Division may be increased by two, or the Activation Efficiencies of two In Command Divisions may be increased by one each.
b. If the corps commander's Efficiency Rating is +1, he may increase the Activation Efficiency of any one, In Command division leader by one.
c. If the corps commander's Efficiency Rating is –1, the corps Efficiency for that turn is reduced by one for all In Command divisions. [See #3, below.]
d. If the corps commander's Efficiency Rating is 0, there is no effect.
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If a division leader is not within Command Range of his corps commander, subtract one from that number (for that division only). This applies if a division leader and/or corps commander is/are not on the map. Exception: Entering Reinforcements [9.71].
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The division leader's Activation Rating, whether positive or negative, adjusts the number of Activations that the division may undertake that turn [4.13]. If the leader is off map, do not apply the adjustment. Exception: Entering Reinforcements [9.71].
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Division Ineffective Status [13.32].
EXAMPLE: II Corps is given a corps Efficiency of 3 for that turn. The II Corps commander has a +1 CE Rating. There are three divisions: 1/II and 2/II's leaders have Activation Ratings of 0; The 3/II leader has an Activation Rating of +1. Both 2/II and 3/II are within the corps commander's range; 1/II is not. The following division AMs are used this turn:
- 1/II: 2 AMs. The division leader is out of range (–1).
- 2/II: 4 AMs. The corps commander gives him the +1 [1b above].
- 3/II: 4 AMs. His Activation Rating gives him a +1.
5.24 The result of the above is the number of Activations [5.3] the brigades in that division may undertake that turn, represented by AMs. For each division, take that number of AMs and place them in the AM Pool. A division's number of AMs may never be below one or above four.
5.25 A Division whose division leader is not within Command Range of that division's corps commander may never use more than 3 AMs in a turn, although units under March Orders may move the equivalent of four activations regardless of their command status.
5.26 A brigade whose brigade leader starts his turn out of the Command Range of his division leader must skip one division AM in that turn. The choice of which AM not to use (for that brigade) is up to the player.
EXAMPLE: Division 1/I gets 3 AMs for a turn, but 1/1/I is Out of Command Range. As the turn progresses, the player decides, as the second 1/I AM is drawn, not to "activate" the 1/1/I with that AM.
5.27 Unless specifically stated otherwise in the rules for a given battle, a brigade always gets a minimum of one AM.
5.28 The following are instances when certain units do not use the marker-induced Activation result:
- MARCH ORDER UNITS: Units (be they corps, division, brigade, or individual) entering the map as reinforcements under March Orders, or have been given March Orders to move, have a maximum possible Activation Level of four. Moreover, units under March Orders do not use the divisional AM [5.35].
Exception: On-map Commands given March Orders during the Division Orders Phase use the March AM, but in the initial turn of that March receive a number of AM equivalents equal to the AMs allotted for that division. Thus, such a command may be limited to less than four Activation equivalents that turn, with a minimum of one [5.24].
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SPECIFIC AM: Some reinforcements arrive with a specific number of Activations available for that turn.
EXAMPLE: A brigade that arrives as a reinforcement with an Activation Efficiency of 1 may be activated only once that turn, regardless of how many AM its division has.
5.3 Activation
5.31 The player with the Initiative selects the AM he will use to start the turn. All other AMs are randomly drawn from the Pool (an opaque cup or similar container). Each turn, the Pool will start with:
- All of the AMs available that turn to each player (or fewer, if a player so elects),
- The March AM for each player (if he has units under March Orders at the time),
- The Random Event marker (if the game uses that rule), and
- Any Battle-specific AMs (e.g., Artillery leaders).
5.32 When a division's AM is drawn, all that division's brigades—regardless where they are on the map—may be activated. Each brigade activates individually, completing all activities before the next brigade is activated (Exceptions: Brigade Coordination [5.34] and Out of Command Brigades [5.26, 5.36]).
EXAMPLE: The 1/I Union Division has three brigades: 1/1/I, 2/1/I and 3/1/I. The Union player activates 2/1/I first, completing all of its actions. He then activates 1/1/I, etc.
5.33 Brigade Activation. When a brigade is activated, all combat units—regardless of their location—may do what the Orders for the units in that brigade allow [4.23; 6.1]. The brigade may include as a combat unit any one artillery battery (all sections) that is from that division.
EXAMPLE: A brigade under Advance Orders has four regiments. The player may now Rally one of its Disordered units, construct Breastworks with another, and Move or Fire with the other two.
5.34 Brigade Coordination. Division leaders are rated for their ability to coordinate and combine the actions of more than one of their brigades during any one action (a DRM ranging from +0 to +3). Any divisions attempting this must have their brigade leaders within the division leader's Command Range; brigades outside that range are not eligible for coordination. The player wishing to combine brigades into a single Activation rolls the die, adjusting it by adding the division leader's Coordination Rating. The possible results are:
- CONFUSION: No In Command brigade in that division may undertake any move or combat actions that AM. Leader Movement, Rally, Ammunition Resupply, and one-vertex Facing changes are allowed.
- FAIL: No penalty; brigades move individually: No coordination is possible, but there is no penalty for trying.
- MAY COORDINATE # BRIGADES: The player may undertake actions with that number of In Command brigades from that division as if they were one brigade.
- MAY COORDINATE ALL BRIGADES IN COMMAND: All eligible brigades may undertake actions as if they were one brigade.
PLAY NOTE: Coordination does not override stacking restrictions (see 8.12).
Brigade Coordination Table
| Adjusted Die Roll | Result |
|---|---|
| 0-2 | Confusion |
| 3-6 | Fail |
| 7-9 | May Coordinate 2 Brigades |
| 10, 11 | May Coordinate 3 Brigades |
| 12 | All |
DRM: + Division Leader's Coordination Rating
EXAMPLE: Smith's Division's AM is drawn. All three of Smith's brigades are within his range, and the player wants to launch a division-sized attack with all of his brigades at once, rather than piecemeal. Smith has a Coordination Rating of 2. He rolls the die, getting a 6. The player may activate two of Smith's brigades (his choice) at the same time, as if they were one. The other activates separately.
PLAY NOTE: The Coordination Ratings usually are not very high (lots of 0's).
5.35 March Order Activation. Units under March Orders do not move when their division AM is drawn; they move only when their (one) March AM is drawn. When a player's March AM is drawn, he may move all units under March Orders the equivalent of any number of Activations, from one to four (but see the Fatigue rules [17.22]). The order of movement is up to the selecting player.
Exception 1: Entering reinforcements with an AM # are limited to that number of Activations [9.74].
Exception 2: See 5.28.
5.36 Out of Command. Being Out of Command affects units depending on the nature of that unit or command.
- DIVISION LEADERS: May not receive Orders from their corps commander, which means they may not transmit any Orders to their brigades in the II/C Phase. The division has one fewer AM placed in the AM Pool [5.23 #2].
- BRIGADE LEADERS: May not receive Orders from their division leader in the II/C Phase. They must roll a die in the III/C/1 Phase, if they wish to change Orders. And, they activate one fewer times than the division [5.26].
- INDIVIDUAL UNITS: Out of Command combat units use the last Order received while In Command. They also activate one fewer times than the division, with a minimum of one, like Out of Command brigades.
PLAY NOTE: Units, brigades, or divisions under March Orders and Out of Command cannot change orders during the II/C Phase but suffer no other penalty.
5.4 Efficiency Transfer
Players may take advantage of the Chain of Command to increase the Efficiency of certain commands by transferring two divisions' available Activations to another division. These divisions need not belong to the same corps.
5.41 In the Activation Efficiency Phase [3.0 II/B], after all Efficiency and Activation Levels have been determined for that turn, a player may transfer focus—in the form of an increased Activation Level—to a selected division.
5.42 Only divisions that can trace a Chain of Command back to the Overall Commander may benefit by, or be used for, Transfer.
5.43 For every two Activations that a player lowers any one (or two) other divisions, he may raise the Activation Level of one other division by one. A division may never have its Activation Level reduced to 0, nor increased above 4, by Efficiency Transfer.
5.44 A Player may undertake only one Efficiency Transfer per turn.
EXAMPLE: The corps Efficiency for XV Corps is 2. All of XV Corps' division leaders are within range, and 2/XV has a +1 division leader. This means that, normally, 1/XV and 3/XV would get two AMs, and 2/XV three AMs. However, the player wants to undertake a big push with 2/XV, so he reduces 1/XV and 3/XV to one AM each, and gives an extra AM to 2/XV, so that it has four.
5.5 Ending the Turn
The Activation Segment is finished when no AMs have remain to be drawn from the Pool.
6.0 The Orders System
General Premise: All brigades operate under Orders. Orders delineate the parameters under which the combat units under those Orders may Move, Fire, Rally, etc. The ability to give and change Orders has nothing to do with the Efficiency or AM mechanics; it has everything to do with Chain of Command and brigadier leadership ability.
6.1 The Orders
6.11 The three types of Orders are March, Advance, and Attack. A brigade (and the units therein) must be under one of these three Orders at any given time. If a command has no such marker, it is considered to be under Orders to Advance. Death Valley includes a limited number of Advance markers used to designate units that were Out of Command when their brigades switched from Advance to March or Attack.
Orders Comparison Chart
| Action | March Orders | Advance Orders | Attack Orders |
|---|---|---|---|
| Road/Pike Movement Rate | ½ MP | 1 MP | NA |
| Move Adjacent to enemy unit? | No (keep 4 hexes away) | No (except enemy artillery) | Yes |
| Activation | March AM | normal | normal |
| Infantry Stacking | 7 SPs | 15 SPs | 15 SPs |
| Cavalry Stacking | 4 SPs | 7 SPs | 7 SPs |
| Construction? | No | Yes | No |
| May Fire? | No | Yes | Yes |
| May Move and Fire? | No | No | Yes |
| May Shock? | No | Yes | Yes |
6.13 March Orders. A command or unit under March Orders:
- Uses March Movement Rates [9.22].
- Moves only when the March Order AM is drawn.
- May not move into any hex that is within four hexes and LOS of an enemy combat unit. Regardless of LOS, no such unit may move adjacent to an enemy unit. Units under March Orders that start their Activation within four hexes and LOS of an enemy combat unit may not move. [see also 6.25 and 6.26]
- Must use Extended Column [8.5] where applicable.
- Must obey the Stacking limitation for March Orders [8.12].
- May not Fire—not even Reaction Fire.
- Suffers a Pre-Shock Cohesion Check DRM of +2 if shock attacked.
- May not Rally.
- May not Retreat before Shock.
- May not undertake any Construction.
- May not use Reaction Refusal/Facing Change [9.61] or Reaction Movement [9.63].
PLAY NOTE: In essence, the only thing units under March Orders can do is move.
6.14 A Command may be given March Orders only in the Division Orders Phase, and only if it either is an entering Reinforcement, or starts that Phase with no unit in that command within four hexes and LOS of an enemy combat unit.
6.15 Advance Orders. An activated combat unit under Advance Orders:
- May Move or Fire, not both (changing Facing one vertex to fire is not considered movement).
- If moving, uses Advance Movement [9.23].
- May not move into the hexes adjacent to an enemy combat unit other than artillery (Exception: Bridge/Ford [9.23]). If it starts the Shock sub-phase adjacent to an enemy combat unit, it may Shock Attack if otherwise eligible.
- If firing as a Phasing unit, it may gain Prepared Fire bonus.
- May use Prepared Fire when undertaking Non-Phasing Fire.
- May undertake Construction.
- Must obey the Stacking Limits for Advance Orders.
- May Retreat before Shock.
- May Refuse [7.3].
6.16 Attack Orders. An activated combat unit under Attack Orders:
- Uses Attack Movement restrictions [9.24].
- May Move and/or Fire.
- If Firing, gains the Prepared Fire Bonus if phasing (but not moving) or when using Non-Phasing Fire [10.4].
- Is eligible for the Infantry Charge bonus if moving and not firing.
- If mounted, cavalry may Charge.
- May Refuse [7.3].
- May not undertake Construction.
- May not Retreat before Shock.
- Must obey the Stacking Limits for Attack Orders.
6.17 Assigned Orders. Initial Deployment instructions in the Battle Books often assign Orders to commands that start the game on the map. Similarly, the Battle Book may assign orders to Reinforcements for their turn of entry. Where orders are not assigned, the player assigns them.
6.18 Artillery and Orders. Artillery is always under Advance Orders, unless its brigade or command is under March Orders, in which case it is under March Orders. See 9.52, 10.61 and 11.33 for artillery exceptions to Advance Orders.
6.19 Leaders and Orders. Leaders/commanders are never under Orders. Only combat units are under Orders. However, leaders whose commands are under March Orders activate when the March AM is drawn for that side.
6.2 Brigade Orders Change
6.21 When an AM is drawn that activates an on-map brigade (whether it be a division AM or March AM), each brigade so activated may attempt to change its Orders [3.0 III/C/1], provided its leader is also on map. This is done before any units of any brigade or any leaders activating under this AM undertake any actions. To attempt to change the Orders of an Activated brigade, the player rolls the die, adjusts it by the Brigadier's Orders Rating DRM, and consults the Orders Change Table [6.23].
PLAY NOTE: Orders may be changed automatically only in the Division Orders Phase [6.12].
6.22 If the brigadier is stacked with his division leader there is a +1 DRM. If his corps or Overall Commander is stacked with the brigadier there is a +2 DRM. Both DRMs may apply.
6.23 The Orders Change Table
| Die Roll | Result |
|---|---|
| 1 or Less | Retain and Stand |
| 2 or 3 | Retain |
| 4 | Loose Cannon |
| 5 | Change and Stand |
| 6 or More | Change |
Key:
Retain: Brigade keeps the Orders it has.
Change: Brigade may change to Attack or Advance Orders.
Stand: The units of the brigade may not move (i.e., expend MPs) this Phase. A Stand result does not prohibit leader movement or a unit from firing, changing facing to fire, engaging in shock, rallying or engaging in construction. However, if any unit performs an action other than Rally or a Facing change costing no MP, the Activation counts toward Fatigue.
Note: Cavalry units may not Mount or Dismount [14.22].
Loose Cannon: See 6.24 below.
EXAMPLE: A 2nd Division AM has been selected. General Hackenbush, in command of the division's 1st Brigade, wants to change his Orders from Advance to Attack. His division leader was too far away to do this in the Division Orders Phase, so Hack must now roll a die to effect the change. His Orders Rating DRM, though, is a –1. He rolls the die, getting a 4, which his rating lowers to 3. Hack's Brigade retains its Orders for that Activation.
6.24 Loose Cannon. If the result is Loose Cannon, the player who was trying to change Orders now consults the Action Profile of the brigadier in question [Aggressive (A), Normal (N), Cautious (C), or Unreliable (U)] and follows the instructions below.
If Aggressive, the Phasing player does one of the following:
-
If any unit in the brigade is within 3 MPs (5 MPs if mounted cavalry) of a hex adjacent to an enemy combat unit, the player places that brigade under Attack Orders and launches a Charge [11.21] (or shocks without firing if mounted cavalry) with as many units in that brigade as possible. Choice of targets is otherwise up to the player. Green units are still required to pass their Green Attacker Commitment Check [11.36]. Disordered units and units starting the Activation further than 3 MPs (5 MP if mounted cavalry) from the enemy must move as far as they can toward the nearest enemy units, and may not fire. Units that start adjacent to enemy units shock those units without a Charge bonus, but may not fire prior to shock. Exception: see 6.25.
-
If no unit in the brigade is within 3 MPs (5 MP if mounted cavalry) of a hex adjacent to an enemy unit, place the brigade under Advance Orders and move its units as far as possible towards the nearest enemy units.
If Normal, the brigade retains its Orders.
If Cautious, the player retreats each non-artillery unit in the brigade one hex, after which he places the brigade under Advance Orders. The brigade may perform no other actions during that Activation.
If Unreliable, roll the die, consult the table below, and treat the brigadier in the appropriate manner listed above:
| Die Roll | Result |
|---|---|
| 0-2 | Aggressive |
| 3-6 | Normal |
| 7-9 | Cautious |
6.25 A brigade under March Orders may attempt to Change Orders, as per III/C/1, to any other Orders when the March AM is drawn. If successful, the brigade remains in place and its March Orders are replaced by Advance or Attack Orders. Brigades that change Orders use their division AMs for the rest of the turn, if any remain to be drawn. A Change and Stand result applies to the first Division AM drawn. If none remain to be drawn, a Change and Stand has no effect on the next turn. A Retain and Stand applies to the current March AM. Exception: Treat a Loose Cannon rolled by an Aggressive brigadier as a Retain.
6.26 A brigade that is under March Orders that is either Shock attacked or undergoes any fire except artillery Shot/Shell is, at the end of that enemy brigade Activation, immediately placed under Advance Orders. Unless the March AM has already been drawn, the brigade activates for the rest of the turn when its Division AMs are drawn. Combat does not affect other Orders.
6.3 Reserve
6.31 Any command (brigade, division or corps) may be placed In Reserve, regardless of its Orders, if it qualifies, as below:
- All units must be out of LOS of any enemy unit and at least five hexes from the nearest enemy combat unit; or
- All units are at least ten hexes away from the nearest enemy combat unit (note that there are no LOS requirements for this qualification).
- If it is a Night Turn, the minimum distance is reduced to five hexes.
PLAY NOTE: The hex range limits are the minimum; it is recommended that, for the safety of your troops, you act with a bit more caution.
6.32 Commands are placed In Reserve in the Reserve Placement Phase at the beginning of the turn. Commands In Reserve pay no attention to drawn AMs. They may not undertake any actions available to non-Reserve units. Only commands in Reserve may check for Straggler Recovery [16.22].
6.33 If all (remaining) units in a command have been Routed [12.5], the command may be put In Reserve by having the brigade leader follow 6.31.
6.34 Reserve status is removed:
- VOLUNTARILY: At the end of the turn, in the Recovery Phase.
- INVOLUNTARILY: If any unit in the brigade is designated as a target of Shock or of Fire at a range of four hexes or less, all units of the brigade immediately Disorder (unless already Disordered) and adopt Advance Orders. The shock or fire is then conducted normally. The brigade may activate when its division AMs are drawn (if any remain).
6.35 During the Replacement/Recovery Phase, units from a command in Reserve may do the following, in the order listed:
- Reduce Fatigue [17.0] by two levels.
- Flip all Disordered [12.3] units to their normal side unless Collapsed.
- Attempt Straggler Recovery [16.2].
- Attempt to recover routed units [13.5].
- Fully resupply ammo [if using 10.9].
- Change Orders to Attack or Advance Orders (no die roll needed; applies to all units regardless of command status).
7.0 Facing and Refusal
The direction in which a unit is faced determines which of the surrounding hexes that unit controls.
7.1 Facing
7.11 At the end of Movement, Advance, and Reaction Facing [9.61] each combat unit under Attack or Advance Orders must be faced towards a vertex (joint) of the hex it is in—not a hexside. All combat units under March Orders must be faced towards a hexside. All units in a hex must face in the same direction.
DESIGN NOTE: The admonition that all units in the same hex must face in the same direction is one that arises purely from a need to keep the game manageable. There is really no "historical" reason why this should be a restriction, so, if both players agree, feel free to ignore it. Be aware, though, that it raises a host of tangential and entangling play questions that you are free to resolve on your own.
7.12 Facing determines a unit's front, flank, and rear.
7.13 A unit may Move, Fire and/or Shock only into its Front hexes.
7.2 Changing Facing
7.21 A unit may change facing without leaving the hex. A unit may change facing one vertex for each hex it starts in or enters at no cost in MP. Any change of more than one vertex (per hex) costs 1 MP. Exceptions: See 7.22 and 9.53. If changing 180° when stacked, invert the stacking order for all non-artillery units not exiting the hex during the current Activation, as the top unit is now the bottom unit, etc. When inverting, non-artillery units may choose to stack above or beneath artillery [see 8.44 for Extended Lines].
7.22 In addition to the above, units under Attack Orders, because of their very linear state, pay 1 MP per vertex when changing facing in a Woods hex. As an alternative to paying 3 MP for changing three vertices, they may pay only 1 MP to change 180° [7.21].
7.23 Under certain circumstances a unit pays no MP cost to change facing:
- When changing to/from March Orders. Adjust facing by any number of vertices at the time the new order takes effect, either during the Division Orders Phase or the Change Orders Phase. See also 8.52.
- Pike/Road/Trail movement [9.45].
- Advance after combat [12.6].
- As a Reaction to enemy Movement or Fire [9.62].
- Changing one vertex to fire [10.32]. Exception: see 7.22.
- After Rally [13.41].
7.24 A phasing unit that starts movement adjacent to an enemy unit may change facing by (only) one vertex in that hex before exiting [9.53].
7.25 Units suffering certain combat results, or rallying from such results, have the following abilities and restrictions concerning changing facing:
- RETREAT: Unit maintains original facing; no change allowed.
- RALLY: A rallied unit may change facing one vertex upon being rallied.
7.26 An Extended Column may become an Extended Line when the unit's orders change from March to Advance or Attack, as long as the requirements for Extended Line are met. Vice versa is also true. There is no cost for changing facing in either case [7.23].
7.3 Refused Flanks
7.31 A unit may Refuse if it is either:
- At the end of a line, or
- In the center of a line with a friendly unit in one flank hex and another friendly unit in the opposite rear hex, or
- Not adjacent to any friendly unit.
This means that the end of the unit (or stack of units) bends backward, away from the line. Place a Refuse Right, or Refuse Left, as appropriate, on the unit so doing.
7.32 Only units under Attack or Advance Orders may Refuse. Exception: Units in Extended Column may not Refuse. In addition:
- It costs each unit in a stack 1 MP to Refuse. Units subsequently stacking with a Refused unit must spend an additional MP to enter the hex.
- A unit alone in a hex must have at least 2 SP to refuse. If a refused unit alone in a hex falls below 2 SP, immediately remove the marker at no MP cost.
- A unit may not Refuse in both directions. Exception: see 8.44.
- A unit may not Refuse if it is adjacent to an enemy unit. Exception: Reaction Refuse [9.61]. Treat parts of Extended Lines separately for purposes of this rule.
- A unit may not Refuse if it is in between (adjacent to) two, friendly-occupied (flank) hexes. If a friendly unit ends Movement, Retreat, Advance or Reaction Move in a unit's Refused flank, immediately remove the marker. If phasing and it has not yet moved, the stationary unit has one less MP than it otherwise would.
- A moving unit may not Refuse when stacking with a unit that is not Refused, unless the stationary unit exits the hex during the same Activation.
7.33 Each unit in a phasing stack pays 1 MP to leave Refused status. A unit must leave Refused Status to move or change facing. Any Reaction Movement, Withdrawal Movement, Advance, or Retreat similarly ends Refused status, but at no MP cost.
7.34 A Refused unit or stack has three Frontal hexes: the usual two Frontal hexes plus the third, Refused Frontal hex. The hexside adjacent to the Refused Front is now a Flank hexside. Refused units may fire into/through any or all of these frontal hexes, splitting their fire to do so. However, no more than half a stack's Fire Strength may fire into/through a Refused frontal hex, and, if Refused, no more than half may fire into/through its normal Frontal hexes. If the unit's/stack's SP is "odd," round down for the Refused Frontal hex; round up for the normal Frontal hexes.
When the top unit in a refused stack has fewer SPs than the total eligible to fire into/through its normal Frontal hexes, the next unit(s) in the stack may also fire into/through the normal frontals up to the maximum SPs defined in the above paragraph. If the top unit cannot fire all its SPs into/through its normal Frontal hexes, it may fire the remainder into/through the Refused Frontal hex up to the maximum. If it cannot fire the maximum, the next unit(s) stacked below it may also fire into/through the Refused Frontal up to the maximum. Artillery consisting of multiple sections follows the above provisions, as if the sections were separate units.
Exception: A unit under Attack orders that stacks with one or more Refused units after any of the latter fire may not itself fire during that Activation.
Refused units/stacks may not shock defenders in the Refused Frontal hex.
EXAMPLES:
- A 7 SP unit on top could fire 4 SP through its normal frontal hexes and 3 SP through its Refused Frontal hex. Units stacked beneath it could not fire.
- A 5 SP unit stacked above a 3 SP unit could fire 4 SP through its normal frontal hexes and 1 SP through its Refused Frontal hex. The 3 SP unit beneath it could fire 2 SP only through its Refused Frontal hex.
- A 3 SP unit stacked on top with a 2 SP unit below it and an 8 SP on bottom could fire its 3 SP through its normal frontal hexes. The 2 SP unit could fire 1 SP through its normal frontal hexes and the other through its Refused Frontal hex. The 8 SP unit could fire 2 SP only through its Refused Frontal hex.
- A 2 SP unit under Attack Orders stacks with a refused 4 SP that has already fired. The two SP unit may not fire during this Activation. During its next Activation it would fire both its SP through its Refused Frontal hex.
- A battery with four TBs and two H12s is stacked above infantry. The TBs are stacked above the H12s. The four TBs may fire into/through the frontal hexes. The two H12s plus one SP of infantry may fire into/through the refused frontal. If the H12s had been stacked above the TBs, they plus two TBs could fire into/through the frontal hexes, while the other two TBs and one SP of infantry could fire into/through the refused frontal.
- A stack of two six-gun batteries refuses. The top battery may fire into/through the frontal hexes. The bottom battery fires into/through the refused frontal.
8.0 Stacking and Extension
Stacking refers to having more than one combat unit in a hex, a function more of tactical usage than how many men can be crammed into a space. Extension is just the opposite, in that it is concerned with the ability of a unit to increase its frontage.
8.1 Stacking Limits
8.11 Stacking limits apply at all times during the turn except when moving/retreating through units [8.22; 12.46]. There are no stacking limits for leaders or informational markers.
8.12 The stacking limits depend on the Orders applicable to the unit. Stacking also may vary according to the scale of the battle.
March Orders
- INFANTRY: May stack up to 7 SPs of infantry or dismounted cavalry (as long as they are all from the same brigade). If an individual unit contains more than 7 SPs, the player must use Extended Column.
- CAVALRY: May stack up to four mounted cavalry SPs in a hex, as long as they are all from the same brigade. If an individual unit contains more than 4 SPs, the player must use Extended Column.
- ARTILLERY: Two batteries, regardless of the number of guns, or 12 guns from any number of batteries may occupy a hex. Artillery may not stack with other units.
There is no intermingling of unit types when in March Order; artillery may not stack with infantry, etc.
Advance or Attack Orders
- INFANTRY: May stack any units from the same brigade, up to a maximum of 15 SPs per hex, or any one unit regardless of strength. In addition, one battery or 6 guns from any number of batteries may stack with infantry. The artillery need not be part of the infantry's brigade.
- CAVALRY: 7 mounted SPs from the same brigade or one mounted unit regardless of strength. In addition, one battery or 6 guns from any number of batteries may stack with cavalry. The artillery need not be part of the cavalry's brigade.
- ARTILLERY: If not stacked with infantry or cavalry, up to two artillery batteries per hex, regardless of strength, or 12 guns from any number of batteries. If stacked with infantry or cavalry, artillery is limited to one battery per hex, or 6 guns from any number of batteries.
8.13 Units under Advance Orders that wish to make use of the movement costs for Pikes, Roads and Trails [9.43] must use March Orders stacking to do so [8.5].
EXAMPLE: An infantry regiment with 8 SPs would require one extension between itself and a following unit; a 15 SP unit would need two.
8.2 Stacking and Movement
8.21 During an Action Phase, each unit must be moved one at a time. See 9.31 for Leaders moving with units.
Exception 1: Stacks under March or Advance Orders and adhering to March Order stacking limits may move as stacks.
Exception 2: Cavalry moving along a Charge Path may move as a stack [8.52].
8.22 A combat unit may move through another unit at a cost of 2 MPs (in addition to the terrain). In addition, the moving unit undertakes a UDD [2.6] immediately after exiting the stationary unit's hex. It adds to that roll the normal cost for entering the stationary unit's hex, if that cost is two or greater. Thus, moving through a unit in a Woods hex will mean a +2 (sometimes +3) DRM to the UDD. There is no DRM if the hex is Clear terrain. The stationary unit does not undertake a UDD. If the moving unit fails the UDD it is Disordered. The unit may continue moving if any MA remains. If incurring a 2nd Disorder, the unit returns to the hex from which it entered the stationary unit's hex without changing facing, its Activation finished.
Note: A combat unit that starts its Activation stacked with another combat unit is never considered to be moving through the other combat unit when it leaves its starting hex.
PLAY NOTE: Given the terrain costs of much of the Woods (+2 or +3), it will be extremely difficult for units to pass through units in that type of hex.
Exceptions:
-
THE ARTILLERY Exception: Infantry or cavalry units may move through artillery units, but not vice versa. The non-artillery do not UDD or pay the 2 MPs in addition to the terrain in this case.
-
THE ROAD MOVEMENT Exception: Units moving along Pikes and Roads (but not Trails) may move through friendly units in such a hex, paying the movement cost for the Pike or Road, unless the latter are under March orders. The moving unit must enter and exit the stationary unit's hex from/to a connected Pike or Road hex. If the friendly units are under March orders, the moving unit pays the cost of the actual terrain in the hex plus any hexside cost to enter it; in essence, moving around the units blocking the Road.
-
THE BRIDGE/FORD Exception: If a unit under March Orders occupies either side of a Bridge or Ford, a moving unit may not use that Bridge or Ford.
8.23 A unit may move or retreat [12.44] into a hex with another unit within stacking restrictions [8.12], and end its movement therein. If the moving unit entered the stationary unit's hex through a Frontal hexside, it is placed on top of the stack. If it entered through a Flank or Rear hexside, it is stacked beneath the non-moving unit(s).
Exception: Infantry or cavalry that moves or voluntarily retreats [12.43] into a hex that contains only artillery may freely choose to stack under or on top of artillery. If non-artillery is already stacked under the artillery, and the moving unit enters the hex through one of the stationary stack's front hexsides, it may stack directly under or above the artillery (if stacking restrictions allow).
8.24 A phasing unit may change its stacking order within a hex instead of moving and/or changing facing. Exception: A phasing multi-section battery may change the stacking order of its sections after movement or before firing (this stacking change is not considered Movement).
If under Advance Orders, a unit changing stacking order cannot fire. Stacking order may not be changed if the stack is in the frontal hex of an enemy unit. Exception: see 7.22.
8.25 Units given March Orders or under Advance Orders and adopting March Order stacking limits may start the phase stacked, as long as they follow March stacking as they move.
8.26 When stacked small arms and artillery units activate using different AMs or with different brigades activated by the same AM, any facing change by one unit in the stack determines the new facing for the entire stack, unless the phasing unit moves after the facing change. Similarly, if one unit in the stack Refuses, the entire stack is then Refused, except for phasing units that exit the hex during the same Activation. If using the optional Fatigue rules, non-activated infantry or cavalry does not incur Fatigue if stacked with phasing artillery that changes facing or Refuses.
8.3 Stacking and Combat
8.31 Maximum Fire Strength Per Hex. If not stacked with artillery, 7 SPs of infantry or dismounted cavalry or 4 SPs of mounted cavalry can fire from a hex. If not stacked with infantry or cavalry, 12 artillery SPs can fire out of any one hex. If artillery is stacked with infantry or dismounted cavalry, any combination of seven total SPs or one battery (which, on occasion, can exceed 7 SPs) can fire from a hex [8.33]. When stacked with mounted cavalry, seven total SPs or one battery can fire from a hex with the cavalry firing no more than 4 SPs. These limits apply to the units currently in the hex. If those units move or retreat after firing, and other units move into the hex, the same limits apply to them.
8.32 If an infantry and an artillery unit are stacked together and both are eligible to fire [see 8.33], each may fire at separate targets or the same target. However, they may not combine their fire upon the same target.
8.33 The Fire Frontage Rule. The top-most units up to the limits of 8.31 do the firing (in any order). If the topmost unit(s) cannot or choose not to fire for any reason, units stacked with it are limited to firing the number of SPs they could have fired had the top unit(s) also fired.
Exception: Artillery stacked with infantry or cavalry can only fire if it is the top unit in the stack at the time of the fire.
EXAMPLES:
- When a 5 SP infantry unit is stacked on top of a 9 SP unit, 7 SPs of infantry (the top unit plus 2 SPs of the lower unit) can fire out of the hex.
- When a 6 SP battery is stacked on top of a 7 SP unit, the battery and 1 SP of infantry can fire out of the hex
- When a 5 SP unit at the top of a stack performs a rally action, units beneath it can fire a maximum of 2 SPs.
8.34 Massed and Dispersed Targets. For artillery firing at Shot/Shell range, if 8 SPs or more of any (non-artillery) type are in a hex, that hex is subject to a Massed Target penalty. The shot gets a +1 DRM on the Fire Table. Conversely, where there are 2 SPs or fewer (again, excluding artillery SPs), then apply a Dispersed Target adjustment of –1 to the roll. Hexes occupied solely by artillery receive neither of the above DRMs; they do not apply to artillery alone.
8.35 Stacking and Fire Table Results. The top unit suffers Fire Table results. However, if it is eliminated or suffers a Disorder, the player must undertake a UDD [2.6] for all other units in the hex, ignoring any +/– from the Fire Table result.
Exceptions:
-
If step losses eliminate a unit, excess step losses are applied to the next unit in the stack. Non-step loss results are ignored, the other units in the stack conduct UDDs because the top unit was eliminated.
-
This rule does not apply to the results of Shot/Shell artillery fire, because all the units in the hex are individually affected by such fire [10.67].
EXAMPLE: Artillery fire at a range of five hexes results in a UDD for a stacked hex. Each unit will UDD individually. The top unit fails its UDD, but the bottom unit passes. Because this was artillery fire at a range greater than three hexes, the bottom unit does not suffer another UDD because the top unit failed.
-
Pre-Shock Fire [10.43] targets the top shocking unit. Apply excess step losses to the new top shocking unit or, if there is no such unit, to the top unit in the hex. All units in the hex undertake a UDD if the top shocking unit is eliminated or Disorders.
-
For multi-section batteries, randomly determine the section losing the SP.
8.36 Stacking and Shock.
- Stacked units, whether attacking or defending, combine their strengths during Shock resolution [see also 11.32].
- The top unit takes all step losses [see also 12.35e]. Exceptions: For Bloody Standoff results, the participating unit with the highest cohesion takes the step loss, unless artillery is the top unit in the defending stack, in which case it takes the loss. If step losses eliminate a unit, excess step losses are applied to the next unit in the stack.
- Retreats apply to all units. Exception: Abandoned Guns [12.36]. See 11.46 for Advances.
- Shock Resolution Table Disorder results apply to all units in affected stacks; previously Disordered units thus incur a 2nd Disorder [see 12.34].
- The top defending unit is used for the Pre-Shock Cohesion Check [11.37]. A Disorder result applies to all units in the stack, as above.
- Defending units conduct Pre-Shock Reaction Fire separately [10.43; 11.38]
- Each Green unit checks Attacker Commitment separately [11.36].
- If attacking units Disorder due to Shock results, any non-participating units stacked with them also Disorder and, if necessary, retreat.
8.37 Artillery. A battery is always a single unit. If a battery consists of two or more sections all sections must stack together and move together and conduct UDDs as a single unit. If a multi-section battery suffers a loss, randomly assign the loss to a section.
8.4 Extended Lines
8.41 Individual infantry units (but not dismounted cavalry) with 8 SPs or more may extend their presence into an adjacent Flank hex by placing an Extended Line marker in that adjacent hex.
- It must be placed either to the direct left or right Flank of that unit.
- The extending unit may not be stacked with another non-artillery unit, nor can the Extension hex be occupied by another non-artillery unit.
- The hex into which the line is extending must not be adjacent to an enemy unit. However, an extension may retract into the parent unit or vice versa, despite the stationary part of the unit being adjacent to the enemy. A retracting part that starts adjacent to an enemy unit may be subject to Withdrawal Fire [10.44].
- The MP cost to extend or retract must not be greater than 2 MPs.
8.42 The MP cost to Extend or Retract is the same as moving into the hex. No Facing Change is involved. Thus, a unit in a woods hex and extending or retracting into another woods hex pays 2 MPs in most games of the series, whether under Attack Orders or not. Withdrawal Fire versus a retracting part earns the +1 DRM for Flank Fire only if the non-phasing unit is in the retracting part's flank hex [Exception to 10.44]. If an Extended unit is reduced in strength by combat below 8 SPs, remove the Extended Line marker at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.
8.43 Units with 15 SPs or more may Extend to both sides (if they drop below 15 SP, remove the extension of the player's choice as in 8.42). As long as both extensions are placed simultaneously, the MP cost to extend to both sides is the same as Extending to one side. If the terrain costs on both sides are different, the larger is used.
8.44 An Extended unit occupies two hexes, or, if desired, three in the case of units exceeding 14 SP. No part of an Extended Line may end movement stacked with a non-artillery unit. The base unit and any extensions must all have the same facing. The Extended unit has the following properties:
- For Movement it is treated as one, solid unit. The unit may only move into a frontal hex. MPs are paid for the most costly hex entered by any portion of the extended unit. As units may move only frontally, an Extended unit must either pivot to change its direction (and facing), paying the cost of the hex into which it pivoted, or may change facing 180° paying 1 MP [7.22]. If under Attack Orders, it pays an additional 1 MP when pivoting into a woods hex. If stacked with artillery and not exiting the hex, the artillery must also change its facing. An Extended unit changing facing 180° and remaining in the hex may stack above or below the artillery [8.23]. If the artillery is activating with the brigade, its Facing change costs 1 MP, and it would thus suffer a –2 DRM for any fire conducted either before or after the Facing Change [10.61].
- A unit with two line extensions in place "pivots" on either the left or right extension when changing direction (and facing). This means the line extension on the circumference of such a "pivot" must move two hexes.
- An Extended unit cannot use Reaction Facing [9.61]. Extended units may use Refusal and may Refuse in both directions, if otherwise eligible [7.3]. If half the Extended unit is adjacent to the enemy, the other half may move adjacent only to enemy artillery, unless the extended unit is under Attack Orders and in good order (but see also 8.48). If under Advance Orders and not adjacent to an enemy unit, an Extended Line may form Extended Column [8.5, 8.52], paying one MP if changing facing by more than one vertex.
- For purposes of Fire and Massed Target determination, an Extended unit has its strength divided among the hexes it occupies as equally as possible (with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions).
EXAMPLES: An extended 9 SP unit would have 5 SPs in the counter's hex, and 4 SPs in the Extension hex. A 17 SP unit extended to both sides would have 6 SPs in the counter's hex, 6 SPs in one Extension hex, and 5 SPs in the other.
8.45 Extended Lines and Fire Combat
- For Fire, each part of the extended line is treated as an individual unit [10.14] unless combining their fire versus a target. The combining parts must be eligible to fire at that target. When firing at the same enemy hex with more than one part, an Extended Line must combine the fire of those parts. Parts that split their fire (see 10.15) may not combine that fire with other parts.
- If combined fire crosses hexsides providing different terrain DRM, the defender receives the most favorable DRM benefit.
- Return Fire (10.42) versus an Extended unit that combined its fire may target any of that extended unit's hexes in the non-phasing unit's fire arc.
- For fire versus part of an Extended Line, the part targeted benefits only from the terrain of the hex it occupies.
- Any Disorder result against any part of an Extended unit Disorders the entire unit. Artillery stacked with any hex of an Extended unit must UDD if the Extended unit disorders.
- If using optional rule 10.9, apply ammo depletion to the entire unit.
The maximum Fire SPs per hex (side) from a 10-SP unit is 5 and 5; from a double-extended 18-SP unit, 6-6-6.
8.46 Extended Lines and Shock. An extended unit must attack all enemy units in its frontal hexes as one shock attack in accordance with 11.31. An Extended unit is treated as one solid unit, attacking or defending. Calculate the Shock Ratio [11.43] using the Extended unit's full strength plus any artillery stacked above it [11.63]. Units attacking an Extended unit are not required to be adjacent to all the defender's hexes, but see 11.32 for combining attacking units' strength.
8.47 Extended units Advance or Retreat as follows:
- If the Extended unit advances, it must do so Extended, unless it cannot do so, in which case the Extended Line marker must be removed before advancing. Extended markers may not be removed voluntarily in an advance. An advance by pivoting the extended unit is allowable as if using Wrap-Around [8.48].
- If an Extended unit retreats, it must retreat Extended, unless it cannot do so or would be forced to change facing in order to stack with friendly artillery. If it does not retreat Extended, the Extended Line marker is removed and the unit retreated. The owning player then conducts a UDD [2.6]. If it fails, the unit suffers a Disorder result. If already Disordered, there is no further penalty.
EXAMPLE: A 9-SP infantry unit is in 2222, Extended into 2223. It Shock Assaults an enemy infantry unit in 2323, causing it to retreat. The unit may advance after combat by moving directly ahead, into, say, 2323-2324, or it may pivot into the abandoned 2323, leaving the Extender in 2223. The Extender, of course, has its facing adjusted to reflect its flank extension.
8.48 Wrap-Around. When a two-hex Extended Line unit in Good Order and under Advance or Attack orders shock attacks a single-hex enemy unit, and part of the Extended Line is not adjacent to the enemy (but, if it could move forward, it would be), that half of the Extended unit may move forward following Shock Step 3 (causing the unit to pivot and at no cost in MP) into the empty hex if:
- The moving part of the extension does not begin its attack in an enemy frontal hex, and
- It would place the defending hex in one of its Frontal hexes without the pivot placing any additional enemy units in any of the Extended Line's other frontal hexes, and
- The empty hex is not in the Frontal hex of another enemy unit, and
- The Extended Line is not Refused.
PLAY NOTE: This will probably result in a +4 DRM for attacking through the Front and Flank or Rear and Flank.
EXAMPLE OF WRAP-AROUND: Defender in 3412 facing west; attacker in 3210-3211, Extended, facing east. Attacker moves into 3311-3312 to Shock. The extension in 3311 is not in contact with the defending unit but it may become so by moving the half that is in 3311 into 3411.
8.49 Before any Advance, Retreat or Continued Shock, an attacker using Wrap-Around immediately retracts, removing the Extended Line marker.
In all cases, the column has only one Front and Rear hex (at the beginning and end of the column); all other hexes are flank hexes. This also applies to non-Road/Pike/Trail column Movement.
If the target of Small Arms Fire or Shock, apply Advance Orders to the attacked brigade at the end of that enemy brigade Activation [6.26], and change its units' facing immediately [7.23]. Unless their March Order AM has already been drawn for that turn, such brigades may activate when any remaining divisional AMs are drawn.
8.52 Advance Orders. Units under Advance Orders and using March Orders Stacking adhere to the following:
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They use Advance Orders facing [7.11].
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Unless forming Extended Line, an extension must face at least one of its parent unit's rear hexsides after movement and after a change from March Orders. The parent unit's facing must allow this. In the case of a unit with two extensions, the second extension must similarly face at least one of the first extension's rear hexsides. Exception: If the course of a Pike/Road/Trail makes this impossible, the affected extension(s) must face the next contiguous Pike/Road/Trail hex(es).
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Provided it has sufficient remaining MPs, a unit in Extended Column may retract into any of the hexes it occupies, even if adjacent to the enemy. The movement cost is that for the hexside and the other terrain in the hex, rather than the Pike/Road/Trail cost. Units with two extensions pay the cost of the second extension's retraction unless retracting into the middle hex of the unit.
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Unless ineligible due to the course of a Pike/Road/Trail, Extended Columns may form Extended Line during movement by changing facing, paying 1 MP for any change of 2 or more vertices.
Note: Forming Extended Line is not pike/road trail movement; hence the exemption in 7.23 does not apply.
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If retracting into a hex adjacent to an enemy, a unit may not form Extended Line or change facing after retracting [9.53].
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Only the parent hex may fire. It is never eligible for Prepared Fire.
PLAY NOTE: Extended units may not conduct Reaction Facing Change [9.61], which may significantly affect their ability to fire.
- Units in Extended Column cannot shock without first retracting or forming Extended Line. They defend against shock normally and may Advance and Continue Shock if eligible, automatically retracting their Extended Column marker(s) prior to advancing [11.46].
8.53 Extended Column and Attack Orders. When first activated under Attack Orders, units in Extended Column must Retract or form Extended Line [8.52] before undertaking any other action. If retracting into a hex adjacent to an enemy unit, apply the restrictions in 9.42, Exception 2, and those of 9.53. If expending MP it is ineligible for Prepared Fire. If unable to retract due to a Change and Stand result, it may remain in Extended Column until able to Move, applying the restrictions of 8.52. If unable to retract due to Movement restrictions on units under Attack Orders (see 9.24), it retracts but automatically Disorders and is finished for the Activation.
8.5 Extended Columns
Individual infantry units of 8 SPs or more (but not dismounted cavalry), and individual cavalry units of 5 SPs or more, under March Orders or under Advance Orders but using March Order stacking for Pike/Road/Trail Movement, must Extend one hex to the Rear to represent the length of that column. An infantry unit with 15 SPs or more, or a cavalry unit with 9 SPs or more, must Extend two hexes to the Rear when at full strength. A unit in Extended Column has its strength divided as equally as possible among the hexes it occupies, with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions.
EXAMPLES: An 8 SP infantry regiment or a 5 SP cavalry regiment would require one marker between itself and a following unit; a 15 SP infantry unit or a 9 SP cavalry unit would need two markers.
If not adjacent to the enemy, an Extended Line under Advance Orders may form Extended Column [8.44] by changing facing. Switch the parent unit with its rearmost extension if the direction of movement requires. For units larger than 7 SP and not in Extended Line, place the Extended Column marker(s) in the starting hex of the parent unit after it moves out of that hex. It follows behind the parent unit as it moves. For units under Advance Orders subtract 1 MP from the extension's MA for the Activation in which it is created. For a second extension, subtract 2 MP. These subtractions apply only to this Activation.
An Extended Column cannot end movement stacked with another unit. Count MP expenditure for extensions as if they were separate units. The extensions must follow the hex path of the parent and must end movement adjacent to the parent (or to the first extension), unless they retract.
Treat each part of a unit in Extended Column as a separate unit when targeted by enemy fire. Exception: Any Disorder result against any part of an Extended unit disorders the entire unit.
PLAY NOTE: Use of Extended Column markers is often unnecessary, as long as players remember which units are extended, as this status may matter for command and combat. Extended Columns fulfill the "chain of units" requirement in 4.22's Exception.
If shocked, an Extended Column is treated as one "solid" unit. Calculate the Shock Ratio [11.43] using the unit's full strength. Attacking units are not required to be adjacent to all the extended unit's hexes. See 11.32 for combining attackers' strength. Extended columns follow 8.47 if retreating. If combat reduces an extended unit's strength below that which requires an Extended Column, remove the extension at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.
8.51 March Orders. Units under March Orders travelling along a Pike/Road/Trail extend to the Rear in conformance with the Road. With two-hex extensions or several consecutive extended units moving by Road, this can result in a serpentine column that follows the Road.
9.0 Movement
9.1 Movement Allowance
9.11 Each combat unit has a MA printed on its counter. Leaders do not have a printed MA—it is 10 for brigadiers and division leaders, and 40 for corps and army commanders.
9.12 The MA represents the total number of MPs that the unit may use in a phase; the use of which may vary according to the Orders under which a unit is operating.
9.13 Units expend MPs to enter hexes and cross hexsides, moving into adjacent, contiguous hexes. These MPs may not be saved or transferred in any way. A unit need not use its entire MA. The player may choose to expend fewer; he may never expend more.
Note: No unit may leave the map voluntarily. (Some battles have exceptions to this.)
9.14 Dismounted cavalry uses infantry movement costs and horse artillery uses artillery movement costs.
9.2 Movement Modes
9.21 There are three different modes of Movement, corresponding to the Orders under which a unit is operating. The entire brigade must use the type of Movement corresponding to its Orders. Exception: Units Out of Command at the time the brigade changed orders continue to use the type of Movement corresponding to the brigade's previous order, until the start of their next Activation after reentering Command Range [4.23].
9.22 March Movement. An activated combat unit under March Orders uses March Movement, as follows:
- It may move into a hex with any type of terrain.
- It may not move adjacent to an enemy unit.
- It may not move into any hex that is within four hexes and within LOS [10.2] of an enemy combat unit at any time. A March Orders unit starting its move within four hexes and LOS of an enemy unit must change orders in order to move.
- The MP cost for Pikes and Roads (but not Trails) is halved (to ½ MP per hex).
- It may be activated only by the March AM; the division AM does not affect it [5.35].
9.23 Advance Movement. An activated combat unit under Advance Orders uses Advance Movement, as follows:
- It may not voluntarily move adjacent to an enemy combat unit other than artillery (Exception: A unit under Advance Orders may cross a Bridge or Ford to move adjacent to an enemy combat unit. It cannot shock attack, however, until its next Activation).
- It may use Roads, Trails, Pikes, Bridges, and/or Fords (which will speed movement [9.43]).
9.24 Attack Movement. An activated combat unit under Attack Orders uses Attack Movement, as follows:
- Its MA is halved, rounding up.
- It may not use Road, Trails, or Pike movement costs; instead it uses the MP cost of the terrain in the hex.
- It may not use Bridges or Fords as part of movement [9.44].
- If Artillery is attached to a brigade under Attack Orders, it moves as if under Advance Orders [6.18].
Exception 2: A unit under Attack Orders may always move one hex (including any and all facing changes) into a hex adjacent to an enemy unit provided it neither Shocks nor Fires during that Activation and it would have been able to enter that hex using its full (unhalved), Good Order MA.
Prohibited hexes or hexsides may never be entered or crossed despite these exceptions.
9.3 Leader Movement
9.31 A brigade, division, or Artillery leader may move when his command is activated. Unless moving with a unit with which he was stacked at the start of the Activation, he moves as if he were a separate unit. A leader may also move to and stack with a unit of the activated command and continue moving with that unit, as if he had started the Activation with it, provided he does not exceed his movement allowance. These leaders do not have their MA printed on the counter; it is ten (10) MPs. A brigade, division, or Artillery leader may move only once per Phase; i.e., he must undertake all of his movement at one time and may not break up his movement into sections. The MA of a leader/commander is unaffected by the Orders of its Commands. Leaders always use the best available movement rate for movement and command. A Division leader moves during the Action Phase of any one brigade in his division. If on-map and within command range of a subordinate brigade under March Orders, he can instead move when the March Orders AM is drawn.
9.32 Corps and Overall Commanders may move only in the Commander Movement Phase [3.0 IV/A]. However:
- If a corps commander uses more than ten of his allowed 40 MPs, his Command Range is reduced to 0 during the following turn (only division leaders stacked with the corps commander would be In Command).
- If an OC uses more than ten of his allowed 40 MPs, he may not use his Initiative Rating for any purpose during the following turn.
9.33 Leaders may not move adjacent to enemy units unless stacking with friendly units, or, in the case of brigade, division, or Artillery leaders, moving with a unit of their command.
9.4 Terrain and Movement
As a general rule, this section applies to all games within the system. Specific terrain rules can be found in the respective Battle Book.
9.41 The type of terrain in a hex dictates the cost to enter (such as Woods) or to cross (such as Stream or Slope hexsides), depending on the unit type moving. For example, it may cost an infantry unit 2 MPs to enter a Woods hex, whereas it will cost an artillery unit 4 MPs to do the same. Most terrain types are self-explanatory; those that require elaboration are discussed below or in the Battle Book.
9.42 If a unit does not have the necessary MPs to enter a hex—for whatever reason—it may not enter that hex.
Exception 1: A unit may always move one hex (including any and all facing changes) as long as it would have been able to enter that hex using its full, Good Order MA and does not move adjacent to an enemy unit.
Exception 2: A unit under Attack Orders may always move one hex (including any and all facing changes) into a hex adjacent to an enemy unit provided it neither Shocks nor Fires during that Activation and it would have been able to enter that hex using its full (unhalved), Good Order MA.
Prohibited hexes or hexsides may never be entered or crossed despite these exceptions.
9.43 Pikes, Roads, Trails, Fords, and Bridges can speed movement.
- For units in March Order, the cost to enter a Road or Pike hex is half a MP [9.45]. All other costs are as listed for the terrain on the Terrain Effects Chart.
- Units under Advance Orders use printed Pike, Road, Trail, Ford and/or Bridge movement costs if complying with March Order stacking limits [8.13]. A unit must pay the cost of the hexside and the other terrain in the hex to end its move stacked with another unit, if the resulting stack will exceed March Order stacking limits.
- Units under Attack Orders may not use Roads, Pikes, Trails, Fords and/or Bridges. They must use the cost of the terrain in that hex.
- Artillery is always under Advance or March Orders and therefore may use the movement cost benefits of Road, Pikes, Trails, Fords, and Bridges.
9.44 When being used:
PIKES AND ROADS: Pike and Road movement rates apply regardless of the terrain, including elevation changes and are not subject to Disorder from terrain [9.47].
TRAILS: Trail movement rates are one-half the non-Trail rate for the terrain in the hex and are not subject to Disorder from terrain [9.47]:
- Round down, to a minimum of 1 MP, if under March;
- Round up, if under Advance (and obeying stacking limits [8.13]).
EXAMPLE: If Woods terrain would normally cost 5 MPs for an artillery unit under Advance Orders, using a Trail costs 3 MPs.
Note: Trail movement costs vary by game, particularly on whether trails negate the cost of hexside terrain. See the Battle Book and TEC.
BRIDGES: Units may not move (as part of Movement) across a Bridge if under Attack Orders. However, they may Shock Attack across the Bridge under those Orders, and, if the result allows, advance across that Bridge [see also 6.15 and 9.23].
FORDS: They may be used under March or Advance Orders; units under Attack Orders may not move using Fords, but they may attack and advance across the Stream or River through the Ford hexside. The cost to use Fords is often appropriate to the specific battle. See the Battle Book and the game's Terrain Chart.
9.45 Units gain the benefit of Roads, Pikes, Trails, Fords, and Bridges, when available, only if they enter such a hex from a connecting Pike/Road/Trail hex. In addition, units using these paths, do not pay any MPs to change facing during movement as long as they are moving from one Pike/Road/Trail hex directly into another, connected Pike/Road/Trail hex.
9.46 The GBACW system uses a graduated Elevation system to represent changes in terrain height. Some changes in elevation are gradual, others are not. As the representation varies from game to game, depending on the elevation scale adopted, see the Battle Book for specifics.
9.47 Certain terrain, as shown in the Terrain Effects Chart, carries with it Disorder possibilities:
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If a unit enters or crosses terrain with a "D," that unit is automatically Disordered the instant it enters/crosses that hex/hexside (and remember the reduced MA of a Disordered unit [12.33]).
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If a unit enters or crosses terrain with a "d" or "dr," that unit undergoes a UDD [2.6] the instant it enters/crosses that hex/hexside. If the roll is higher than its Cohesion Rating, the unit is Disordered.
Notes:
- No D or d/dr applies to a unit using a Pike/Road/Trail, unless Battle Book rules specify otherwise.
- TECs vary. The most recent use a note rather than "d" or "dr".
9.5 Enemy Units and Movement
9.51 A friendly unit may never enter a hex containing an enemy combat unit.
9.52 Only units under Attack Orders may move adjacent to an enemy infantry or cavalry combat unit, unless crossing a bridge or ford hexside to do so [9.23]. Units under Advance Orders may move adjacent to artillery, but artillery may never move adjacent to an enemy unit.
Exception: If the hexside between the non-phasing and phasing unit is un-crossable (e.g., a river), the prohibition on moving adjacent to enemy infantry and cavalry does not apply for infantry and cavalry units under Advance Orders
9.53 A combat unit must cease movement for the Phase when it moves adjacent to an enemy combat unit, even if separated by what would be impassable terrain. Because it ceases movement upon moving adjacent, it may not change facing after entering that hex. Exception: If in moving adjacent to the enemy the moving unit stacks with another unit and must adjust its facing to match that of the stationary unit, it can neither fire nor shock during that Activation.
A unit that starts movement adjacent to an enemy unit may change facing by only one vertex and move away, or change facing by two or three vertices and not move away. If its orders permit, a unit starting movement adjacent to an enemy unit may move directly to another hex that is adjacent to the same (or another) enemy unit, whereupon it ceases movement.
9.54 Withdrawal Movement. Units under either Advance or Attack Orders may use Withdrawal Movement as their movement for that Activation. When using Withdrawal Movement, a unit moves backwards (rear hexes only) a maximum of two hexes. It may not extend or retract, and may not change facing unless stacking requires it [7.11]. If any hex the unit enters costs more than 1 MP, the unit undergoes a UDD [2.6] as it enters each hex, earning a +1 DRM for each MP in excess of one per hex required to enter.
- If the unit fails it is Disordered.
- If a Disordered unit fails, it may not enter the second hex; it remains Disordered in the first Withdrawal Movement hex.
If under Advance Orders and adhering to March Order Stacking limits, units may use Pike/Road/Trail movement costs to modify or avoid a required UDD. Except along a Road or Pike, artillery using Withdrawal Movement may not move through a friendly unit, and non-artillery may not move through a non-artillery unit. Extended Columns may not use Withdrawal Movement; Extended Line may not use thoroughfares. If an extended unit cannot withdraw extended, it may Disorder, retract into any of its hexes, and then follow normal Withdrawal Movement rules. If already Disordered there is no additional effect.
If the first hex of Withdrawal Movement is adjacent to an enemy unit, movement must cease [9.53].
Units using Withdrawal Movement may not fire or shock.
Refused units remove their Refused markers after any Withdrawal Fire [10.44]
EXAMPLE: An infantry unit withdraws two hexes, both Woods. Woods has a normal cost of 2 MPs. The player rolls the die for each hex, adding +1 for each Woods hex to get the UDD result. If the infantry unit started the move Disordered and fails the UDD for the first hex, it may not enter the second Woods hex. If it is Disordered in the first hex and fails the UDD for the second hex, it must return to the first hex.
9.55 Artillery and Enemy Units.
DESIGN NOTE: While Civil War artillery manuals cautioned against artillery deploying within effective small arms range of the enemy, at least one conceded that it might sometimes be justified. Attempts to do so occurred throughout the war, with varying results. Thus, we offer players two mutually exclusive options. The first reflects the prudent streak in Civil War gunnery. The second allows for the actual practice of "running the guns in close".
Option 1: Artillery units may move no closer than four hexes away from enemy combat units, unless the enemy has no LOS to the closer hex. Friendly units do not block LOS for purposes of this rule. If otherwise eligible [see 6.15, 9.53, and 10.44], artillery starting an Activation within three hexes of enemy combat units may move into or through a hex equally close or further away from the enemy regardless of LOS, but may not fire during that same Activation unless it ends its move at least four hexes from the nearest enemy with LOS to its hex.
Option 2: Unless stacking with or adjacent to friendly infantry or cavalry, artillery cannot move within three hexes of enemy mounted cavalry. Provided it conforms to this restriction, the following rules apply:
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Following any Approach Fire, artillery ending its move within three hexes and LOS of enemy units must immediately undertake a UDD with a +DRM equal to the number of enemy units within three hexes and LOS of that hex. Count all extensions as separate units. Do not regard enemy range limitations or ammo depletion when calculating the DRM. Enemy units block LOS [10.26], but units friendly to the moving artillery do not block LOS for this purpose. Failing the UDD results in Disorder and retreat to a hex not within three of enemy units or out of their LOS. If the artillery fails the UDD by more than two, it loses a number of guns equal to half the margin of failure, rounding down.
EXAMPLE: Artillery with cohesion "7" rolls a ten for its UDD. Its margin of failure is three. The artillery loses one gun.
-
Artillery ending its move within two hexes and LOS of enemy units adds two to the DRM for its UDD in addition to the DRM for the qualifying enemy units described above.
-
Already disordered artillery failing this UDD retreats as above and loses a gun in addition to any others lost.
-
Artillery starting its activation within three hexes and LOS of the enemy is not subject to the above if it retreats, conducts a Reaction Move, or ends its move further from the nearest enemy unit and does not fire.
PLAY NOTE: Artillery typically had a healthy respect for enemy capabilities. When it ventured close, it did so on the assumption the enemy was too weak or disorganized to threaten it. That assumption often proved wrong.
9.6 Reaction Movement
A non-phasing unit may move during an opponent's phase as Reaction to what is happening. Phasing units and units friendly to them may not react.
9.61 Reaction Refusal/Facing Change. A non-phasing combat unit may Refuse or change facing in reaction to movement by, or fire from, an enemy unit.
- Any enemy Movement or Advance into a hex adjacent to the non-phasing unit may trigger a Refusal or Facing Change.
- Enemy fire from a hex outside the non-phasing combat unit's front may trigger a Refusal or Facing Change, unless the non-phasing unit must retreat as a result of the fire. The reaction occurs after the results of the Phasing Fire are applied, including both shots from rapid firing artillery [10.68] or Spencer Repeaters [14.3]. A unit may Return Fire after a Refusal or facing change [10.42], unless it suffers a 2nd Disorder due to failing its UDD [9.62]. For firing after Reaction Refusal, follow the restrictions of 7.34.
- To use Reaction Refuse, a unit must be eligible to Refuse (7.31, 7.32).
- Units in Extended Line may Refuse, but cannot change facing using this rule.
- Units under March Orders [6.13] or in Extended Column [8.5] cannot Refuse or change facing using this rule.
9.62 Restrictions on the use of Reaction Refusal or Facing Change.
- A unit may do so only once per enemy brigade Activation.
- The unit undergoes a UDD [2.6] when it does so (infantry and cavalry only, not artillery). If it fails, it suffers a Disorder result. Stacked units conduct separate UDDs.
- There is no MP cost (as it is not a phasing unit).
- A unit may not use these Reactions if already in the Frontal hex of another enemy unit. Apply this restriction to each part of a unit in Extended Line separately, as if the part were an independent unit.
Additional restrictions on the use of Reaction Facing Change:
- May change facing by only one vertex.
- May not do so if it is Refused or stacked with a unit that cannot Reaction Face.
- If artillery, it is subject to a –2 DRM for the first non-phasing fire following the Reaction Facing during that enemy brigade Activation. Rapid Fire is not allowed for that fire.
9.63 Moving in Reaction. Mounted cavalry and artillery have the additional capability of moving in reaction to enemy movement within three hexes of their present position.
Note: This section does not apply to enemy Advance after Fire or Shock.
- Mounted cavalry and artillery may move in reaction one or two hexes, using the Retreat rules [12.44]. Because it is a non-phasing unit, there is no MP cost to do so.
- A mounted cavalry or artillery unit under March Orders or already in the Frontal hex of another enemy unit may not reaction move.
- Artillery may not reaction move into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
- Units must perform a UDD after a reaction move. A failed UDD results in Disorder, a 2nd Disorder results in the loss of 1 SP or one gun. For cavalry, add to the roll the MP cost of any hexside crossed plus that of each non-clear hex entered. If the cavalry unit's strength is 4 SP or less, and it is under Advance Orders, it may use the Pike/Road/Trail cost to calculate the UDD modifier [8.13].
- The decision to move in reaction is announced and implemented before the phasing unit moves to a hex in triggering range but use the triggering hex to determine the retreat path.
- If mounted cavalry or artillery chooses to move in reaction, the phasing unit must move into the triggering hex, but may keep moving, if it has MPs remaining.
- An artillery unit may move in reaction once per enemy brigade Activation.
- An artillery unit can either move in reaction or use Approach Fire [10.45] during a given enemy brigade Activation, but may not do both.
- Each hex artillery enters during Reaction Movement may not be closer to any enemy unit that is within four hexes of the artillery and has LOS to it.
- If possible, the phasing unit may fire at artillery before the reaction move. Any failed UDD, D, or step loss limits the reaction move to one hex.
PLAY NOTE: Theoretically, cavalry can keep retreating if the phasing unit keeps advancing. This could happen even when the phasing unit is mounted. However, each time the non-phasing unit so retreats it could incur Disorder.
9.7 Reinforcements
9.71 In most games in the GBACW system, reinforcements enter through the map edge hexes listed in the scenario, paying the appropriate movement cost to enter the edge hex. Arriving units are given specific Orders—in the Reinforcement Orders Phase [3.0 II/D]—prior to their arrival, and use that Movement mode to enter. All reinforcements are considered to be In Command for Activation purposes during the turn of entry. Entering leaders and commanders apply their ratings to reinforcements that are under their command and entering via the same hex or area during the same turn, unless the Battle Book specifies the number of AMs the reinforcements receive. Off-map leaders do not affect commands already on the map. A unit entering without its brigadier retains its orders until completing a move within range of its brigadier. It then immediately assumes the orders of that brigade. If it moved under March Orders, it is finished for the turn.
9.72 If more than one stack enters through the same hex, the first stack pays the cost of the entrance hex, the second its cost plus that of the first, and so on. Unless under March Orders, reinforcements may move into an Entrance Hex despite an enemy unit being adjacent to that hex. If under Advance Orders, however, they may not shock until their next Activation. No unit may enter an enemy Entrance hex until all reinforcements scheduled to enter through that hex have done so, or could have done so.
9.73 Arriving units that are unable to enter due to units entering ahead of them may enter the map during the next Action Phase for that command. Reinforcements may also delay their entry at the player's discretion, but must enter before the next group scheduled to enter via the same entry hex(es). Unless stated otherwise in the Battle Book, reinforcements within a particular group do not have to enter in the order listed.
9.74 Some reinforcements are restricted as to the number of Activation Phases they may undertake in the turn in which they enter. This applies even to entering reinforcements using March Orders.
EXAMPLE: A unit arriving under March Orders stated to have only one AM allowable for its turn of entry may move only the equivalent of one Activation.
10.0 Fire Combat
Combat is divided into two parts: Fire and Shock. Fire is undertaken either as part of (or instead of) Movement, or in Reaction to enemy movement or fire. Shock is effected and resolved after all movement and fire has been completed. The combat units use their SPs for both Fire and Shock.
10.1 Basic Fire Concepts
Fire combat is of two types: small arms and artillery.
10.11 Units may fire at the enemy when:
- Activated and under Attack Orders (in addition to Movement).
- Activated and under Advance Orders (instead of Movement).
- In reaction to certain enemy actions (but not while under March Orders).
10.12 A unit may fire at any enemy unit within the Range of its Weapon Type and within its LOS [10.2]. The Range is the number of hexes from the firing unit to the target, counting the target unit's hex but not the firing unit's hex.
10.13 No unit is ever required to fire; fire is always voluntary. However, each phasing unit must complete its Movement/Fire before any other phasing unit starts. Exception: See optional rule 10.82.
10.14 Each unit fires separately; two units may not combine fire. The maximum fire allowed from a single hex is based upon SP type firing, regardless of actual strength of the unit(s):
- 7 SPs of infantry or dismounted cavalry may fire out of a single hex, regardless of the actual strength of the unit(s). Thus, if you have a 10 SP infantry unit, you could fire with only 7 SPs.
- 4 SPs of mounted cavalry.
- 12 artillery SPs can fire out of any one hex.
- Seven total SPs or one battery with artillery and infantry/cavalry stacked together [8.31]; the artillery must be stacked on top in order to fire [8.33].
Exceptions:
- An infantry unit in Extended Line may combine fire from its constituent hexes as it is a single unit. [8.45]
- Artillery fire may be combined [10.63].
- See optional rule 10.82.
10.15 When a phasing unit fires—and this includes a unit in Extended Line—it may split its fire between all possible adjacent targets in its Frontal hexes. Such splitting must be done as evenly as possible. A unit may not split its fire against the same target. Roll separately for each fire. All Return Fire is simultaneous unless preceded by a Reaction Refusal/Facing Change. See 10.65 for artillery exceptions to the above.
Non-phasing units split fire by reserving part of their firepower for use in a possible later fire opportunity. Such opportunities could include any type of non-phasing fire [10.4]. Non-phasing units split their fire as evenly as possible and are limited to firing twice (treat a refused frontal hex separately). They are not limited to firing at units in their two frontal hexes, but cannot fire at the same hex twice. Non-phasing units that split their fire but suffer SP losses from the first fire combat may still fire with the SPs originally allotted for the second fire, unless their remaining SP are less than allotted, in which case they fire with their remaining SP.
EXAMPLE #1: A 5 SP phasing unit with an enemy unit in each Frontal hex may fire all 5 SPs at either unit. Or, it can split fire, directing 3 SPs at one hex and 2 SPs at the other. No other combinations are possible.
EXAMPLE #2: A 3 SP non-phasing unit may Return Fire with 1 or 2 SP, reserving the rest for a later opportunity to return fire. If the result of the first fire combat leaves it with fewer SP than the number reserved for the later fire, it may use only its remaining SP for that fire.
10.16 Each Weapon Type has a Maximum and Prepared Fire Range, listed on the Range Effects Chart. Prepared Fire Range can vary from game to game. No unit may fire at a target that is outside its maximum range. All fire must be through a unit's Frontal hexsides.
EXAMPLE: Units with "R" weaponry (rifled-muskets) have a maximum range of five, and a Prepared Fire Range of one; and those with "M" (muskets) have a maximum range of two and, for Prepared Fire, one.
10.17 To resolve fire, the player determines the number of SPs and rolls one die, cross-referencing the roll with the Fire Strength on the Fire Table. The roll may be modified by several DRMs, all listed in 10.8 and on the Fire Table. The results are applied immediately [12.0].
Note: If there is Return Fire [10.42] non-artillery units and artillery able to Return Fire at Canister range will fire before the effects of the fire are applied; artillery units firing at Shot/Shell range will apply the results before they return fire [10.45].
10.2 Line of Sight
10.21 Units firing at a target two or more hexes distant may fire only at targets to which they can trace a LOS; they must be able to see the target. LOS is traced from the center of the firing hex, through the Front of the unit [7.11] to the center of the target hex. Line of Fire is the LOS extended indefinitely past both the firing and target units, regardless of terrain. For all purposes other than fire combat, LOS is traced from the center of the sighting unit's hex, through any of its hexsides, to the center of the enemy unit's hex (i.e., 360 degrees).
10.22 Certain terrain hexes block LOS [see Terrain Effects Chart]. If the LOS is blocked, fire is not possible. Blocking terrain hexes can always be fired into, but never through. Fire at an adjacent hex may be prohibited across certain hexsides [10.67; see individual Battle Books for specific cases].
10.23 The following may block LOS, depending on their location:
-
WOODS: Woods are treated as being one full level higher than the base elevation. However, Orchards do not block LOS.
-
TOWNS: Towns are treated as being one full level higher than the base elevation.
-
ELEVATIONS: A hex may block LOS due to its elevation and the type of slope hexside it has (if any). An elevation change from one hex to an adjacent hex determines the type of slope hexside between them. For LOS purposes there are two types of elevation changes:
Gradual: One elevation change to an adjacent hex without any slope hex sides.
Non-Gradual: One or more elevation changes to an adjacent hex with a Minor, Steep, or Sheer slope hexside between them.
Notes:
- Combat units are always considered to be at their hex's base elevation.
- Treat the hexsides of woods and town hexes like Steep Slopes for determining LOS, i.e., as if they were steeply-sloped hills one level higher than the actual ground level.
10.24 Intervening Blocking Terrain:
-
Higher Elevations. If both firing and target hex are on the same or different level, any intervening hex with an elevation higher than both units blocks LOS.
-
Canopy of Trees. LOS may not be traced through a lower woods hex adjacent to a wooded target hex or a wooded firing hex (due to the canopy of the trees), unless: a. The adjacent woods hex is lower than both the firing and target hexes, and b. The base elevation change between the two woods hexes is non-gradual.
-
Slopes. If the firing and target hexes are on different levels, LOS is blocked by any intervening hex or hexside higher than the average level between them and closer to the lower unit. Halfway or equidistant is closer if: a. The potential blocking hex has a non-gradual slope hexside closer to the lower unit, or b. The potential blocking hexside has a non-gradual slope.
Notes: The average level is the sum of the higher and lower units' base elevations, divided by 2 [Average Level = (H+L)/2]. The halfway or equidistant point can either be a hex or hexside depending on the number of hexes between the firing and target hex. A potential blocking hexside can exist only midway between the firing and target hexes, and only when the adjusted heights of its two adjacent hexes differ. In such cases, the height of a potential blocking hexside is the average of the two adjacent hexes' adjusted height. Woods and towns adjust the height of their hex's base elevation by one level for this determination [10.23]. If the higher hex adjacent to the non-gradual hexside is only one elevation higher than the lower unit, treat the hexside as gradual. Exceptions: Woods and town hexes.
Exceptions to the Slopes Rule.
- The Intervening Hill Exception. An intervening hex or ridge at the same base elevation as the higher unit blocks LOS if separated from the higher unit along the Line of Fire by a hex of lower base elevation.
- The Shadow Exception. For firing and target units on different levels: a. An intervening woods or town hex always blocks LOS if higher than and adjacent to the firing or target unit. b. A steep or sheer slope hexside between the potential obstacle hex and the lower unit's hex blocks LOS unless each hexside from the potential obstacle hex to the higher unit is equally steep or steeper.
- Crests [Optional, but Recommended]. If the firing and target units are at different elevations, LOS is blocked if: a. The base elevation of hexes along the LOF and behind the higher unit descends sooner than it does between the higher and lower units (count the same level hexes in both directions from the higher unit's hex, exclusive), and b. The LOF beyond the higher unit does not cross any hexes of higher base elevation before entering hexes of lower base elevation. For purposes of this rule do not count woods or towns when determining elevation of hexes beyond the higher unit.
10.25 Reciprocal Nature of LOS. LOS is always reciprocal—if the Firing unit can see the target, then the target can see the firing unit. Exception: See 10.26.
10.26 Combat Units.
DESIGN NOTE: LOS is not the only consideration when determining whether combat units "block" fire. The danger of "friendly fire" incidents was such that small arms/canister fire over the heads of friendly troops only occurred when the latter were well below the LOS. Even then it was at least unnerving and sometimes damaging for the intervening unit. Firing over the heads of enemy troops held no such risks, but typically the closest enemy unit was the most exposed and the only one that mattered to the firing unit.
Given no blocking terrain, intervening combat units block small arms fire at all ranges and artillery fire at canister ranges [10.67], with the following exceptions:
- The intervening unit's hex has a base elevation lower than that of both the firing and target units.
- No intervening units are friendly to the firing unit, and terrain blocks the firing unit's LOS to all intervening enemy units.
- An intervening unit in a hex adjacent to a hex two or more levels higher will not block fire for artillery in that higher hex [10.67].
- The Firing and target units' base elevations differ by two levels or more, the intervening unit is on the same base elevation as the lower unit and is not closer to the lower unit.
Whenever fire is permitted over the heads of friendly combat units adjacent to the target, and the unadjusted Fire Roll is 2 or less, those friendly units must conduct a UDD, Disordering if they fail.
Given no intervening, blocking terrain, friendly combat units block artillery fire at a range of four or more hexes regardless of their elevation, if such units are on the LOF and within two hexes of the target, including the two hexes past the target. This applies even if the firing unit's range is sufficient only to reach the target. Where the LOF runs along a hexside, friendly units adjacent to that hexside and within two hexes of the target block as well. Enemy units do not block artillery fire at ranges of four or more hexes. Combat units do not block LOS to units under March Orders for the purposes of rule 6.13, or for purposes of rule 6.31 (Reserve), or to targets of Cavalry Charge [11.53].
10.27 If LOS runs along the hexside of a hex that blocks LOS, the LOS is blocked.
10.3 Phasing Fire
Phasing Fire applies to activated units (i.e., it is their turn).
10.31 A phasing unit may fire only once per Activation, although it may split its fire at the time [10.15]. Exceptions: Artillery Rapid Fire [10.68] and, in certain battles in the series, Spencer Repeaters [14.3].
10.32 A phasing unit may fire when it is Activated under the following Orders:
- ATTACK ORDERS: It may fire once during its Activation, at any time before, during, or after Movement.
- ADVANCE ORDERS: It may fire once, instead of Movement; however, it may change facing one vertex before firing.
10.33 The following units may not use Phasing Fire:
- Units under March Orders.
- Units under Advance Orders that expend MPs. Exception: Artillery [10.6].
EXAMPLE #2: A phasing brigade has two 3 SP infantry units stacked above a 5 SP unit and a 4 SP unit. The top 3 SP unit announces its fire, which is then resolved, including any Return Fire it triggers. The 3 SP unit below the top unit (if still in the hex) now fires at the same or a different target. Such fire and any Return Fire is resolved. 1 SP from the 5 SP unit (if still in the hex) fires, either at one of the same targets or at a different target, and such fire is resolved as above. The 4 SP unit on the bottom cannot fire at all.
EXAMPLE #3: A phasing 1 SP unit stacked above a Disordered unit announces its fire versus a stack of two enemy units. The non-phasing player declares he will Return Fire with both units. The Phasing unit and the two non-phasing units all fire before the results are applied. The top non-phasing unit's fire results in a "1d+2"; the bottom non-phasing unit's fire results in a "d". The "1d+2" is applied [10.41]. It eliminates the 1 SP phasing unit. The "d+2" part of the result is disregarded, but the Disordered phasing unit remaining in the hex must undertake a UDD, as the top unit was eliminated [8.35]. It fails its UDD. Following the 2nd Disorder Table, it loses an SP, and must retreat one or two hexes. As it is a phasing unit suffering a 2nd Disorder, it cannot use Phasing Fire, as it is done for the Activation [12.35]. No phasing units remain in the hex, so the second non-phasing unit's "d" result cannot be applied (although it may result in ammo depletion if using optional rule 10.9). If the bottom phasing unit had passed its required UDD and remained in the hex, it would now have had to again conduct a UDD due to the second non-phasing fire result.
Exceptions:
- If Reaction/Refusal Facing [9.61] occurs prior to Return Fire, the attacker's fire is resolved before the defender fires. This only applies if the Phasing fire that triggered the Return Fire also triggered the Reaction Refusal/Facing Change.
- Artillery's Return Fire is resolved after resolving the enemy fire at ranges of four hexes or more.
10.4 Non-Phasing Fire
Non-Phasing Fire refers to opportunities for non-phasing units to fire at activated enemy units that are threatening them in some way. There are four different types of Non-Phasing Fire: Return Fire, Pre-Shock Fire, Withdrawal Fire for infantry/cavalry, and Approach Fire for artillery. Phasing units (and units friendly to them) may never use Non-Phasing Fire in any form. Exception: If otherwise eligible [10.43], phasing units and units friendly to them may use Pre-Shock Fire versus non-phasing units that Continue Shock [11.47].
10.41 Non-Phasing Fire is available to units under Advance and Attack Orders; it may not be used by those under March Orders. An eligible unit may use all its SPs for each type of Non-Phasing Fire once per enemy brigade Activation. The limits in 10.14 apply.
For each triggering action, the owning player must declare which units will use Non-Phasing Fire.
- If multiple non-phasing units fire in response to the same trigger, apply each result in the order that it is rolled.
- For each result, apply step losses before applying any non-step loss result [12.21].
- If step losses eliminate the top unit in a targeted stack, apply excess step losses to the next unit in the stack, but ignore any unapplied non-step loss result (d+2 or D). Other units in the stack conduct a UDD if the top unit Disorders or is eliminated [8.35].
- If the target hex is vacated before all fire has been conducted, non-phasing units that declared fire are still considered to have fired. No actual die roll is needed unless using optional rule 10.9, in which case the firing unit ammo depletes on an unadjusted roll of 5.
- A non-phasing unit may choose to split its fire, provided it fires at two different stacks. In all cases except Pre-Shock Fire, splitting non-phasing fire involves reserving part of it for a possible later opportunity, provided the fire targets two different stacks. Apply the restrictions of 10.15.
10.42 Return Fire. If fired upon by phasing enemy units, non-phasing units may fire back at the hex from which the phasing fire originated, if eligible (frontal hexes, range, and LOS all being taken into consideration). If facing permits, non-phasing units or parts of extended units not targeted by phasing fire but adjacent to either the target unit, the firing enemy unit, or both may also Return Fire, unless already in the frontal hex of an enemy unit in another hex. Return Fire is simultaneous with the fire that triggered it: both sides fire before results are applied (see Exceptions below).
EXAMPLE #1: The Phasing player announces a unit will fire. The non-phasing player then decides whether he will declare any return fire. The fire attack and associated Return Fire are then resolved. Note that multiple units may return fire, up to the 7 SP per hex limit [8.31]. The Phasing Player then declares his next fire attack, and the non-phasing player declares any return fire to this next attack. Note that non-phasing units may be fired on by two or more enemy units in succession during an enemy brigade Activation. A non-phasing unit can hold back firepower in anticipation of a second Return Fire opportunity.
10.43 Pre-Shock Fire.
- A unit may fire at its attackers' hex(es) during Shock Resolution [11.38]. In the case of attacking units stacked beneath units not participating in the shock, the top shocking unit is the target.
- If an enemy unit shocks a friendly unit while in the frontal hex of one or more other friendly units, or parts of extended units that are not in the frontal hex of another enemy unit, the nontargeted friendly unit(s) or parts may also use Pre-Shock Fire, whether or not the targeted unit retreats or routs prior to shock resolution.
- Pre-Shock Fire is available to both phasing and non-phasing defenders against Continued Shock [11.47], unless they used it previously during that brigade Activation or are in the Frontal hex of another enemy unit.
10.44 Withdrawal Fire. Whenever an enemy unit during Movement attempts to leave a non-phasing infantry or cavalry unit's adjacent Frontal hexes, the latter may fire before the enemy unit leaves. This fire is possible only during voluntary Movement, not during Advances or Retreats. All eligible units fire before the phasing unit moves, but after any facing changes. Any failed UDD, D or step loss limits the withdrawal to one hex. For a 2nd Disorder, the unit applies the result listed in the 2nd Disorder Table and does not use Withdrawal Movement.
Exception: If any enemy units remain in the hex, then the fire targets them rather than targeting the withdrawing unit. Follow 8.35 when resolving such fire.
10.45 Approach Fire: Artillery may fire at an enemy unit (LOS/facing permitting) that, when using Movement [9.0], enters a hex anywhere within three hexes of the guns. It may do this only once per enemy brigade Activation. Artillery that uses Reaction Facing may fire at the enemy unit that moved adjacent, but with a –2 DRM [9.62].
10.5 Prepared Fire
10.51 Each small arms (i.e., non-artillery) weapon type has a (reduced) range within which it may gain the DRM benefit of Prepared Fire (see the Range Effects Chart). Units may not gain the Prepared Fire DRM outside that Range.
10.52 Prepared Fire may be used (only) by:
- Phasing, non-moving, infantry in Good Order (but not dismounted cavalry) units under Advance or Attack Orders, instead of moving.
- Non-phasing, infantry in Good Order and dismounted cavalry under Advance or Attack Orders [10.4].
- Units that have not changed stacking order, advanced, retreated, or are in Extended Column during that activation [8.24, 8.52, 12.6, 12.4].
Note: Units that change facing by one vertex prior to firing, either as part of their Activation or as a Reaction, are still eligible for Prepared Fire. Exception: Units in woods hexes while under Attack Orders [see 7.22].
10.53 Units that are eligible for Prepared Fire have a +1 DRM when resolving fire.
10.6 Artillery Fire
For the most part, the mechanics for artillery fire and small arms fire are the same: roll the die, adjust the die roll for range, etc., and find the result. There are, though, some rules specific to artillery.
10.61 Artillery may move (once) and fire (once) in the same Activation. However, the following penalties/restrictions apply:
- Guns that fire have their MA halved for that Activation.
- Guns that move (or will move) suffer a –2 DRM when they do fire.
- Moving batteries that exceed half their MA may not fire.
- Disordered artillery may not fire; it may move.
- Phasing or non-phasing artillery that starts a brigade Activation stacked under non-artillery but for any reason becomes the top unit may fire if otherwise eligible, but incurs a –2 DRM for that fire and cannot Rapid Fire.
10.62 Artillery batteries may use Phasing Fire either when activated as part of a brigade or a division or when their Artillery leader is activated.
10.63 Combined Fire. Batteries or sections stacked in the same hex may combine their fire at ranges of four hexes or greater. Different batteries, even those in the same hex, that are firing at ranges of one to three hexes (canister/grape), may not combine fire, although gun sections from the same battery may combine.
10.64 If there is more than one type of gun combining fire, and the DRM for the range is different for each, use the worst DRM for all.
10.65 Split Fire. A battery may split fire into more than one hex, if it has more than one possible target. Unlike phasing Small Arms units that split fire, artillery may target enemy units at any range. [Exception: See 10.66]. Otherwise, apply the restrictions of 10.15.
A battery consisting of different gun types may instead split its fire by gun type, combining sections as desired, and may target the same hex more than once [Exception to 10.15]. However, if targeting the same hex more than once, any roll resulting in Ammo Depletion applies to all sections targeting that hex. Sections may not split their fire.
- A battery's Split Fire and all Return Fire is declared prior to any fire die rolls, unless the Return Fire is not simultaneous with the Phasing Fire [10.42, 10.45].
- If firing a multi-section battery as a whole but splitting its fire, or if splitting fire by section but combining two or more sections, see 10.64.
- Two or more batteries combining fire may not split that fire.
10.66 A phasing battery alone in a hex and in the Frontal hex of an enemy unit, must, if it can, fire at that enemy unit, if it chooses to fire. It may split its fire [10.65] if it has enemy units in both frontal hexes.
10.67 Artillery Range Issues
-
Canister/Grapeshot vs. Shot/Shell. Artillery used different types of ammunition, depending on the range to the target:
-
Artillery fire at one, two or three hexes (canister and grapeshot) is resolved as small arms fire.
-
Artillery fire at a range of four hexes or greater uses the Artillery Fire Table. It affects all units individually and equally in the target hex [Exception to 8.35].
-
Artillery And High Ground. If an artillery unit is firing downhill—the target is at a level lower than the firing guns—at ranges of four hexes or greater, add one to the roll. This DRM is not cumulative with +1 DRMs for downhill fire listed in the TECs.
-
Artillery may not fire into an adjacent hex if it is two or more levels higher or lower than the firing hex. Exception: Artillery may use Pre-Shock Fire in such a case, but with a –2 DRM and may not Rapid Fire.
Note: Battle Book rules on terrain take precedence.
10.68 Rapid Fire. Smoothbore cannon-artillery types noted with an (RF) on the Range Chart; e.g., "N"-may use Rapid Fire to increase their firepower at ranges of one, two or three hexes. However, guns that have expended or will expend MPs may not use Rapid Fire. Procedure:
- Cannon using Rapid Fire may fire twice (whether it is Phasing or Non-Phasing Fire).
- When using Rapid Fire, if an unadjusted 0 or 5 is rolled on either shot, the guns are Out of Ammo after firing both shots (this represents overheating, overuse of available ammo, etc.) [10.69].
- For both Phasing Fire and Return Fire, the artillery's first and second shots are simultaneous with enemy fire. Apply the results of both shots in the order rolled. Exception: If the Phasing Fire is Rapid Fire is declared before any die roll and applies even if there is no remaining eligible target for the second shot. Both the first and the second shots must target the same hex.
10.69 Whenever a battery or section fires, either separately or in combination, and rolls an unadjusted 5, it incurs a Low Ammo –2 DRM. If it is already at –2, then it is Out of Ammo (with no firing allowed). If the firing unit is a section, then the penalty applies to the section. The new ammo depleted DRM does not apply to the fire that triggered it. For guns using Rapid Fire, anytime a player rolls an unadjusted 0 or 5, those guns are Out of Ammo [10.68]. Apply it after the second shot is resolved. Use the procedure in optional rules 10.92 and 10.93 for Ammo Resupply.
10.7 Small Arms Fire vs. Artillery
SP losses from small arms/grapeshot fire are treated as the loss of one gun per SP loss.
DESIGN NOTE: In reality, it is the crew loss that makes operation of that gun impossible, the gun being abandoned.
10.8 Fire Die Roll Modifiers
10.81 The die roll to resolve artillery or small arms fire may be modified by various conditions. All DRMs are cumulative.
| DRM | Condition |
|---|---|
| +/– | Range effects [see the Range Effects Chart]. |
| – | Terrain effects [see the Terrain Effects Chart]. |
| +1 | Small arms fire from directly "behind" Breastworks (not for arty firing as small arms at one to three hexes). |
| –1 | Infantry/dismounted cavalry defending against small arms/canister fire through a Breastwork hexside. There is no defensive benefit for artillery fire at Shot/Shell range [15.23]. |
| +/–1 | Massed or Dispersed Target [8.34], applies only to Shot/Shell artillery fire. |
| +1 | If target is non-phasing (only) mounted cavalry. |
| –1 | Mounted cavalry firing. |
| +1 | Prepared Fire [10.5]. |
| –1 | Disordered unit firing. |
| +1 | Flanking Fire. If a target incurs fire through a Flank hexside. This does not apply when: the target is under March Orders, or the fire is artillery (shell) at four hexes or greater. |
| +1 | Artillery Fire at a lower-level target at Ranges of four hexes or more [10.67]. |
| –2 | Artillery Fire in same phase in which it Moved or became the top unit. |
| –1 | Green Infantry firing. |
| –? | Night Turn fire [16.1]. |
| –2 | Dawn or Dusk firing [16.11]. |
| –2 | Artillery non-phasing fire after a facing change. |
| –? | Fatigue [17.31]. |
General Terrain Notes:
- When a LOF follows a hexside and then enters the target unit's hex at a vertex between a hexside that benefits the target unit and one that does not, the target unit receives the benefit.
- The +1 benefit does not apply to a firing unit behind breastworks but whose LOF passes through the vertex between Breastwork and non-Breastwork hexsides.
- Most Terrain Effects Charts in the series include the following note, which applies even when omitted. Combat Effects are all an adjustment to the Die Roll. They apply if the defender is in the named hex, or being shocked or fired at across that hexside directly into the target hex. For slope hexsides that provide DRM for fire, compare the firing unit's elevation to the target's elevation whenever the range is greater than one hex. Use that elevation difference to determine which Slope DRM applies.
10.82 Combined Small Arms (Non-Artillery) Fire [Optional]. Non-artillery units stacked in the same hex must combine fire when targeting a single hex, applying all other rules governing fire. Apply the least favorable DRMs for range, Prepared Fire, unit status, and ammo depletion. Phasing units may postpone fire after moving, until all units that will combine fire have stacked together. If splitting fire, follow 10.15, treating the stack as a single firing unit [Exception to 10.13 and 10.14].
10.9 Ammo Depletion and Resupply [Optional]
DESIGN NOTE: This is an optional rule foremost for the fact that it means putting another layer of markers on the counters, which many of you do not like to do. We recommend it to players who like an added level of realism and enjoy the challenge of getting an army to do what you want it to do.
10.91 Whenever an infantry or dismounted cavalry unit fires and rolls an unadjusted 5, it incurs a –2 DRM Low Ammo. If it is already at –2, then it is Out of Ammo (with no firing allowed). The new ammo depleted DRM applies after the unit has finished its fire, including Split Fire and Rapid Fire. This rule does not apply to mounted cavalry.
10.92 A unit may reduce its ammo DRM by undergoing a Resupply and Rally Action [3.0 III/C/3]. An Out of Ammo can be reduced to a Low Ammo (–2 DRM), or a Low Ammo can be removed. A battery of multiple sections may Resupply one or more while firing with the others during the same Activation. Ammo Resupply is automatic—no UDD is required. Ammo Resupply is not a Fatigue action. A unit that Resupplies may change facing by one vertex, but only after resupplying and not if it already changed facing after rallying, or fails a rally attempt.
10.93 Units adjacent to an enemy unit are not eligible for Ammo Resupply.
10.94 Dismounted cavalry units that mount automatically and fully resupply ammo.
11.0 Shock Assault
The term "shock" simulates hand-to-hand, charge-and-assault. Although there is some firing going on, most of what is happening is an initial, short charge, followed by a rather disorganized melee intended to get the other guy to abandon his position. Shock was intended to take advantage of the casualties and Disorder caused by fire. In itself, it caused few losses; but when effective, it could throw an enemy unit, teetering on the edge of indecision, into a widespread loss of cohesion (if not headlong flight), rendering it ineffective for a long time.
11.1 Basic Shock Concepts
11.11 General Shock Procedure:
- Designate all targets of Shock and Charges [11.31].
- Perform Retreat Before Shock [11.33].
- Green Attacker Commitment Check [11.36].
- Defender's Pre-Shock Cohesion Check [11.37].
- Pre-Shock Reaction Fire [11.38].
- Resolve Shock and Apply Disorder [11.4].
Each of the above steps must be undertaken in the order listed, and each step must be completed for all units before the next is undertaken. Other than that, players may choose whichever units they wish to go first, second, etc. Exception: Step 6 is resolved left-to-right or right-to-left down the line.
11.12 Shock is resolved after all Movement and Fire is completed by units of that brigade for that phase. A unit is eligible to Shock Attack if:
- It is under Attack or Advance Orders, and
- It is from the brigade that was active in that phase, and
- It did not undertake Rally or Construction, and
- There is an enemy unit in a Frontal hex, and
- It did not enter the hex using a 9.42 Exception, and
- It did not change facing after entering the hex, and
- There is no hexside terrain feature prohibiting movement between the attacker and defender hexes.
PLAY NOTE: Yes, units under Advance Orders may not move adjacent to non-artillery enemy units. But they may find themselves adjacent and, in those circumstances, may elect to Shock.
11.2 Requirements for Shock
Whether a unit "must" or "may" shock varies, as follows:
11.21 The units in the following circumstances must Shock Attack:
- INFANTRY CHARGE: Infantry or dismounted cavalry under Attack Orders in that Phase that moved adjacent to an enemy unit, did not fire, and are stacked above all non-charging units in the hex. An infantry Charge carries with it a +1 DRM in favor of the attacker (the +1 DRM does not carry over to Continued Shock).
- MOUNTED CAVALRY SHOCK: Mounted cavalry that moved adjacent to an enemy unit and did not fire, whether possessing fire capabilities or not.
- MOUNTED CAVALRY CHARGE: Charging mounted cavalry [11.5].
Note: All stacked units participating in a shock must be eligible to Charge in order to gain the Charge DRM.
11.22 Any unit eligible under 11.12 and not listed in 11.21 may Shock Attack. This includes Disordered units, which are eligible to Shock (with a penalty for being Disordered).
11.3 Pre-Shock Resolution
The sections below refer to the steps of the General Shock Procedure [11.11].
11.31 Step 1: Target Designation. In the Target Designation Step, the attacker must designate which enemy units are being attacked by which attacking units. All non-phasing units in the Frontal hexes of a designated attacking unit must be the subject of a shock attempt by at least one attacker. As long as this requirement is met, the attacker is free to withhold eligible, non-charging units from participation in the shock. All declared shock attacks must be designated such that there is either only one attacking hex or one defending hex.
Exception: Multiple hexes can attack multiple hexes when a single Extended Line unit, possibly stacked with artillery, is either defending or attacking, or both.
11.32 Combining Strength. The following principles apply to determining when attacking units may combine their strengths in one attack. Combined attacks are declared during Shock Step 1 and apply even if the attacking units are no longer adjacent for any reason at the time they shock (e.g., results of Pre-Shock Reaction Fire versus the middle hex of three attacking hexes).
- Adjacent infantry and/or dismounted cavalry must combine. If attacking units are not adjacent to each other (or to one other) they may not combine.
- Infantry and/or dismounted cavalry may not combine with mounted cavalry.
- When mounted, adjacent charging cavalry may combine—and adjacent shocking cavalry may combine—but charging cavalry may never combine with shocking cavalry.
- Conversely, one attacker must shock both units in each of his frontal hexes, combining the strength of the defenders.
- A shocking unit may not split strength; that includes an Extended unit.
- A defending unit may end up being shock attacked more than once (e.g., by two attacking units not adjacent to each other). One attack is resolved, then, if the defender is still in place, the latter is resolved. The defender conducts only one Pre-Shock Cohesion Check in such instances, applying the worst case DRM from the Defender's Pre-Shock DRMs table.
- As long as all defending units in the frontal hexes of attacking units are designated for shock, there is no other requirement. Use the Shock markers to indicate attackers and targets, removing them as the combat proceeds.
EXAMPLES:
- If A1, A2 and A3 are attackers and D1, D2 are defenders: A1, A2 and A3 may not combine to attack D1 and D2 because each shock must designate only one attacking or one defending hex unless extended units are involved. A2 may attack both D1 and D2, with A1 and A3 not attacking anyone. If A2 (with or without A3) attacks D2, then A1 must attack D1. If A1 attacks D1, and A2 attacks D2, then A3 need not attack, as all defenders are covered.
- If A and B are attacking Extended unit C, they cannot combine their strength, as they are not adjacent. The Shock Ratio will be calculated for each shock using the Extended unit's full 12 SP. If Extended unit C is attacking, it must attack both A and B, and the Shock Ratio will be C's 12 SP versus A and B's 12.
- If Extended unit A is attacking B, the Shock Ratio will be calculated using the Extended unit's full 12 SP, despite B not being adjacent to both hexes of A.
- If the three-hex Extended unit A is attacking, it must attack both C and B, and the Shock Ratio will be A's 18 SP versus B and C's 12. If B and C are attacking A, they cannot combine their strength, as they are not adjacent.
11.33 Step 2: Retreat Before Shock. Non-phasing infantry and cavalry about to be shock attacked by infantry may Retreat Before Shock:
- Infantry or dismounted cavalry move one hex away from the attacker, maintaining facing.
- Mounted cavalry move up to two hexes, maintaining facing.
PLAY NOTE: This differs from 9.63, Cavalry Reaction Movement, as that is in reaction to movement and takes place before any combat can occur; the above is reaction to a shock attack. Thus the cavalry has two chances to choose discretion over valor.
The following may not Retreat Before Shock:
- Units under Attack Orders,
- Units under March Orders,
- Artillery units, and
- Any unit being shock attacked by mounted cavalry, whether it is charging or not.
Disordered units may retreat before infantry shock, after which they undergo a UDD [2.6]. If the unit fails, consult the 2nd Disorder Table.
11.34 A retreating unit may not stop in a friendly-occupied hex it normally could not enter because of stacking restrictions. Instead, it must retreat through those units [12.46] until it reaches a hex in which it can stack. A retreating unit may not enter an enemy Frontal hex occupied by a friendly unit if that hex is designated for a shock that is not yet resolved.
11.35 If the hex is vacated, the attacking enemy infantry may advance during its Shock Step 6c. Continued Shock [11.47] is not possible. Retreat Before Shock effectively ends the shock attack.
11.36 Step 3: Green Attacker Commitment Check. If an attacking unit is Green [14.1], it must pass a UDD [2.6] before shock attacking. If it fails, it will not shock, but the failed check counts as a shock attempt for Target Designation purposes [11.31]. Failing this UDD does not produce Disorder.
11.37 Step 4: Defender's Pre-Shock Cohesion Check. Prior to resolving Shock Assaults, each designated defending stack undergoes a Pre-Shock Cohesion Check. The top unit in each stack conducts a UDD [2.6]. If a defending Extended Line is stacked with artillery and more than one unit could be regarded as the "top" unit, the defending player has his choice of which one to use.
- If the unit passes, the stack defends normally.
- If the unit fails, the defender(s) suffers a Disorder result. If already Disordered, consult the 2nd Disorder Table (already Disordered artillery is Abandoned).
MARCH ORDER DEFENDER'S PRE-SHOCK COHESION CHECK: If a defending unit is under March Orders, it undergoes the same check as above. However, the results are different:
- If the unit passes, it Disorders.
- If the unit fails, it Routs (non-artillery) or is Abandoned (artillery).
Exception: Units attacked in Continued Shock do not perform a Pre-Shock Check.
DRMs: Certain DRMs apply to the defending unit (only) in Pre-Shock Check. These are listed in the Defender Pre-Shock DRM section of the charts. The DRM for defenders attacked from the flank or rear applies regardless of whether the attacker would be eligible for a Position Modifier during Shock Resolution [11.42]. The DRM for Breastworks applies if the shock will cross a protected hexside. Extended units qualify for the DRM if any one of their attacked parts qualify.
11.38 Step 5: Pre-Shock Reaction Fire. Units with shock attackers in their Frontal hexes may fire at those attackers only, within the restrictions for Non-Phasing Fire [10.4, 10.41, 10.43]. All results are applied immediately.
11.4 Step 6: Shock Resolution.
The final step in the Shock procedure is to resolve what you have brought about.
11.41 Resolution Procedure. Each separate shock attack is resolved (conducting all of the steps listed below) before proceeding to the next. Resolve all attacks either left-to-right, or right-to-left. No picking or choosing your spots.
a. Determine Shock DRMs b. Resolve Shock c. Conduct Advance d. Perform Shock Continuation e. Apply Post-Shock Automatic Disorder
11.42 Step 6a: Determine Shock DRMs. Each individual shock attack often takes into account factors other than just the sheer numbers involved. These factors are all integrated as adjustments to the shock resolution die roll. The Shock DRM Chart lists all the adjustments as they pertain to either the Attacker (additions to the die roll) or Defender (subtractions from the die roll). All such DRMs are cumulative.
Multi-hex attacks use the following guidelines:
- When the cumulative terrain DRMs between each attacking and defending hex are different, the best case cumulative terrain DRM for the defender applies as the terrain DRM for the attack.
- The Charge DRM applies only if all participating units in all attacking hexes are charging, but charging units must Continue Shock if eligible [11.47].
- When units from different, but coordinated brigades, are attacking and would have different brigadier DRMs, the best case DRM for the defender applies.
- When the position DRMs for each defending hex are different, the best case position DRM for the defender applies.
- When there are multiple attacking units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is least beneficial to the attacker.
- When there are multiple defending units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is most beneficial to the defender.
11.43 Attacker and defender compare their combat strengths to obtain the Shock Ratio. The concepts regarding combining strength [11.32] apply, to which we add that mounted cavalry charging into a defender's Flank or Rear has its strength doubled, while mounted cavalry shocking or charging into woods or cedar hexes, or defending in such hexes, has its strength halved. The Attacker compares his SPs to those of the Defender and reduces that comparison to a simple odds ratio—one of the ratios given on the Shock Ratio Chart. Odds are always expressed attacker to defender. The Shock Ratio is used as a DRM.
Rounding. When reducing to a simpler ratio, round off as follows:
- Round off in favor of the Attacker if all Attackers moved during the Action Phase and the Defender is not getting any DRM benefit from terrain. Exception: Odds round in favor of the Defender during Continued Shock [11.47].
- Round off in favor of the Defender in all other instances.
EXAMPLE: 5 SPs shock attacking 3 would be at a 2-to-1 ratio if the attacker moved, but the ratio would be 1½-to-1 if the attacker started adjacent or the defender is in the Woods.
An odds ratio less than 1-4 is treated as 1-4; a ratio more than 5-1 is treated as 5-1.
Additional Adjustments. Check for and add all DRMs. In addition to noting the (possible) Shock Ratio DRM, and positional advantage [11.44], the players check the Shock DRM Chart to see if any other adjustments apply.
11.44 Position. Position benefits only the Attacker and refers to whether the attacker is shock attacking through the defender's Flank or Rear hexes, or a combination of Front, Flank, and/or Rear. Green units failing their Pre-Shock Commitment Check do not count for determining Position DRM. When non-adjacent attackers shock the same defender(s), apply any positional modifier to each of those shocks.
"Surrounded" means that all hexes adjacent to the defender are either occupied by units shocking that defender or are Frontal hexes of those shocking units. Apply the +5 DRM to all shocks, regardless of whether the shocking units can combine.
If the attacker will benefit from a DRM for Position, subtract one from the shock resolution die roll for each attacking hex in the frontal hex of an enemy unit not targeted for shock.
11.45 Step 6b: Resolve the Shock. Shock is resolved by rolling the die, adjusting according to the DRMs determined in 6a, and referring to the Shock Resolution Table.
Results from the Shock Resolution Table are applied immediately.
Note: This is where Fatigue is incurred if using that option.
11.46 Step 6c: Undertake Advances. If all defenders vacate the hex, the attacking unit(s) may change facing by one vertex after the advance. If extended, see 8.47. Defending units eligible for Continued Shock may Advance [11.47]. If attacked from the Flank or Rear, but eligible to Continue Shock, the original defender may change facing as needed to advance into the attacker's vacated hex. If choosing not to Advance, the defender(s) may nevertheless freely change facing.
PLAY NOTE: Due to the Shock Resolution Procedure's sequence of steps [11.41], Shock or Continued Shock [11.47] may result in a defender vacating a hex designated as the target of a still unresolved shock. In such a case the attacker that originally targeted the unit must advance into the hex (stacking limits permitting). It then ends its shock sequence, suffering no Post-Shock Disorder [11.48]. If the defender remains in its hex, the original attacker must shock it. Similarly, a victorious defender may target a phasing unit that declared a shock but has not yet resolved it. Resolve the phasing unit's shock according to 11.41 if it does not vacate its hex as a result of the Continued Shock.
11.47 Step 6d: Continued Shock. A possible result of Shock (in addition to losses and Disorders) is the ability of the attacker to Continue Shock by attacking again or, in the case of the defender, counter-attacking.
Eligibility. In the following cases, Continued Shock is mandatory for units that Charged [11.21] and voluntary for units that did not Charge.
- Failed Pre-Shock Cohesion Checks lead to all non-artillery defenders routing and all defending artillery being Abandoned.
- The adjusted Shock Resolution die roll is 8 or higher (see the Shock Resolution Table).
In the following cases Continued Shock is always voluntary:
- Adjusted Shock Resolution rolls of 8 or higher for any Continued Shock after the first.
- For the Defender after an adjusted Shock Resolution roll of 1 or lower. In this case, the Defender in the original Shock becomes the Attacker for the Continued Shock [see also 11.48].
Exception: Units unable to advance in Shock Step 6c due to stacking restrictions are ineligible to Continue Shock. If the defender could not retreat, conduct Continued Shock against the same defending hex(es) with all charging units and any others chosen from the non-charging units that participated in the shock.
If Continued Shock eligibility is due to Routs and/or Abandoned Guns following failed Pre-Shock Cohesion Checks, and the attacking brigade has designated multiple shocks, place a Continued Shock marker on the eligible attacker(s). During their Shock Step 6 they advance into the vacated hex [11.46]. If then declining a voluntary Continued Shock, remove the marker.
Procedures. Unit(s) able to advance in Shock Step 6c and conducting Continued Shock:
- May advance one or two additional hexes. This advance must if possible place one or more enemy units in the attacker's frontal hexes.
- Must stop upon advancing adjacent to an enemy combat unit or suffering a 2nd Disorder due to terrain [12.6].
- May change facing one vertex for each hex entered in the additional advance.
- May neither enter nor cross impassable terrain.
- May not enter any hex that would normally cost it more than 2 MPs to enter.
Exception: If already adjacent to an enemy unit after the advance in Shock Step 6c, no further advance is possible. In this case, if Continued Shock is voluntary, it must be declared prior to the defender's decision to Reaction Face/Refuse.
Upon finishing this advance, the unit(s) must then shock all enemy units in its Frontal hexes, using standard rules for such (Steps 1 through 6d), with the following Exceptions:
- If the defender was designated as the target of a different, still unresolved shock, the Continued Shock cannot combine with the other shock.
- There is no die roll for Green attacker commitment or defender Pre-Shock Cohesion Check.
- Continued Shock never gets a Charge bonus DRM, whether infantry or cavalry.
- Odds ratios round in favor of the defender.
- If the -1 DRM for "No Brigadier" did not apply to the first shock, it does not apply to Continued Shock.
- For each Continued Shock a unit undertakes, subtract one (–1) from the Shock DR. Thus, the second Continued Shock (in succession) would be –2, etc.
- Apply Shock Step 6e, Automatic Disorder [11.48], after all successive Continued Shocks have concluded.
PLAY NOTE: It is possible that one Continued Shock attack will result in another. Successful attackers can roll up an enemy line in this fashion.
11.48 Step 6e: Apply Post-Shock Automatic Disorder. At the conclusion of each Shock attack (or at the end of a series of Continued Shocks, if applicable) the additional results below are applied unless the affected units routed. The term attacker, for this subsection, applies to the player who is rolling the die to resolve the Shock or Continued Shock. Both sides may have attacked during the phase. This Automatic Disorder applies only to units that have actually engaged in Shock Step 6b (Exception: see March Order Defending Units, below). It does not apply to an attacker when the defending unit voluntarily Retreats Before Shock or vacates the hex because of a Defender Pre-Shock Cohesion Check. Step losses from Post-Shock Automatic Disorder cannot cause leader casualties [12.7].
AFFECTING ONLY ATTACKING UNITS:
- All attacking infantry and dismounted cavalry in Good Order are now automatically Disordered.
- Each stack of attacking units with at least one already Disordered unit suffers a 1 SP loss (call them stragglers, if you wish).
AFFECTING ATTACKING AND DEFENDING CAVALRY (whether charging [11.5] or not):
- All mounted cavalry in Good Order is Disordered.
- All Disordered mounted cavalry are now Blown.
AFFECTING ONLY DEFENDING UNITS UNDER MARCH ORDERS:
- The brigade automatically changes to Advance Orders.
- Units in that brigade that were not involved in Shock that phase must then undergo a UDD [2.6], which, if they fail, Disorders them. If already Disordered they lose 1 SP.
Note: These two effects occur even if the defending March Orders unit routed before shock (Step 4).
PLAY NOTE: Essentially, units attacked while under March Orders suffer several (bad) effects: they cannot Reaction Fire, their Pre-Shock Cohesion Check can cause them to rout, and, when it is all finished, the rest of the brigade undergoes a UDD.
11.5 Cavalry Charge
11.51 Mounted cavalry units that Shock are Charging if they meet the requirements of 11.52 to 11.54. Cavalry units that did not move in the Action Phase, or that moved but are otherwise ineligible to Charge, use the normal Shock rules above.
11.52 Eligibility. For cavalry to Charge it must be under Attack Orders, have an enemy unit within its LOS, be able to move adjacent to that unit using no more than 5 MP, and have started the Activation within Command Range of its brigade leader (if it has a brigade leader).
Cavalry that disorders during the Charge attempt must complete the Charge (Exception: see 11.57), unless it retreats due to suffering a 2nd Disorder [12.34].
Charging cavalry may not fire during any portion of a Charge.
11.53. Procedure. A player wishing to Charge announces his intention and, before moving, makes a UDD for the top unit in the stack [2.6]:
- If the unit passes, it and any eligible units with which it is stacked must Charge.
- If the unit fails, there is no Charge, and the unit/stack remains in place, its Activation finished.
Cavalry that passes its UDD then conducts its Movement. Stacked units that charge may move as a stack (Exception to 8.21). Upon moving adjacent to the enemy, mark the charging units with a Cavalry Charge marker. When the Shock sub-phase begins, conduct the applicable steps of the Shock Sequence, starting with Step 1 [11.11].
11.54. The Charge Path. The last three hexes (or less depending on how far it moved) of Movement is called the Charge Path. While in the Charge Path, the charging unit or stack may not change facing (it may, of course, have moved more than three hexes, but it may not change facing in the last three). The Charge Path does not include the target hex and may not include any hex occupied by a friendly unit or which costs more than 1 MP to enter, though crossing Streams is allowed.
11.55 Benefits of Charging. If charging a defender that does not receive a favorable terrain DRM, the Charging unit or stack earns the following benefits:
- A +1 DRM for Charging.
- Defending units except mounted cavalry add one (+1) to Pre-Shock Cohesion Checks.
- Regardless of terrain, Charging mounted cavalry doubles its strength if charging into a defender's Rear or Flank, but halves it (cumulative with the doubling) if the defender is in a woods or town hex.
As in the case of an Infantry Charge [11.21], the benefits of Cavalry Charge do not carry over to Continued Shock, nor does the defender's option to Countercharge [11.56].
11.56 Countercharge. Defending cavalry may opt to Countercharge charging infantry or cavalry, provided it is not being attacked through Flank or Rear and has not used Return or Withdrawal Fire during the current enemy brigade Activation. A Countercharge does not include any actual movement by the non-phasing unit. Because Countercharges thus have no Charge Path, apply the terrain restrictions of cavalry Charges to the Attacker's hex. For example, a defender cannot countercharge infantry units in Woods hexes. It may Continue Shock after an Attacker Retreats result.
- If the non-phasing unit or stack is under Attack Orders, the ability to Countercharge is automatic. If it chooses to countercharge, it does not roll a Pre-Shock Cohesion Check.
- If the non-phasing unit is under Advance Orders, it must pass a UDD [2.6] to Countercharge. The top unit in a stack rolls for the stack. If it fails, it must then undergo a Pre-Shock Cohesion Check [11.37], and the provisions of 11.55 will apply to the remainder of the Shock sequence.
The effects of successful Countercharges are:
- The defender may not use Pre-Shock Fire [14.24].
- AGAINST PHASING MOUNTED CAVALRY: ignore the provisions of 11.55.
- AGAINST PHASING INFANTRY: Instead of the infantry receiving a +1 shock DRM for charging, it suffers a -1 shock DRM (representing the Countercharge).
PLAY NOTE: A cavalry unit being shocked through a Flank hexside may first use 9.61 (Reaction Facing Change [9.61]) to negate the Position approach of the enemy and then opt to Countercharge.
11.57 Cavalry Charge and Reaction Move. If the defending units Reaction Move [9.63], the charging cavalry has a choice:
- It may continue its move up to the limit of its MA, but cannot violate the Charge Path restrictions. If it ends its move with an enemy unit/stack in its frontal hex(es), it must complete its Charge, even if that enemy unit/stack was not within LOS of the cavalry prior to moving.
- It may attempt to break off the charge. To do so, roll a UDD for the top unit in the charging stack. If it passes, the stack stops in place, its activation finished. If it fails, the stack must proceed as in no. 1, above.
11.58 Blown Cavalry. Blown cavalry is a Disordered unit with the following additional restrictions:
- Its disordered printed MA is halved (rounded up) for all purposes.
- A Blown unit that suffers any Disorder or Step Loss combat result automatically loses an additional 1 SP to that result and then must make a UDD [2.6] to check for possible Rout. If it fails, it routs. Blown stacks lose a maximum of 2 additional SP, one from the top unit and the other applied randomly. Blown units that lose an SP after Collapse [12.23] check for Rout only once.
- Blown cavalry may not Dismount.
- Blown cavalry is considered under Advance Orders.
A Blown marker is automatically removed at the end of the next Activation for that unit's command unless the unit has again been involved in a completed Shock Step 6b. After the Blown marker is removed, the unit remains Disordered, but assumes the orders of its brigade. (Battle Book rules may permit individual cavalry units to roll to change orders)
EXAMPLE: Hampton's Legion Cavalry is Blown in its first Activation of the 1600 turn. At the end of its next Activation, Hampton's Blown marker is removed; the unit starts its succeeding Activation Disordered.
11.6 Artillery Shock Capability
11.61 Artillery may never Shock attack. Artillery may not Retreat Before Shock.
11.62 If a Disordered artillery unit fails a Pre-Shock Cohesion Check [11.37, Shock Step 4], then the crew has abandoned the guns. Place an Abandoned 1 marker on the artillery unit.
11.63 Artillery does not use its printed strength to Determine Shock DRMs [11.42, Step 6a].
- If artillery is the top unit in a stack with infantry or cavalry or if there is only artillery in the hex (unsupported artillery), then add 1 SP for every four guns in the hex, rounded down (with a minimum strength of 1 SP) to the strength of any non-artillery stacked beneath it when determining Shock DRMs.
- Artillery units that are stacked with infantry or cavalry but are not the top unit, as well as Abandoned Guns, do not contribute to the odds determination for shock.
11.64 To Resolve the Shock [11.45, Step 6b], refer to the Shock Resolution Table with the following Exceptions:
- For an Attacker Retreat result, artillery cannot Continue Shock.
- For a Bloody Standoff, if the artillery is the top unit or unsupported then it loses one gun. Like losses due to fire combat, this lost gun cannot be recaptured.
- For a die roll result of 10+, all defending artillery is abandoned. Place an Abandoned 1 marker(s) on the artillery unit(s) without retreating the artillery [12.36].
11.65 Any artillery that suffers a 2nd Disorder due to shock is abandoned. Ignore any Retreat result. Place an Abandoned 1 marker on the unit.
11.7 Leadership and Combat
11.71 Fire. Leaders/commanders have no effect on Fire.
11.72 Shock.
- When a brigade designates shocks [11.31], and none of its shocking units are stacked with their brigadier, the player subtracts one from the roll for all attacks by regiments in that brigade. This does not apply to defending units, even those that Continue Shock.
- If during Step 6 a unit is stacked with its "Aggressive" brigadier when attacking (not defending), add one to the Shock Resolution die roll.
11.73 UDD/Rally. A leader/commander stacked with units from his command will provide a negative DRM, equal to his rank (represented by the number of stars on the counter) for each unit in that stack, for any die roll that requires using the unit's Cohesion Rating. Multiple leaders/commanders may combine their ranks/stars.
Note: A leader/commander stacked with an Extended unit benefits all parts of that unit.
EXAMPLE: A corps commander (three stars) would provide a –3 DRM to a Rally die roll.
12.0 Combat Results
12.1 Combat Unit Strengths
12.11 All combat units have combat SPs, i.e., incremental steps representing their manpower (for infantry/cavalry) or guns (for artillery) at the start of the battle. Thus, an infantry unit with 6 SPs starts with six such "steps," while one with 11 SPs starts with eleven steps.
12.12 The SP value on the counter is the maximum strength that unit may ever have.
12.13 To indicate lost steps (SPs), place a numbered Step Loss marker beneath the counter to keep track of its present strength. When a unit has taken step losses equal to its original strength it is eliminated.
PLAY NOTE: Some players like the marker to indicate steps lost; others, present strength. It matters little which method you use, as long as both of you agree what method is being used.
12.2 Strength Point Losses
12.21 Units take SP Losses from enemy fire (as indicated by the numbered results on the Fire Table), from Shock (where indicated by the Shock Resolution Table), from Additional Disorder [12.35], and from Recovery from Rout [13.5]. All step losses are taken before applying any other results.
12.22 All step losses apply to the top unit. If the top unit is eliminated before absorbing all the required step losses, the next unit in the stack takes the remaining losses. If all units are eliminated, ignore leftover losses. Exceptions: Bloody Standoff [8.36]; Artillery fire at Shot/Shell Range [12.35e].
12.23 Collapse. A non-artillery unit that has taken step losses that reduce it to less than half of its original strength is automatically and immediately Disordered the instant such loss takes effect (No effect if already Disordered.). It is also considered Collapsed; place a Collapsed marker on this unit. Extended units are considered one unit for the purposes of Collapse.
Note: If the combat result causing Collapse also includes Disorder this Disorder will be a 2nd Disorder.
A Collapsed unit has these characteristics, in addition to those for being Disordered:
- It may never be rallied to normal status while at less than half strength [16.2].
- Each time a Collapsed unit takes additional SP losses, the player must make a UDD [2.6] after any required retreat and/or other UDD for 2nd Disorder. If it fails this final UDD, it Routs. This does not apply to the step loss involved in Recovery from Rout [13.5]. Collapsed defenders suffering a shock result of an adjusted 10 or higher check for rout only once.
- A unit recovers from Collapse only by recovering stragglers [16.2].
EXAMPLE #1: An 8 SP unit that has suffered 4 SP losses is still normal. The instant it loses its fifth SP it is Disordered and Collapsed. If the Collapse is due to a numbered step loss result, then apply the D or d+2 result.
EXAMPLE #2: The unit from the above example suffers an additional result of "1D" from enemy fire. The player reduces it to 3 SPs, flips the unit to its Disordered side and places a "Collapsed" marker on it. The unit is then reduced to 2 SPs, from the (now 2nd) Disorder result (and retreated). Lastly, as it has taken additional SP losses while Collapsed, it must roll to see if it Routs.
12.3 Disorder
Disorder represents a wide range of reactions to combat, other than being killed. As such, it often (but not always) represents disintegration of a unit's cohesion.
12.31 The reverse side of a combat unit is its Disordered side. When a unit in Good Order suffers a Disordered result it is flipped to its Disordered side (retaining its facing). A unit's Cohesion Rating and MA are reduced when Disordered; not the Strength.
Exception: Disordered status for artillery does not affect Movement. This is a design change beginning with Battles with the Gringos! and applies to all previous games.
12.32 Disorder from the Fire or Shock Tables:
- A "d" means that all affected units must make a UDD [2.6]. Roll one die for each unit. The UDD is modified by any DRM listed with the combat result (e.g., "d+2"), and/or the presence of a leader [11.73]. If a unit fails, it is Disordered.
- A "D" means that the Disorder result is automatic to all affected units.
12.33 Disorder from Terrain (as shown in the Terrain Effects Chart) is the same as in 12.32 (without any of the DRMs). In addition, a moving unit Disordered by terrain immediately uses the MA on its Disordered side, subtracting what it has already expended.
12.34 The effects of being Disordered are:
- Units may not voluntarily move adjacent to an enemy. However, if a Disordered unit is already adjacent to an enemy it may shock attack. Also, cavalry that is Disordered during a Charge is still eligible to move adjacent and must attack unless suffering a 2nd Disorder. [11.55].
- Disordered units may Retreat Before Shock, but must undergo a UDD [2.6] upon doing so. If the unit fails, consult the 2nd Disorder Table and/or see 12.35b.
- Disorder also causes DRMs for the Pre-Shock Cohesion Check and for Shock (see the Shock Resolution Table).
- A firing Disordered unit has a –1 DRM.
- Disordered Artillery may not fire, but it may move.
- A unit Disordered while it is moving assumes the MA of its Disordered status.
12.35 Additional Disorder to Infantry or Cavalry. [See also the 2nd Disorder Table.] Infantry and cavalry units that are already Disordered and that incur another Disorder suffer effects that depend upon the cause of the Disorder ("a" through "d", below), and upon whether a unit is stacked with other units ("e", below).
a. FROM FIRE (including UDDs due to Fire Table results disordering or eliminating the top unit). A Disordered infantry/cavalry unit (including Blown cavalry) that takes an additional Disorder remains Disordered and:
- Takes one step loss, and
- Retreats one or two hexes, player's choice.
b. FROM SHOCK (including Pre-Shock Cohesion Checks and Retreat Before Infantry Shock), FROM REACTION FACING/REFUSAL, ADJACENT UNIT ROUT, FRIENDLY FIRE, OR FROM RETREAT THROUGH FRIENDLY UNITS: The unit undergoes a UDD [2.6]:
- If it fails, it Routs.
- If it passes, it loses 1 SP and retreats one or two hexes (player's choice).
f. If a phasing unit incurs a 2nd Disorder from any of the causes listed in 12.35a or 12.35b, it may not undertake further phasing actions of any kind during that Activation. Exception: See 12.47.
12.36 Additional Disorder to Artillery. If a Disordered artillery unit suffers an additional Disorder:
- From Friendly Fire, Pre-Shock Cohesion Checks or shock results, it is abandoned, ignoring any Retreat specified on the Shock Resolution Table.
- From Fire, it loses 1 SP [10.7]. It does not retreat.
12.4 Retreat
12.41 Units retreat due to a variety of circumstances. The owning player always has the choice of retreat path, when choices are available. If under Advance Orders and adhering to March Order Stacking limits, a retreating unit may "use" pikes/roads/trails to enter a hex it could otherwise not enter, or to avoid a UDD or Auto-D that might otherwise limit its retreat to one hex.
12.42 Involuntary Retreats.
- ONE HEX: As a result of a Shock Resolution die roll of 1 or lower (attacker) or 5-9 (defender), or by a Loose Cannon result for a Cautious Leader [6.24].
- TWO HEXES: As a result of a Shock Resolution die roll of 10+.
- ONE OR TWO HEXES: Additional Disorder from Fire, Reaction Facing Change, Retreat Before Infantry Shock, Pre-Shock Cohesion Check, Adjacent Unit Routs, Friendly Fire, and Retreat Through Friendly Units.
12.43 Voluntary Retreats. These are retreats the player chooses to conduct.
- ONE HEX: Infantry Retreat Before Shock.
- ONE OR TWO HEXES: Mounted cavalry Retreat Before Shock and Cavalry or Artillery Reaction Movement.
12.44 A retreating unit is subject to the following restrictions:
-
It cannot retreat off the map, enter an enemy-occupied hex, or cross a hexside or enter a hex that in movement it would not be able to enter or cross. Exception: Units under March Orders may retreat involuntarily even if within four hexes and LOS of the enemy.
-
It may stop in a friendly-occupied hex only within stacking restrictions. The retreating unit automatically assumes the facing of the non-retreating unit.
Note: A retreating unit that stacks with a non-retreating unit, but which must then keep retreating due to a 2nd Disorder, retreats through the non-retreating unit [12.46].
-
If possible, the retreating unit must end its retreat further from the nearest enemy unit. If this allows a choice of destination hexes, the retreating unit must if possible also end its retreat further from the unit causing the retreat in case that unit is not the nearest enemy unit. If only a two-hex retreat will allow the retreating unit to comply with these requirements, and the required retreat is one or two hexes, it must retreat two hexes.
Note: Possible retreats include retreat Through Friendly Units [12.46].
-
It cannot enter an enemy frontal hex or any hex adjacent to either the unit(s) causing the retreat or to any unit(s) that designated it for a separate but unresolved shock, unless that hex is occupied by a friendly unit not currently designated for shock
-
If a unit retreats into a hex that carries a "d" or "D" terrain cost, the retreating unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the retreat. A failed UDD or a D halts the retreat if the unit is already Disordered.
-
Stacked units retreat as a stack, retaining their stacking order, unless retreating to different hexes.
If any of the above restrictions prevent a non-artillery stack from retreating, then the stack loses 1 SP for each hex it should retreat but cannot [see 12.45 regarding artillery]. The top unit suffers the loss. Resolve Shocks and Continued Shocks declared against a unit unable to retreat after subtracting the appropriate number of Strength Points.
PLAY NOTE: See 8.47 and 8.5 for treatment of Extended units.
12.45 Artillery and Retreat
- Artillery may not retreat into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
- If an Artillery unit cannot complete a retreat, it is abandoned.
12.46 Retreat Through Friendly Units. A unit or stack that retreats but finds its path blocked by friendly units with which it cannot stack, or which must retreat through friendly units due to 2nd Disorder Table results, continues its retreat until it reaches a hex in which it can stop, regardless of any "D" or "d" listed in the TEC for the terrain in the hex(es) of the stationary unit(s). All stationary units along the path of the retreating unit or stack must conduct a UDD following the end of the retreat, with failure causing Disorder. If already Disordered, consult the 2nd Disorder Table or 12.35b. A stationary extended unit conducts only one UDD, even if a unit retreats through more than one of its hexes. Successive retreats caused by the same Fire Table or Shock Table result do not require additional UDDs for the stationary unit; retreats caused by a new Fire Table or shock result do.
Exceptions:
- A retreating unit cannot retreat through friendly units in a hex designated for a shock yet to be resolved.
- A unit required to retreat 1-2 hexes must stop after one hex if a retreat of two hexes would force it to retreat through a friendly unit.
Note: As stationary units suffering a 2nd Disorder may also be forced to retreat, a chain reaction of retreats may result. However, for any given chain reaction there is no double jeopardy; neither units that have already conducted a UDD for Retreat-through nor the originally retreating unit(s) undertake another UDD if other units subsequently retreat through their hexes as a result of 2nd Disorders.
12.47 If a phasing unit is forced to retreat for any reason then it may not undertake further phasing actions of any kind during that Activation. Exception: If targeted by a defending unit's Continued Shock, it may if otherwise eligible use Pre-Shock Reaction Fire and may Continue Shock on a Shock Resolution DR of 1 or less [10.43, 11.47].
12.48 If Both Sides Would Retreat. If both sides must retreat, and the order in which retreats are conducted matters, the side with the unit having the highest Cohesion Rating retreats last. If there is a tie, the defending unit(s) retreat first. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.
12.5 Rout
12.51 A Rout may occur when:
- A Disordered unit suffers an additional Disorder. See 12.35b or the 2nd Disorder Table for specific cases.
- An adjusted shock resolution roll is 10 or more.
- A Collapsed or Blown unit loses a SP and fails its required UDD.
12.52 If Both Sides Would Rout. If both sides involved in shock end up routing, the single (one) unit with the highest Cohesion Rating does not rout; it ignores the Rout result. All other units rout. If there is a tie, the defending unit(s) will rout; one attacking unit will not. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.
Note: For purposes of this rule consider an Abandoned Guns result as a Rout [11.6]. Do not count them when determining which unit does not rout.
12.53 An infantry or cavalry unit that Routs is removed from the map and placed in its Division Command Box. It is eligible to be returned when its brigade is in Reserve [13.5]. Artillery units do not rout [12.8].
12.54 Friendly infantry or cavalry units (but not artillery) that are adjacent to, or stacked with, a unit that routs (including one that routs from this rule!) must undergo an immediate UDD [2.6] each time a unit so routs. If it fails the UDD, the unit incurs a Disorder result.
PLAY NOTE: If the routing unit left a leader alone in a hex and adjacent to the enemy, reposition the leader [12.73] prior to undertaking UDDs for adjacent units.
The rout of one unit could end up having a chain reaction effect. However, there is no "double jeopardy" due to this rule; if a routing unit causes two adjacent units to UDD and one of those also routs, the remaining non-routed unit does not undergo another UDD. For example, unit A is adjacent to units B, C and D, while B and D are adjacent to C. If C routs due to A's routing, B and D only check for A's initial rout and not for C's subsequent rout. The same applies if B and C happened to be stacked.
12.6 Advance
If all defenders vacate a hex as a result of combat, or only Abandoned Guns remain, the attacker causing that result may (and sometimes must) advance into the vacated hex. It may change facing one vertex, if desired. Advance is subject to the following:
- If the hex is vacated or only abandoned guns remain in it during Shock (including Pre-Shock Cohesion Check, Adjacent Unit Routs, and failed Reaction Facing during Continued Shock), the attacker must advance all of the attacking units, within stacking restrictions (top units have priority over those underneath). If the defender Retreats Before Shock, the attacker may advance [11.35]. Defenders may Advance after shock [11.46] and must advance to Continue Shock [11.47]. For Extended units, see 8.47. Abandoned guns remain in the hex after an Advance [12.8]. Shock-related advances occur during Shock Step 6c.
- If the hex is vacated due to the results of Fire, including failed UDDs, the attacker may advance the firing unit (the decision must be made immediately). Such an advance may be made only if the firing unit started adjacent to the target. Again, see 8.47 for extended units. Units under Attack Orders may not move following an advance.
- A unit may never advance across a hexside or into a hex where movement is prohibited. Exception: See 9.44.
- If a unit advances into a hex that carries a "d" or "D" terrain cost, the advancing unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the advance. A failed UDD or a D halts the advance if the unit is already Disordered.
- Artillery may never advance.
- Advancing units are not eligible targets for Withdrawal Fire [10.44] or Approach Fire [10.45].
12.7 Leader Casualties
12.71 If a leader is stacked with combat units that suffer one or more step losses as a direct result of either Fire or Shock Steps 1 through 6d (including a step loss as a result of a 2nd Disorder), roll again:
- If the roll is a 0, that leader has been killed and is removed from play.
Note: For a "1d+2" Fire Table result, roll first for the Leader(s), then for the unit's UDD. For step losses incurred only due to 2nd Disorders, roll after all units have conducted their UDDs.
- If the roll is a 1-9, nothing has happened (to the leader).
If all units in his command are eliminated, the leader is automatically Killed.
A leader is not removed if all of his units are routed. He can bring them back by being placed In Reserve [6.33].
For Extended units suffering a step loss, conduct casualty checks for any Leaders stacked in any of its hexes.
12.72 Leaders stacked with units which Advance or Retreat may stay with that unit for some or all of the advance or retreat. Leaders, themselves, are never routed nor are they required to advance or retreat.
12.73 If under any circumstances a leader not stacked with friendly units finds himself adjacent to an enemy unit, the leader is immediately placed with the nearest friendly combat unit he can reach, regardless of MP. Measure the path in leader MPs to determine the closest unit. A moving enemy unit continues moving as if the leader had not been there. If there is no path to any friendly combat unit free of enemy units, adjacent enemy units, or impassable terrain, the leader is Killed.
12.74 To replace a leader, in the Leader Replacement Phase flip the fallen counter over to the replacement leader side and place the new leader with any unit in that command.
- If the leader is a brigadier and the counter is already on its Replacement side, simply bring that Replacement back in the Replacement Phase.
- If all units in the leader's brigade are routed, the Replacement is stacked with his immediate superior.
PLAY NOTE: The depiction of leader replacements varies from game to game. In addition, some leaders have no replacements and are not replaced if they become casualties. In such cases, all Chain of Command rules remain in effect, unless the Battle Book specifies otherwise.
12.75 If a Replacement leader happens to be the same person as a lower-level leader, flip over the latter's counter, too, in the Replacement Phase.
12.76 If a Replacement leader is one who is already out of the game, flip the surviving original leader of the highest numbered immediately subordinate command. Thus, 1/III would be chosen before 2/III, etc., to replace the III Corps commander. Where subordinate commands are not numbered, use the immediate subordinate with the best ratings. It is the player's choice in case of ties.
12.8 Abandoned Guns
When combat results call for artillery to be Abandoned, mark it with an "Abandoned 1" marker, retaining any strength marker. During that same turn's Recovery Phase, flip the marker to its "Abandoned 2" side if not yet recrewed. Exception: If a friendly unit in the artillery's hex and in Good Order passes its UDD for Friendly Fire or Retreat-Through, disregard Abandoned result(s).
Abandoned guns neither block LOS nor count toward the 7 SP limit on fire from a hex [8.31]. All units, friendly or enemy, may move without penalty through a hex containing only Abandoned guns.
12.81 Abandoned artillery may be recrewed. The owning player removes the Abandoned marker if:
- A friendly unit in Good Order moves into or through the hex (even if it subsequently Disorders), or
- Advances into the hex as a result of combat (even if Disordered), or
- A friendly unit already in the hex rallies.
The Recrewed battery is returned to play in Disordered status, but must wait until its next Activation before moving or rallying. When recrewed, the artillery assumes the facing of any friendly troops in the hex. A stack of two or more abandoned batteries may be recrewed only one battery at a time, due to stacking limits. An additional battery in the stack may be recrewed once the already recrewed battery has exited the hex.
12.82 If not recrewed before the Recovery Phase at the end of the second turn, any artillery with an "Abandoned 2" marker is eliminated.
13.0 Combat Effectiveness and Rally
13.1 Unit Combat Effectiveness
Individual units can have the following combat effectiveness states (which are not mutually exclusive):
- GOOD ORDER: The unit is on it's front side.
- DISORDERED: The unit is on its Disordered side.
- COLLAPSED: The unit is on its Disordered side, and it is at less than half strength.
- ROUTED: The unit has disintegrated and is off the map.
These states may be improved by Rally [13.4], Straggler Recovery [16.2], and Recovery From Rout [13.5], respectively.
13.2 Brigade Combat Effectiveness
The continued effectiveness of a command in a fight is dependent on how much of a beating its component units have taken.
13.21 Brigades become Combat Ineffective (CI) when one or both of the following situations exist:
- All regiments (excluding those yet to enter as reinforcements) are either Eliminated, Collapsed, Disordered or Routed.
- More than one-half of the brigade's regiments are Eliminated, Collapsed or Routed.
13.22 The Combat Effectiveness of a brigade is determined in the Combat Effectiveness Phase [3.0 IV/C]. If either of the above apply, place a "Combat Ineffective: Brigade" marker atop the brigadier. The CI marker may be removed at the conclusion of any Combat Effectiveness Phase in which enough of the units return to normal status.
13.23 A CI brigade may undergo a maximum of two Activations in a turn, regardless of the Efficiency of its corps/division. It could have fewer. When its parent division will activate more than twice, the player may choose which Activation(s) the CI brigade will skip.
13.24 This rule does not apply to artillery battalions/brigades. Artillery that is part of the brigade or attached to it does not count for the determination of Combat Effectiveness for infantry and cavalry brigades.
13.3 Division Combat Effectiveness
13.31 A division is rendered CI when more than half of its brigades are Combat Ineffective in Phase IV/C. Place a "Combat Ineffective: Division" marker atop the division leader. Artillery battalions/brigades do not count as brigades for purposes of this rule.
13.32 If a division is Combat Ineffective, it (and its brigades) may not have more than two Activations in a turn. Moreover, its brigades may not be coordinated [5.34] in any Activation.
13.33 A "Combat Ineffective: Division" marker may be removed at the end of any Combat Effectiveness Phase in which a majority of its brigades are no longer CI.
13.4 Rally
Disordered units may be rallied as part of an Ammo Resupply and Rally action [3.0 III/C/3]. Units wishing to Rally may perform no other actions except Resupply Ammo in the phase in which Rally is attempted.
13.41 To Rally a Disordered unit, roll the die, adjusting as described below in 13.42. If the die roll is:
- The same as or lower than its Disordered Cohesion Rating, the unit is no longer Disordered. Flip the unit to its normal side. Unless the unit is Refused, Extended, or part of a stack or has already changed facing after Resupplying in the same Activation, the player may adjust facing by one vertex. Two or more stacked units attempting Rally may change facing only if all succeed, and if all other units in the stack are still eligible to change facing.
- Higher than its Disordered Cohesion Rating, it remains Disordered. However, see below.
- At least two times higher than its Disordered Cohesion Rating, it remains Disordered and loses 1 SP.
- An adjusted 9 or higher, regardless of the unit's Cohesion Rating, it remains Disordered and loses 1 SP.
EXAMPLE #1: A unit with a Disordered Cohesion Rating of 5:
- A Rally roll of 4 would flip the unit to its normal side.
- A Rally roll of 8 would keep the unit Disordered.
- A Rally roll of 9 would keep the unit Disordered and cause the loss of 1 SP.
EXAMPLE #2: A unit with a Disordered Cohesion Rating of 4:
- A Rally die roll of 4 would flip unit to normal side.
- A Rally die roll of 5 would keep unit Disordered.
- A Rally die roll of 8 would keep unit Disordered but minus 1 SP.
13.42 The following DRMs, all cumulative, apply to any Rally roll:
- If the unit is adjacent to an enemy combat unit there is a +1 DRM.
- If the unit is mounted cavalry there is a –1 DRM.
- If the unit is stacked with a leader, subtract one (–1) for each rank (star) on the leader counter [11.73].
13.43 A leader may affect Rally only at the conclusion of his movement. The leader may not move between a series of Rally attempts.
13.44 Rally is Voluntary. Players may choose to not attempt Rally for a unit. Such units retain their present status.
13.45 Automatic Rally/Fatigue Reduction. Any on-map brigade whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock or are designated as a shock target for one full turn may, during the Replacement/Recovery Phase [3.0 IV/B] of that turn either:
- Automatically rally all Disordered units within Command Range of their brigadier, or
- Reduce Fatigue by one level [17.42].
Neither facing changes that do not expend Movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered Movement for purposes of this rule.
Notes:
- Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
- Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.
13.5 Recovery From Rout
13.51 Routed units in an off-map Division Box are eligible to be returned to play at the conclusion of any turn [3.0 IV/B] in which that brigade has been In Reserve [6.3] for the entire turn.
13.52 To have a routed unit recover, the player undertakes a UDD for the unit using its Disordered side Cohesion Rating (cavalry uses its mounted rating):
- If the roll is the same as or lower than the Cohesion Rating, it passes. Place the unit on the map within one hex of its brigadier. However, reduce the unit by 1 SP, and the unit is Disordered.
- If the roll is higher than the Cohesion Rating, it fails. The unit loses 1 SP and remains routed.
- Regardless, if a 9 is rolled the unit is permanently eliminated instead.
13.53 Recovered cavalry is always replaced on the map in mounted status.
14.0 Special Units
Individual battles usually have additional Special Units, other than those discussed below.
14.1 Green Units
Regiments that had not been in any action before are Green; they are indicated with a "G" next to their Cohesion Rating. Green units remain green the entire course of the game. Green units must make a special, Pre-Shock Commitment Check when shock attacking and have a –1 DRM when firing. Other than that, they are treated normally.
14.2 Dismounted Cavalry
14.21 Cavalry can exist in one of two states: mounted or dismounted. Therefore, each cavalry unit has two counters, each one representing one of these states. See individual Battle Books for exceptions.
14.22 Units may Mount or Dismount only at the beginning of their Activation, before Movement. The unit must not be adjacent to an enemy unit. To indicate its status, simply change counters. Its MA for that Activation (only) is one-half (rounded up) of the printed MA of its new status. If under Attack Orders, halve its printed MA again (round up).
Exception: Mounted cavalry that is Blown may not dismount.
14.23 Mounted cavalry is treated as cavalry; dismounted cavalry is treated as infantry.
14.24 Mounted cavalry may fire, but they may never do so during an Activation in which they are Charging or Countercharging. Moreover, phasing mounted cavalry may not fire at a distance in excess of two hexes. The latter restriction does not apply to non-phasing mounted cavalry using Return Fire. Fire from Mounted cavalry has a –1 DRM.
Fire at a non-phasing, mounted cavalry benefits from a small arms fire DRM of +1.
14.25 Horse-holders. For purposes of fire and shock strength all dismounted cavalry units subtract one from every 4 SPs the unit currently has, to account for the fellows holding the horses.
EXAMPLES: Both a 4 and a 7 SP unit would subtract 1 SP; an 8-SP unit would subtract 2 SP.
PLAY NOTE: The advantages to being mounted are Movement (including Reaction Movement) and Charge (and Countercharge). The advantage to being dismounted (where available), is better fire ability.
14.3 Spencer Repeaters
The Spencer Repeating rifle (and its brethren) was a major step forward in small arms firepower. This increase is reflected in several rules that apply to units armed with Spencer Rifles (SR) and Spencer Carbines (SC). These rules do not apply to mounted cavalry or to Disordered units.
Note: A Disordered Spencer Repeater unit or a mounted cavalry unit using Spencers undertakes phasing and/or non-phasing fire as if it were any other type of small arms.
Units armed with Spencer Repeaters fire twice if they are in Good Order prior to their first shot and do not suffer a 2nd Disorder [12.35] before their second shot. If they fire twice, both shots must target the same hex, even if there is no enemy unit in the hex after the first shot.
14.31 If a phasing unit in Good Order is firing with Spencer Repeaters, it gets an extra round of fire, as shown in the following play sequence:
- Phasing unit fires; apply results.
- Any Return Fire is not simultaneous but follows the Phasing Fire; apply results.
- Unless it suffers a 2nd Disorder, the Phasing (SR) unit fires again, whether or not the target used Return Fire.
14.32 If a non-phasing unit in Good Order is returning fire with Spencer Repeaters, it gets an extra round of fire, as follows:
- Phasing unit announces fire.
- Phasing unit fires, and non-phasing SR unit(s) Return Fire simultaneously; apply results. Exception: If it conducts a Reaction Facing Change triggered by the Phasing Fire, a non-phasing SR unit's Return Fire is not simultaneous with the Phasing Fire.
- SR units that have not suffered a 2nd Disorder fire a second round of Return Fire.
14.33 The "*" on the Fire Table means that if a player rolls an unadjusted 5 for a Spencer Repeater unit when it is firing in any of these "second rounds," the unit is Out of Ammo (a representation of jammed weapons—a problem with many Spencers—and/or overuse of ammunition). Use the procedure in optional rule 10.92 for Ammo Resupply. If using 10.91 and rolling an unadjusted 5 on the first shot only, ammo depletion applies after the second shot.
14.34 Return Fire by non-target units versus phasing units armed with Spencers follows Series Rule 14.31—the Spencers fire first.
14.35 When using Withdrawal Fire, a unit armed with Spencers fires twice before the withdrawing unit leaves the hex, or against any unit remaining in the hex.
14.36 Units armed with Spencers fire twice for Pre-Shock Reaction Fire.
14.37 When a unit in Good Order, armed with Spencers returns fire against phasing, rapid-firing artillery, both the first shots and the second shots are simultaneous. The result of each shot is applied after all of the rolls are complete.
14.38 When a unit in Good Order, armed with Spencers, fires at non-phasing, rapid-firing artillery, the Spencer fire alternates with the artillery fire, with the Spencers firing first. Artillery suffering a Disorder as a result of the first or second shot from the Spencers cannot fire after that result is applied. Any non-artillery unit stacked with the artillery and eligible to fire does so after the Spencers' first shot.
15.0 Engineering
Engineering, in the base rules, involves constructing Breastworks. Individual battles may have rules for Bridge construction and so on. Breastworks represent temporary fortifications that provide a benefit against both Fire and Shock. However, they do take some time to construct, because the only available materials for such construction are trees (which are hard to cut and take time to saw) and wooden farm fences.
15.1 Constructing Breastworks
15.11 Breastworks may be built by any infantry or dismounted cavalry unit under Advance Orders if it is In Command and its brigade leader is eligible to change orders during Step II/C of the Sequence of Play [3.0]. Units under March or Attack Orders may not build Breastworks. If using the Fatigue rules [17.0], units at Fatigue Level 2 or higher may not build Breastworks.
15.12 With the exception of Town and Marsh hexes, Breastworks may be constructed in any hex that is within three hexes of a Woods, Orchard or Town hex or a hex with a Building/House. The hex of construction, the Woods, Orchard, Town, or Building/house hex, and the two hex path between them cannot be adjacent to an enemy unit when construction is started.
Note: No hex can contain more than two Breastworks. Two Breastworks markers in a hex only serve the purpose of protecting additional hexsides.
15.13 Breastworks require two complete Game Turns for construction, except at Night, when they require only one turn. A building unit cannot do anything else for those turn(s). For construction starting in a non-night turn, place the build marker during the Engineering Phase [3.0 II/F] of the first turn, re-facing the building unit toward the hexsides the Breastwork will cover. Flip the marker in the Replacement/Recovery Phase of the second turn (or the same Night turn) so that the Breastwork design matches the hex configuration. Once placed, Breastworks can never be reoriented.
15.14 If a constructing unit changes to Attack Orders, retreats out of the construction hex for any reason, conducts any action other than construction (including Non-Phasing Fire), or if its hex is the subject of enemy shock assault or its brigade's Fatigue level increases to 2 or more, construction is discontinued. Remove the Construction marker. Construction may continue despite the constructing unit being Out of Command or its brigadier unable to change orders at the start of the second turn of construction. Non-phasing units that use Return Fire benefit from Prepared Fire if otherwise eligible.
15.15 Construction started by one unit must be completed by that unit. Additional units in the hex do not speed up construction. Each part of a unit in Extended Line may build Breastworks.
15.16 Units building Breastworks retain all defensive capabilities.
15.17 Breastworks may be removed by any combat unit that moves across a Breastworks hexside by expending one additional MP to do so. Once a unit has moved through the protective hexside of a Breastwork and expended the extra MP, remove the Breastworks marker.
15.2 Effects of Breastworks
15.21 Breastworks have a two-hexside facing, as indicated on the Breastworks counter. The Breastworks must be placed to conform to those hexsides, and they affect Fire/Shock/Movement only through those hexsides.
15.22 The cost to move through a Breastworks hexside is listed in the Terrain Effects Chart. This cost applies regardless of pikes, roads, trails, and railroads.
15.23 Breastworks provide the following beneficial DRMs:
- +1 Firing small arms fire from within Breastworks (through a Breastworks hexside). This does not apply to artillery firing at canister range.
- –1 Infantry/dismounted cavalry defending against small arms/canister fire through a Breastworks hexside (there is no defensive benefit when targeted by artillery at Shot/Shell range).
- –1 Defender's Pre-Shock Cohesion Check [11.37].
- –1 Defending against shock within Breastworks.
16.0 Night
16.1 From Dusk 'til Dawn
16.11 For a Dawn or Dusk Game Turn, all daylight rules are in effect, with the following changes/additions:
- All Command Ranges and Fire Table Maximum Ranges are halved, rounding up.
- There is a –2 DRM for any fire over one hex range.
16.12 For a Night Game Turn, all daylight rules are in effect, with the following changes and additions:
- All Command Ranges and Fire Table Maximum Ranges are halved, rounding up.
- There is a negative adjustment for distance that is cumulative. For one hex, it is –1; for two hexes, it would be –3 (–1 + –2). For a range of four hexes it would be –10 (or prohibitive).
- Artillery batteries each fire separately, regardless of the command situation or stacking.
- There is no Prepared Fire or Cavalry Charge.
- All Activations while under Attack Orders incur Fatigue, unless the brigade's only actions are Leader Movement, mounting/dismounting, Rally, Resupply, Retreats caused by Cautious Loose Cannon results, facing changes that cost no MP, or no activity at all. When part of a brigade is under Attack Orders, the brigade incurs Fatigue only if the units under Attack Orders conduct a Fatigue action.
- Cavalry and artillery may Reaction Move only when the enemy is about to move adjacent.
16.2 Straggler Recovery
16.21 To undergo Straggler Recovery, a brigade must be In Reserve during a Dusk or Night turn. It undertakes the actual Recovery at the conclusion of each such turn.
16.22 For eligible brigades [16.21], each non-artillery unit within its brigadier's command range conducts a UDD.
- If it passes, increase its SP by one.
- If it fails, there is No Effect.
16.23 A unit's strength may never be increased to its original face value (nor higher). The best it can do is to return to one short of its original strength.
16.24 Units may Recover Stragglers and Fatigue; they are not mutually exclusive.
HISTORICAL NOTE: Not all combat losses were casualties. A not-insignificant number of losses were from soldiers who simply drifted off, fell by the road during marches, or opted for discretion, etc. Some of these could be recovered during extended lulls in the battle, which here means at Dusk/Night.
17.0 Fatigue [Optional]
DESIGN NOTE: This is optional because it adds another layer of complexity to the game. However, we highly recommend its use. It adds a level of realism.
17.1 Who Gets Fatigued?
Fatigue applies to all combat units, except artillery. Fatigue is applied at the brigade level, and a brigade can incur a new level of Fatigue if even one unit in that brigade does any of the actions that would incur Fatigue.
17.2 How Fatigue is Incurred
17.21 Brigades start with no Fatigue Level. This is indicated by the absence of any Fatigue Indicator with the brigadier. Fatigue is incurred as it happens, but the effects—placement of the Fatigue marker—take place when the affected brigade has done all that it will for that Activation.
PLAY NOTE: In certain battles, on-map commands may start and reinforcements may enter at a specific Fatigue Level.
17.22 There are two ways in which Fatigue is incurred:
CAUSE 1: Any turn in which a brigade undertakes more than two Activations, its Fatigue Level increases by one for each Activation above two [17.24]. Thus, a brigade that undertakes four Activations in one turn will increase its Fatigue Level by two. Activations by Out of Command units also count towards Fatigue, but Activations that are solely undertaken by attached artillery, alone, do not count.
Exceptions:
- A brigade Activation during which its units undertake no activities at all, or undertake only mounting/dismounting, Rally, Resupply, facing changes that do not expend MPs, and/or engineering, does not count toward Fatigue.
- A unit using March Movement solely on Roads/Pikes (including bridges and fords) does not incur Fatigue for its brigade for the first three Activation-equivalents in a turn; it does for a fourth. If it enters any terrain other than Roads or Pikes, both a third and fourth Activation-equivalent earn Fatigue.
- The retreat caused by a "Cautious" Loose Cannon result does not incur Fatigue.
- Leader movement does not incur Fatigue, because Leaders are not units.
EXAMPLE: An infantry regiment under March Orders can move up to 24 MPs (or 4 AM worth) in one turn (for that March AM), incurring Fatigue for any movement above 18 MPs. Note that in most games, Road movement would be at ½ MP per hex, so the maximum distance would be 48 hexes, with Fatigue being incurred starting with hex 37.
CAUSE 2: If any brigade has been engaged in Shock (either attacking or defending) in more than one friendly or enemy Action Phase (3.0 III/C/3) in a turn, all such phases after the first earn Fatigue. A brigade engages in Shock by one or more of its units participating in Shock Step 6b [11.45]. Only one level of Fatigue is incurred per Action Phase per participating brigade, no matter how many times it participated in Shock Step 6b during that phase.
COMPREHENSIVE EXAMPLE OF FATIGUE:
A unit moves for its first AM, shock attacks for second AM and shock attacks for its third AM. It also had to defend against shock during two different enemy Action Phases (AMs). The brigade has incurred four levels of Fatigue as follows:
- Its first AM movement did not incur Fatigue as Fatigue is not incurred for the first two Activations.
- Its second AM shock attack did not incur Fatigue as Fatigue is neither incurred for the first two Activations nor does the first shock incur Fatigue.
- It incurred one Fatigue Level for its third AM Activation and one Fatigue Level for its second shock attack (for a total of two Fatigue Levels).
- Add one Fatigue Level each for the two shock defenses.
17.23 Each turn a brigade may incur a maximum of two Fatigue Level increases due to Activations. There is no limit to how many Fatigue Levels may be incurred due to shock attacks/defenses. However, an Activation in which a brigade shock attacks and subsequently defends against a shock (due to rolling a 1) only counts once toward Fatigue, not twice (and the same is true for the initial defender-turned-attacker).
HISTORICAL NOTE: It is estimated that the average unit/brigade could undergo about one and one-half hours of combat before becoming so fatigued as to be relatively worthless.
17.24 Other than having no Fatigue marker, the following are the levels of Fatigue incurred, in ascending order. Place an appropriate marker with the brigadier to so indicate:
- Fatigue OK
- Fatigue 0
- Fatigue 1
- Fatigue 2
- Fatigue 3
- Fatigue 4 (the highest)
17.25 Once a unit reaches Fatigue Level 4, it goes no higher, nor is there any further effect of undertaking an action that would earn Fatigue.
17.26 Artillery neither incurs nor generates Fatigue for an infantry or cavalry brigade to which it is attached. However, if under March Orders and using a fourth AM-equivalent [17.23], an artillery unit must check for broken wheels. Roll the die; if it is 6-9, the unit loses 1 SP.
PLAY NOTE: If artillery MA is 8 or higher, it usually only need move the equivalent of three AMs to keep up with the foot-sloggers.
17.3 Effects of Fatigue
17.31 All units in a brigade use the number on the Fatigue Level marker as a modifier to a variety of actions.
Subtract half the Fatigue Level (rounding up) from:
- MA (after halving for Attack Orders and/or cavalry that mounts or dismounts) but see also 9.42.
- All Shock Resolution rolls when attacking.
- All Fire rolls.
Add half the Fatigue Level (rounding up) to:
- All UDDs.
- All Shock Resolution rolls when defending.
- All Pre-Shock Check rolls (including Green).
- All Rally Attempts.
17.32 Brigades at Fatigue Level 4 automatically and immediately revert to Advance Orders. They may not be given March or Attack Orders until they lower their Fatigue Level.
17.33 Fatigue OK and Fatigue Level 0 have no effect, other than that they are a level closer to one that does.
17.34 Units at Fatigue Level 2 or higher may not build Breastworks.
17.4 Reducing Fatigue
17.41 To reduce a brigade's Fatigue Level, the player may place that brigade In Reserve for that entire turn [6.31]. At the end of the turn, if the brigade is still In Reserve, its Fatigue Level is reduced by two levels.
17.42 Any on-map brigade that is not in Reserve but whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock or are designated as a shock target for one full turn may, during the Replacement/ Recovery Phase [3.0 IV/B] of that turn either:
- Automatically rally all Disordered units within Command Range of their brigadier [13.45], or
- Reduce Fatigue by one level.
Neither facing changes that do not expend movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered movement for purposes of this rule.
Notes:
- Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
- Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.
Battle Book: Gringo!
The rules below are specific to Gringo!: The Mexican War 1846-48 and amend or add to the Series Rules above. Battle Book rules take precedence over Series Rules.
Historical Background: Taylor and Northern Mexico (Monterey and Buena Vista)
The War with Mexico is not a topic that excites admiration in too many minds, especially in these days of political correctness. Without going into all the pros and cons of why we were there in the first place, suffice to say both sides had a lot to be unhappy about. That President Polk, with Zach Taylor's help, pushed the situation over the edge, is pretty much a given. Then again, Mexico, with her political stew at its usual boil, did not exactly shrink from wading in. As a matter of fact, opinion below the Rio Grande—and throughout much of the Western world—was that the small and fractured U.S. Army would be a push-over for Mexico's far larger, European-trained and armed force.
Whatever, Mexico still considered Texas part of Mexico, even though it was now a U.S. state. So, in May of 1846, with a prod from President Paredes, Mexico's commanding general, the unfortunate but not totally incapable, Mariano Arista, took his Army of the North, crossed the Rio Grande, and headed into United States territory for a confrontation. Arista had executed a turning maneuver against Taylor's army at Fort Brown/Matamoros, by crossing the Rio Grande down river in an effort to seize Taylor's supplies at Port Isabel. Unfortunately for Arista, Taylor countered the move rather quickly by getting between Arista and the gulf and then heading south towards the Mexican army.
The US Army of Observation was a division-sized force of US regulars under "Old Rough and Ready", Zachary Taylor, a man of immense courage and even larger political ambitions, but a tactician of somewhat minimal military perception. His usual theory was to take everything with a bayonet charge, and he had a poor appreciation of the marvelous artillery he had been given and had a similarly dim conception of logistics. His peers may have thought little of him, but his men loved him. Not something the Mexicans could say about their generals.
Most US "survey" texts tend to place Arista's Mexicans at about 6000 to Taylor's 2200+. While the latter figure is pretty much unassailable, the Mexican numbers are not so sacrosanct. In fact, all Mexican sources state Arista had only about 3700 men! As 6000 would be accurate only if all the Mexican line regiments were up to paper strength—which they almost never were, added to which Arista left a sizeable force behind at Matamoros—we have opted for a Mexican army of just under 4000 or so. Regardless, troop numbers were almost totally irrelevant at the first major engagement of the war, for Palo Alto was an artillery battle in almost its entirety. Unfortunately for the Mexicans, all the good stuff was on the wrong side of the field.
The Mexicans deployed in a rather extended—and thin—line across the road south to the Rio Grande, just north of a large growth of trees (Palo Alto means "tall timber", or something to that effect). Taylor, who insisted on approaching the Mexicans complete with a rather huge wagon train, deployed in the face of the Mexicans. Both sides expected a classic, frontal battle—it was not to be.
The Mexicans opened with a few desultory artillery shots, all of which hit the ground and bounced with such minimal impetus that the deployed US regulars simply avoided them by stepping aside. Then the US artillery opened up. The "flying" field and horse artillery of Sam Ringgold and John Duncan moved and fired so rapidly, and to such accurate effect, that the Mexicans could not believe their eyes. After standing there and getting pounded for some time, Arista finally ordered Torrejon to charge the US right and change the impetus of the battle. Off went Torrejon's men…but before they could arrive, Garland swung the 5th infantry around and into Square, successfully beating off Torrejon's charge. It was then further disrupted by some counter-charging Dragoons.
As Torrejon trotted back to the Mexican lines, some burning wads from Duncan's guns lit a grass fire several hundred yards in front of the US lines, starting a wall of grass fire that spread westward towards the road. With the billowing smoke providing cover, both sides re-dressed their lines, with the Mexicans attempting to swing their right forward in an oblique manner and both sides, in effect, each wheeling about 30º. However, all this achieved was that, when the smoke lifted, the Mexican infantry was closer to the US guns, which now proceeded to rain destruction on the Mexican right wing infantry as it crossed in front of them. This put most of the Mexican right into a full retreat, and Arista's request for a second Torrejon charge came to naught.
Short of artillery ammunition, his men in a state of virtual shock, Arista chose discretion over valor and withdrew from the field. The Mexicans had lost some 350 men; the rest were almost totally demoralized. US losses were limited to five deaths, but the Mexican army was still intact (their retreat was quite orderly) and they still held the road. Unfortunately, one of the US losses was Major Samuel Ringgold, their brilliant artillerist, who had his entire groin area shot out by a Mexican cannonball as he stood up in the stirrups of his horse. Ouch.
After Palo Alto, Arista marched his rather dispirited army some 20 miles south, down the road, to what his engineers determined would be a far better defensive position: a broad "resaca" that cut across both roads south…a position virtually covered by dense chaparral and approachable only at a difficult angle. The Mexicans called this Resaca de Guerrero; the gringos chose the name by which the northernmost channel was known: de la Palma.
The Mexican position was quite good…so good that Ampudia and several of Arista's staff convinced Arista that the Americans would never attack such an unassailable position, especially outnumbered as they were. So, Arista deployed to cover both possible approaches and then sat down in his tent to write a few letters and reports. Unfortunately for Arista, several things were now conspiring to work against both him and his army:
- His men had not eaten a half-decent meal in a day;
- Most, if not all, of his men were totally demoralized by what they had seen of the US artillery. Few had any desire to see them in action again. (Arista's staff had chosen this location just for that reason, that it effectively limited the offensive effectiveness of the US guns.);
- Arista's deployment left his left wing totally hanging, mostly because he was advised—and believed—that Taylor could not get any men into this area;
- The chaparral-covered terrain almost totally nullified Arista's tremendous advantage in cavalry; and, of course, there was always…
- Pedro de Ampudia. Stung that the "government" had given command to Arista and not him, the unabashedly fame-and-office seeking Ampudia apparently spent most of the battle playing Iago, whispering all sorts of lies into Arista's ear. Then again, Arista could have taken a peek outside his tent to see what all the shooting was about.
Into this nest of defanged vipers walked Taylor's army, somewhat reduced in strength because his subordinates had talked Zach into leaving the wagons to the rear, which required a guard…some guns (all those over 6-pounder level), some infantry (the Artillery battalion), and some cavalry (Kerr's dragoons). Taylor's advance scouts reported that Arista's new position appeared, as advertised, untakeable, especially given the relative strengths of the armies. A quick council of war was held, with Taylor's advisors about split down the middle between aggression and caution. However, when Taylor—always a sucker for the basic principle of "…when in doubt, just slam right up the middle and hope the bayonet carries the day"—heard that his men felt that, having prevailed rather easily the day before, they would have no problem winning again, he ordered his army to attack.
Without belaboring the point, his men were right. With a screen of skirmishers in advance and to the side, the gringos started down the road towards the resacas. Part of the 5th US filtered through the chaparral at the western edge of the resaca, while the rest of the small army moved forward under heavy, and often effective, fire. After skirmishers unmasked the Mexican batteries at the center, batteries whose guns were taking their toll on the slowly advancing North Americans, Charles May's dragoons were ordered to charge them. They did, knocking most of the Mexican gunners to the side. But their momentum carried them far beyond their target, across the resacas and halfway to Mexico. May's men had to turn around and then fight their way back through Diaz de la Vega's infantry, which had reformed behind them. In doing so, May's bugler grabbed hold of General Vega himself, taking him prisoner…for which May then took the credit.
Taylor was not overly happy at May's failure and now ordered Belknap's infantry in to "… take those guns, and, by God, keep them." This meant, of course, Taylor's favorite tactic, the bayonet assault…and it was a fearful one, with Mexicans and North Americans slugging it out in the resacas in desperate, hand-to-hand fighting. When the Mexican line started to waver, a final US assault broke it… and the entire Mexican center collapsed. Unit cohesion quickly disintegrated as the remaining regiments came under heavy Mexican fire. Most of the regulars were forced to withdraw. Ironically, though, one company from the 1st US somehow found itself in possession of the old tannery building that faced the open end of the incomplete Fort La Tenéria. Even as Mejia rushed reinforcements into La Tenéria, Taylor, seeing Garland's units retreating, ordered John Quitman's brigade into the assault. Quitman, unlike Garland, swung way to the east, away from the Black Fort, and, by mid-afternoon, pinpointed his attack against La Tenéria. Aided by fire from the 1st US troops in the Tannery, Quitman took the fort. That was about as far as the American troops got, as heavy US losses forestalled any further movements.
By this time, Arista, still in his tent finishing off his correspondence (Ampudia having insisted that all the noise he was hearing was just some skirmishing with advance scouts), smelled a rat… especially when half his army streamed by his tent in overdrive. Finally alerted that there was a battle on, he grabbed Torrejon's lancers and ordered a charge, himself in the lead. Well, most of Torrejon's men didn't see any advantage in that sort of thing; most of them trotted in a halfhearted way towards the oncoming gringos, a few actually ran some Americanos through with their lances, and then they all turned and headed back to the Rio Grande. And with US infantry now showing up on his rear left flank (having scratched and chopped their way through the chaparral), Arista, too, took off… also at top speed. It was First Mexican to the Rio Grande Wins the Piñada time… and the first, but not the last, excellent opportunity to deal the gringos a hard blow drowned in the Rio Grande along with hundreds of routing Mexicans.
US losses, this time, were not so inconsequential—over 100 dead and wounded—as the fighting in the resacas had been brutal. Given an opportunity to fight, the Mexican regular "Line" units had shown they could be tough. Arista's army, though, was finished as a fighting force, at least for the time being. Reports of losses at the Resaca ran from 600 to 1200+. Even worse, the average Mexican foot soldier now didn't know who to fear most: the gringos, their artillery, or his own comic-opera commanders.
With no viable enemy army in sight, Taylor now headed into Mexico.
Now that two battles had been fought, the US Congress finally got around to declaring war, which then enabled them to ship more troops to Taylor. These turned out to be, for the most part, hordes of untrained and unfit states volunteers. The volunteers were roundly despised by the regulars, and, for the most part, with good reason. They knew little of organized warfare; even worse, they knew nothing about maintaining a healthy camp. Taylor managed to get most of the three-month short-termers sent back, but, of those who stayed, far too many died of disease and exposure.
Arista had retreated towards Monterey, the capital of Nuevo Léon, considered the key to defending the most important city in northern Mexico, Saltillo. Arista estimated he would need at least 7000 more men to even start to prepare a defense, but his opinion was no longer needed, as the political winds in Mexico City had shifted yet again. The new president of Mexico was Antonio Lopez de Santa Anna, self-styled "Napoleon of the West". Arista was out; Francisco Mejía, who made Ampudia look good (see the notes on Mejía in the Monterey Order of Battle), was in.
Well, he was for a while. Most of the survivors from the two May battles filtered down to Monterey, where they sat while Santa Anna suggested Saltillo would be a better place to take a defensive stand. Mejía, however, took ill—something he did better than anything else—to be replaced by the omnipresent Ampudia, who smelled a good opportunity to make some political hay with a spirited defense of Monterey. So he began to troll the "presidios" for troops while Santa Anna sent up some reinforcements from Mexico City. Ampudia also began to build the defenses around the town, mostly with civilian help, as Santa Anna's reinforcements wouldn't arrive until the end of August. And while all this was going on, Taylor finally decided to move his army south.
By mid-September, Taylor's army of 5795 men (not including officers) was approaching Monterey. The army was no longer completely "professional", as it had been at Palo Alto and Resaca; now, almost half of it was comprised of volunteer units. At about the same time, Ampudia had managed to amass a somewhat motley, but willing, force of 7300 or so men, about 2300 of whom had seen action against Taylor's army before. Despite outnumbering (albeit slightly) the Americans, the literal numbers were misleading. Twenty percent of Ampudia's army was cavalry, which would be useless in any fighting inside the city. Moreover, defending the city required holding far too many key points, thereby stretching an already thin force even thinner. As formidable as the defenses of Monterey looked, at some point they were going to be vulnerable.
And formidable they were, indeed. The city, itself, was ringed by steep mountains to the east, south and west; only the north was approachable. The linchpin of the city's defense was the huge Ciudadela—The Citadel, which commanded all approaches from the North, and whose guns reached virtually all quarters of the city. The Black Fort, as it was known, was also considered impregnable. Directly to the west of the city was Independence Hill, on top of which the Mexicans had built a redan which led down to the Obispado, an abandoned Bishop's Palace with more thick walls that directly overlooked the city. And across the Santa Catarina River, which flowed by the southern edge of the city, was another ridge with redans and fortifications, Federation Hill. Both of these hills guarded not only the western approach to Monterey but the Mexican lines of communication to Saltillo. Other fortifications had been constructed along the northeastern edge of the city—at La Tenéria (so-named for the abandoned tannery that guarded its open end) and El Rincon del Diablo—and barricades and têtes-de-pont had been constructed within the city. The city itself consisted mainly of one-story, flat-roofed adobe houses—many with iron-barred windows and heavy, wooden doors— which had now been sandbagged and loopholed for further defensive benefits. It was a city that could be held by a determined, well-commanded garrison. Ampudia, however, was not the man to provide such leadership.
Taylor divided his army into two sections, as he planned to execute a double envelopment from east and west. The first, under the commander of the 2nd Division, William Worth, consisted of that division plus Hays' Texas Rangers. This column was to seize the western defenses to the city and cut-off communications with Saltillo. The rest of the army, two divisions, would hit the city from its northeastern edge. Considering that this was not a field battle, but an assault on a well-defended city, the plan showed some rather un-Taylor-like aggressive creativity.
Worth's division set out on the afternoon of the 20th, slowly working its way westward towards Independencia. Mexican outposts quickly relayed the news of the American movements to Ampudia who, after some thought, hurried a few more men onto the hill and then ordered Romero's cavalry brigade to keep the Saltillo road open. By 6 AM the morning of the 21st, Worth's column was again on the move. As they rounded the bend and headed towards the road they were greeted by a charge from the Jalisco Lancers and Guanajuato Activos, which was driven back by accurate fire from the Texas Rangers and Worth's batteries.
Worth now decided to seize the Mexican position across the river on Federation Hill. A small group of some 300 infantry waded across the hip-deep Santa Catarina under fire from the western redan and, by noon, had worked its way through the trees to the base of the hill. As they caught their collective breaths and prepared for the precipitously uphill assault, Worth sent the rest of his 2nd brigade to join them. Scaling the heights from both the west and south the attackers, led by Colonel Persifor Smith, quickly subdued the defenders of the redan, captured one of the guns and turned it on El Soldado, at the eastern end, which had no guns with which to reply. By mid afternoon, Worth held Federation Hill and the Saltillo Road, the latter despite several more attempts by the Mexican cavalry to drive them off.
Things had not progressed quite so well on the other side of the city. Taylor had ordered John Garland to take Twiggs' Division and "demonstrate" against the eastern end of the town. (Why Garland and not Twiggs? See the notes in the Order of Battle.) The only problem with this was that Taylor's request sounded more like an order for a direct assault, so Garland marched his brigade right at the northern edge of the town. Before long they were under heavy fire from the Black Fort and, when Garland angled his division to the right—towards the Purisma Bridge—they also came under flanking fire from La Tenéria. This was too much for the volunteers of the Washington and Baltimore Battalion, who broke for the rear while the remaining men headed into the city.
To the west, however, things were different. Worth, hearing the gunfire to the east, assumed it was a signal to attack. He formed two columns, each advancing eastward along the two main streets running into the city. Resistance, as expected, was fierce. The Mexicans contested each house, each street, and each block. The Americans abandoned the idea of advancing down the streets and decided to go directly through the walls. Grabbing six-pounder shells from the guns they dug small holes in the common walls of the buildings, lit a short fuse, and waited for the explosive results. It was slow going—but it was sure. House by exploding house, Worth's infantry blew its way into Monterey.
By mid-afternoon, Worth had set up the 10" mortar in the Plaza de San Antonio, near what appeared to be a cemetery. Shortly after, the gun started lobbing shells towards the center of town and its renowned Cathedral. Soon after it achieved its first direct hit, Ampudia asked for a meeting with Taylor. What followed was a lengthy two-day palaver in which Ampudia, wily as ever, tried to con Taylor out of as much of the latter's victory as he could. Taylor finally relented to a somewhat unusual quasi-Honors of War situation which allowed the Mexican army to retire and put an ersatz truce in place for several weeks.
Taylor's army had taken a bad beating, losing close to 9% of its total force (whereas the Mexican losses amounted to only 5%). His acquiescence to many of Ampudia's requests can be ascribed to his realization that his army could probably not have survived another day of attacking… which leads one to wonder what would have happened if Ampudia had shown somewhat more spine than an amoeba. As it was, Ampudia was a beaten man, and it was Taylor's mistake to not recognize the tremendous advantage that gave him. Regardless, Taylor should also have known that his "truce" was a political disaster—Polk's cabinet was not only aghast, they instantly repudiated the whole thing—as well as operationally unsound.
As far as President Polk and his advisers were concerned, Taylor was finished. Not only was the Monterey truce untenable, but Taylor was starting to show presidential ambitions. More importantly, Winfield Scott had come up with a viable plan to take the war into the heart of Mexico by invading through Vera Cruz. In order to ensure the success of this expedition, though, Scott would need virtually all of Taylor's regulars, which he was now empowered to have shipped to him in the Gulf. As for Taylor, he was reinforced with yet another horde of dismal volunteers and told to stay put in Saltillo. He was not happy.
Santa Anna, however, was gleeful. His scouts had just intercepted an American courier carrying the whole of Scott's plan—included the removal of the regulars—to Taylor. He now had the opportunity to turn momentum in favor of Mexico. With an enemy army to the north and an invasion about to arrive in the south, Santa Anna transformed himself from the "Napoleon of the West" to the "Harold Godwinson of Central America". His plan? Gather a new army, march north, smash the stripped-down and unsuspecting Taylor before Scott could land, and then turn his attention to Vera Cruz.
On paper it looked great. Unfortunately, certain aspects of the plan seem to have escaped Santa Anna, or at least he pooh-poohed them. Almost half the army was not only newly raised, few—if any—had any experience or drill of any kind. Symptomatic of this was Santa Anna's order to not engage in any practice firing of weapons in order to save ammunition. This meant that several thousand men went into action without ever having fired their muskets. Even worse, the route chosen by Santa Anna was 100+ miles of more than "hard road"; it was mostly pitiless desert, terrain even seasoned troops would have found a hardship. For the auxiliaries, defenserias and "National Guard" units, it was a deathtrap.
Taylor had, at this time, some 4700 men, virtually all of whom were volunteers, sitting south of Saltillo at the hacienda Buena Vista. While he spent most of early February moving between Buena Vista and another base, some miles to the south, at Agua Nueva, Santa Anna's army continued on its march, losing hundreds of men a day. By February 16 its vanguard cavalry had reached Encarnacion, only a day's ride from the Americans at Agua Nueva; the bulk of the army marched in during the next two days. By this time thousands had died or deserted, despite Santa Anna's exhortations and promises of plunder and glory… and if that didn't work and you were caught more than a couple of hundred yards from camp, you got shot on the spot. None of it had much effect, and Santa Anna listed his strength at Encarnacion at just a little over 15,000 … or three times that of the Americans. This, though, was a tired army.
Americans patrols, by now, had spotted the army and sent the alarm to Taylor at Agua Nueva. Taylor now deferred to his second-in-command, John Wool, who had been over this ground before, to not only pick the place to stand but the disposition of the troops as well. And Wool knew just where that was: the rugged, lunar-like terrain just south of Buena Vista. The right flank was clearly delimited by a series of gullies whose 20-foot sides were so steep that they effectively precluded military movement. To the American left, was a wide plateau which was sliced into a half dozen, steep-sided "fingers" by difficult, rocky ravines, carved out by eons of running water. Where one of these fingers reached out to the road as it ran by the gullies was La Angostura, or "The Narrows", a defile only 40 feet across. It was so easily defendable that Santa Anna would be forced to flank the American army on the plateau, a task made quite difficult by the ravines they would have to cross to do so.
Pushing his army in an effort to catch the Americans still under preparation, Santa Anna's advance screen of cavalry rode onto the open ground just below La Angostura on the morning of February 22nd, asking for a parlay with Taylor (the standard Mexican method of buying time, one to which the gringos never seemed to catch on). When the Mexican emissary demanded Taylor's surrender, quite civilly of course, Taylor replied in rather brusque language, which his aide, Major William Bliss, reduced to a most un-Zach like, "I beg leave to say that I decline acceding to your request." The battle was on.
Wool had deployed the small army so that the Angostura position was heavily defended, with the remainder of the units to the left of the defile, along the plateau, to guard against what was sure to be a Mexican flanking move. Santa Anna, though, was still moving his huge army—eight large brigades of infantry which he had placed in three divisions—into position. There were a lot of Mexicans, to be sure; the main question was, were they ready to do the job?
Santa Anna first set up his heavy guns on a knoll south of the American position, where, at about 2 P.M., they began to send out a round every now and then. About an hour later, Mejia's brigade of activos feinted towards the American right while Ampudia's Light Brigade started to work its way through the ravines to the south towards the mountains and the thinly defended American left. Taylor quickly dispatched William Humphrey with several rifle-armed, mounted volunteer companies to cover that area, and, at about 3:30, Humphreys and Ampudia started a series of small fire-fights as the Mexicans tried to get up and around the Kentucky and Arkansas troopers while the latter attempted to counter the maneuver. Neither side had much effect on the other, as fire was disorganized while both sides concentrated on the difficult terrain. Within an hour or so, darkness began to fall and further actions ceased for the night.
Taylor, aware of the presence of Miñon's cavalry riding around in the area to the north, now felt it best to return to Saltillo to see how the garrison there was doing. In case anything was happening—and trusting that Wool's dispositions would hold for awhile—he took with him Jeff Davis' Mississippi Rifles as well as May's dragoons, probably his two best units.
Santa Anna used nightfall to begin to implement his tactical plan. Ampudia's and Mejia's probes had shown him what Taylor had, that Angostura was a lost cause, and that the plateau, if attainable, was held by a thinly stretched force of Americans. To that end, he planned a massive, concentrated assault by almost all of his forces on the American left. Wool, in the meantime, began to strip some of the forces from Angostura to help on the plateau. Sherman's, and half of Bragg's, battery (he had one gun in Saltillo and another across the gullies) remained on the plateau in support, while the rifle companies of the Kentucky and Arkansas mounted regiments still held off Ampudia along the lower ledges of the mountain. Only Lane's 3rd Indiana was available as a reserve.
At dawn, Ampudia renewed his assault on Humphrey along the mountains, while Blanco's brigade made a half-hearted move towards La Angostura, a maneuver which fooled no one. It was a different story with Lombardini's three brigades, all of which moved under cover of a broad ravine just to the south of the Americans and emerged, in brilliant parade-ground fashion, ready to assault the American line. Right behind them came Pacheco's very irregular irregulars, moving in behind Lombardini to his right, while the remaining brigades in Ortega's division remained just to the rear as a ready reserve. About 7000 Mexicans were about to descend on the 2nd Indiana and O'Brien's three guns.
Indiana Brigade commander, Joe Lane, immediately ordered his men to hold at all costs, but his subordinate, William Bowles, either didn't hear this right or didn't want to hear it. After a heavy exchange of fire, he yelled for his men to "… cease fire and retreat!" The Hoosiers, who had already lost over 15% of their men, instantly broke and ran, leaving a huge hole between Humphrey's now-beleaguered troopers on the mountain and Bissell's 2nd Illinois …a hole in which only O'Brien and his three guns stood. O'Brien had no choice but to fall back, leaving a previously captured 4-pounder for the oncoming Mexicans. His retrograde move was instantly covered by a wall of fire from the 2nd Illinois and Sherman's battery, as the entire American line undertook a slow and disciplined withdrawal of some hundred or so yards.
Unfortunately, this move completely isolated the Arkansas and Kentucky troopers at the mountain, all of whom now took to their horses in full flight to the rear. The American left flank no longer existed, and through this huge vacuum swept Juvera's cavalry, headed for the thinly defended supply base at the Buena Vista rancho. It was about 9 A.M., and Santa Anna's plan was working perfectly.
It was at about this time that Taylor returned from Saltillo, along with May's dragoons and Davis' Mississippi Rifles. Taylor quickly took command at La Angostura and sent Wool to reform the slowly retreating infantry. Wool ordered Davis to cover the approach to the hacienda while he sent over the 3rd Indiana and one of Bragg's guns. In the meantime, Steen's dragoons hastened back to Buena Vista to reinforce the Kentucky and Arkansas troops that had halted their retreat there, only to find their respective commanders, Marshall and Yell, in a shouting match over who had seniority. As Juvera's troopers galloped to the charge, the command confusion was too much, and virtually all of the volunteers took off once again. Only Yell and a handful of men, plus the dragoons, remained, as Juvera's brigade charged home.
The van of the charge was most successful, overrunning the remaining infantry, killing Yell in the process. But Steen launched an immediate counter-charge at the center of the Mexican column, slicing it in half. The front portion overran the hacienda and charged right into the face of one of Sherman's guns, which brought them up short in no time. The rear portion of the Mexican cavalry now fell back in disarray, only to be shelled by more American artillery from the plateau to the south.
Juvera, repulsed at the hacienda, now regrouped what he could and turned to the south to charge the Mississippi Rifles and James Lane's 3rd Indiana. Davis, however, had deployed the two regiments in an inverse "V", and Juvera's lancers rode right into it, where the deadly fire from the rifles shot them to ribbons, routing them into a nearby ravine for cover. It was about this time that, several miles to the north, Vincente Miñon's column of lancers, sent ahead on just this mission, emerged from the mountain passes east of Saltillo and charged the American garrison at Saltillo: several companies of infantry and a couple of guns. The charge was mostly half-hearted…and totally unsuccessful. Major Warren's troops made short work of Miñon, with the latter beating a hasty retreat back into the mountains …yet another opportunity lost to unenthusiastic cavalry work.
Back at Buena Vista, Juvera's failed flanking maneuver lead to a short period of inactivity, during which Santa Anna reorganized for the final, big assault. He moved almost all of his troops over to his right and sent them back onto the plateau, under Perez. Again, the numbers were massive, but this time the American line was tighter and reinforced by the well-placed guns of O'Brien and George Thomas. Close-ranged, rapid fire chewed huge holes in the Mexican line. The Mexican soldiers slowed, wavered, and then began to fall back, at which time Colonel John Hardin, assuming it was a full-fledged retreat, ordered a counter-charge by a mixed group of Illinois and Kentucky companies. The Mexicans were anything but through, however, and a fresh brigade of Mexican infantry met Hardin's assault head-on, killing Hardin and pushing the American line back, once again. American artillery fire was causing heavy casualties, but the Mexicans were still moving forward as darkness approached.
It was at this point that Braxton Bragg and his battery arrived. Pushed into the line with guns blazing, Bragg was told by Taylor to maintain his position at all costs: "… double-shot your guns and give 'em hell, Bragg." And that he did. The first round of fire blew away Mexican infantry in bunches, the second stopped them cold, while a third round sent the entire Mexican line scurrying back for cover. Braxton Bragg, a commander whose men so disliked him that they once tried to kill him by rolling a lit shell into his tent, had, in essence, used double-shotted volleys to signal the end of the battle.
Santa Anna tried to get Torrejon's brigade to charge the American line, but they came under withering flanking fire by Washington's batteries, and, as they turned back to the Mexican lines the skies opened and the rain came down in thick, cold sheets. The Mexicans had fought well, but the outnumbered Americans, supported magnificently by their guns, had held. Both sides were so "played out" that a continuation of battle by either side was highly unlikely.
The casualties were grotesque. The Americans lost almost 15% of their men: 665 men killed, wounded (which was as good as being killed given the medical skill of the day) and missing. For Santa Anna, the numbers were far worse: 3533 killed, wounded or missing, almost a quarter of his army. (To be sure, 1900 of those were just "missing" as opposed to being casualties, but the end result was the same.)
Santa Anna reported a victory, based on guns and flags captured …an interesting spin on losing one-fourth your army. From a purely tactical viewpoint the battle was a draw, both sides having been beaten up so badly that neither could continue. However, from a strategic standpoint, it was a huge American victory. Santa Anna was forced to drag his army back to San Luis Potosí with only some 7000 men, less than a third of what he started out with. For Taylor, the victory was bittersweet. Buena Vista had been John Wool's battle; he set it up, and he directed most of the movements. And, although Taylor was, once again, a hero, he was also on the shelf, as the crux of the war shifted to Scott's army moving on Mexico City. Bothered by the relative inactivity, Taylor relinquished command and went home to Baton Rouge. By fall of 1848 he had been elected 12th president of the United States.
DESIGNER'S NOTE: Some of this article appeared, in somewhat different form, in Strategy & Tactics magazine, #212, which, for those interested in more battles from this war, also contains games on the first two engagements of the war, Palo Alto and Resaca de la Palma, plus Rio Sacramento. Information can be obtained from Decision Games.
Additional Rules Applicable To All Battles
(8.29) Mortars. These rather ungainly looking guns—they resembled nothing less than someone trying to blow dinner leftovers out of a big kettle—have some interesting pros and cons, most having to do with their high trajectory fire.
- They may not fire at any target within a two-hex range.
- They may not combine fire with any other guns.
- Terrain effects against artillery fire are halved, rounding down. Thus, the trenchworks on the plateau just east of at La Angostura (BV) do not affect mortar fire (–1 halved, rounded to '0'), but there is a –1 adjustment if it fires into La Angostura through the parapets of the trench (–2 halved to –1).
- Mortars may fire over blocking terrain that is in the adjacent hex (or Monterey "block") …as long as that adjacent hex is not enemy occupied or controlled and there is then a line of sight from that adjacent hex/block to the target.
EXAMPLE #1: The US mortar is in Monterey 3443; the US controls Loma de Independencia (Independence Hill). The mortar could fire at a target in 3041, but not one in 2943, because there is no LOS from 3342/3 to the latter.
EXAMPLE #2: The US mortar is in the Plaza de San Antonio (Monterey); there are no Mexican units in either of the two city blocks directly to the east. The mortar could fire at the Cathedral (on the east edge of the Main Square).
HISTORICAL NOTE: For the most part, mortars were highly ineffective as anti-personnel field guns. They were designed for siege work, although the 10" mortar Taylor had at Monterey was just as ineffective against The Black Fort. The 7" mortar included with the Mexicans at Buena Vista is somewhat speculative, as it does not appear in many of the sources. One also wonders what a Mexican army trying to move across a desert to engage an enemy army in a stand-up battle would want with such a gun …but one learns never to underestimate the capacity of Santa Anna to surprise.
(11.8) SQUARE. Square is a defensive formation used by infantry units to maximize their defensive potential against charging cavalry. It did make them vulnerable to artillery fire and it was often difficult to get a unit out of Square in any semblance of cohesion. Square may be formed during Movement or, with some difficulty, in reaction to an enemy infantry attack or cavalry charge.
(11.81) Who May Form Square: The ability to do this is restricted to units with training. This means the regulars. Only Regular infantry units may attempt to form Square.
- The US Regular infantry are those units that have no "state" designation. E.g., 2 Ind (2nd Indiana Volunteers) is not a Regular unit. The 1st Arty Regiment is.
- The Mexican Regulars are the Line, Ligero, and Activos units.
PLAY NOTE: Dismounted Regular US cavalry—the Dragoons—may form square. It was part of their Indian fighting training.
(11.82) Forming Square during Movement: Non-disordered Regular infantry units that are not adjacent to an enemy unit, and are under Advance or Attack Orders, may form Square as part of Movement. It costs a unit two (2) MP to form Square. Place a "Square" marker on top of the unit.
(11.83) Standard stacking restrictions apply. If the unit was in Line Extension, simply remove the extender markers when they go into Square. In addition, one artillery unit may remain if stacked with an infantry forming Square, but it may not move into a hex with infantry in Square. Once stacked in the Square, it may not move out until the units leave Square.
(11.84) Forming Square as Reaction: Non-disordered Regular infantry units, under Attack or Advance Orders, may attempt to form Square when in danger of being charged (11.5) by cavalry. The decision to do so is made immediately after the charging unit announces it is doing so, and which hex is the target, but before the cavalry undergoes the Charge UDD (11.54).
The player attempting to form Square, then undertakes a UDD for the unit:
- Pass means it forms Square
- Fail means it does not, and is Disordered.
(11.85) Square Facing. All hexes surrounding a unit in Square are considered Frontal.
(11.86) Effects on Combat and Movement Square has the following effects on combat situations:
- Units in Square subtract one (–1) from pre-Shock DR (not add one, as in 11.55).
- Subtract one (–1) from all combat-related Disordered and Rally die rolls for units in Square. This does not apply to die rolls for entering/leaving Square.
- Units in Square are treated as Massed Targets, regardless of the number of SP's in the hex.
- Units in Square have a Movement Allowance of one. Not one hex, one MP.
- Units in Square may not Shock, nor may they enter an enemy ZOC.
- Units in Square are automatically under Attack Orders, regardless of what the rest of the Command is doing. However, they cannot use Refuse.
(11.87) A unit in Square may fire at more than one target/hex. If doing so, the player divides/distributes the firing strength points amongst the target hexes in any fashion he wishes, as long as:
- No target hex may be fired at by more than one-half (1/2) the unit's strength (even if firing at only one hex!); and
- The usual 8.31 maximum is now observed for any one target.
EXAMPLE: An 8 SP infantry regiment is in Square. It may fire 4 SPs into two different hexes.
(11.88) Leaving Square takes the place of Movement. It also requires a Cohesion check die roll to undertake successfully. Roll one die and compare it to the unit's Cohesion Rating. Make the following die roll adjustments:
- If the unit is Disordered, add one (+1);
- If the unit is adjacent to an enemy unit, add two (+2).
- If the unit is stacked with a leader, subtract two (–2).
If the adjusted die roll is the same as or lower than the unit's Cohesion Rating, the unit successfully leaves Square; if it was Disordered while in Square it is no longer Disordered.
If the adjusted die roll is higher, it leaves Square but becomes Disordered. If already Disordered, it Routs. Units leaving Square assume their command's Orders if In Command; if Out of Command, they are under Advance.
(11.89) Units in Square may remain in Square if Disordered.
Buena Vista
February 22–23, 1847
Preliminary Information
Buena Vista is the "biggest" battle of the war, a classic confrontation between a small, mobile army emphasizing firepower, and a considerably larger, but slower, Euro-Napoleonic-style force. As such, we recommend players have familiarity not only with the system, but with the various pluses and minuses each army has …as these will often be the telling factors.
There are two BV scenarios: the February 23rd scenario, and the Full-battle, which covers the tentative skirmishing and positioning of the 22nd.
Map Scale. Each hexes covers c. 110 yards from side to side …or 80 yards, depending on which source map you think is more reliable. We had at least a half dozen maps, some US, some Mexican, and a few from that period. The numbers varied, but not enough to make a major issue over it.
Length of Game. Not as long as the usual GBACW dice-burner, but at least six to eight hours for a complete game would be about normal.
Balance. This is a battle that, on the surface, the Mexican Player should have a fairly easy time winning. He outnumbers the gringos by 3–1, and he has some fairly good units with him. However, several factors are working against him: general army fatigue, a large number of untrained units (both factors represented, initially, by the low Cohesion ratings), and the usual mediocre to miserable subordinate command staff.
For the US player, desperation will be rampant most of the time. He has far too many volunteers, several of whom cut and ran more than once during the actual battle. What he does have is a very independent command system, the usual American superiority in artillery (this is the battle on which Braxton Bragg dined out for decades), and units like Jeff Davis' crack Mississippi Rifles (more dining out for Davis). It's "Ten Holes and Five Fingers" time for the gringos.
Historically, Buena Vista was a tactical draw, with both sides taking a beating. Strategically, with Taylor still holding his position, it was a US victory …but a very close one. Had Santa Anna had the capability of sticking it out for another day, or of coordinating his attacks, it could have been an impressive Mexican win.
Given evenly matched players, the Mexican has a slight advantage …providing he can keep his troops in some semblance of order …and stay away from the US artillery.
Changes To Basic Rules
PLAY NOTE: Some changes are covered in greater detail in the Special Rules.
5.0 The Activation System
(5.34.) Neither side may use Brigade Coordination at any level of command.
(5.4.) Efficiency Transfer is not used.
6.0 The Orders System
(6.2) Brigade Orders Change. For the US, this applies to the individual Regiments.
10.0 Fire Combat
(10.61) Mexican artillery may not move and fire in the same Phase.
11.0 Shock Assault
(11.5) US Irregular (Volunteer) Cavalry may not Charge.
13.0 Morale and Rally
(13.2) Brigade Combat Effectiveness. For the US, this applies to Regiments.
(13.3) Division Combat Effectiveness is not used.
(13.42) Mexican leaders may not be used to affect/help Rally in any way, other than specifically stated in the Special Rules.
14.0 Special Units
(14.2) Mexican cavalry may not Dismount.
15.0 Engineering
(15.1) Constructing Breastworks is ignored; no one may build breastworks. The US breastworks are discussed in the Special Rules.
Special Rules Applying To Both Scenarios
Terrain
The battlefield of Buena Vista is almost surrealistic, one which provides some unusual problems for both sides.
The area is essentially a valley between two rather forbidding mountain ranges, one of which can be seen encroaching on the field in the SE portion of the map. Extending from this mountain is a series of ravines, dug out over the eons by now (for the most part) forgotten rivulets. The sides of some of these ravines range from tough-going, to difficult, to almost impossible; e.g., the sides of the plateau near La Angostura rise some 40–50 feet straight up. Aside from the difficulties in traversing such obstacles, in forming these deep cuts, the rivulets managed to deposit a good deal of "debris", mostly in the form of stones, rocks, boulders and whatever. What is indicated on the map as "streams", are nothing more than an inch or two of trickling water. These, together with some minor tree growth, made moving up and down the ravines a major problem for cavalry and artillery.
On the other, western side, is a spectacular series of gullies through which runs …actually dribbles …what's left of the river that formed them. These narrow gullies have almost vertical, 20–30 foot sides, rendering them uncrossable to all but the most determined infantry. Even then, it is not recommended. About the only feasible crossing on the map is to the rear of La Angostura (which is treated as a stream hexside), which is where McKee crossed over before the battle began. (They're there to guard a rather tortuous mountain trail that Santa Anna could have used to by-pass Taylor's position. Santa Anna did not so choose because of the difficulty of using that trail. See the Optional Rule on this, below.)
The restricted passage between the spurs and the gullies—at 1632/1633—is appropriately named La Angostura, The Narrows. And narrow it is —40 feet from the spur to the gully (or, realistically, about 15% of a game hexside!!). To reinforce this passage, General Wool had his men dig a ditch during the night of 2/22, backed by a parapet of earth, behind which the infantry stood. Thermopylae, Mexican-style. The spur immediately above and to the east of La Angostura was further protected against enemy fire by a somewhat haphazard breastwork.
Special Facing Rule [7.1] Units in 1632—La Angostura—face the hexside, not the vertex. The three hexes to the front—1532, 1633, 1732 (albeit across the slope)—are its frontal hexsides; the other three, it's "rear". Fire may directed into/through any reachable hex within the arc between 1036-1532 and 1633-1733-2336, etc.
The Trench and the Breastworks: The defensive benefit of these hexsides apply to those units in 1632, north of the hexside, inside the "teeth" …and only through those hexsides. However, the trench and the breastworks do not exist during the February 22nd turns, until the Night-2 turn. (They were constructed during the night after the first day of battle.) Of course, they can be so constructed only if the US player occupies the appropriate hexes during the Night-2 turn. There is no cost to doing this; they just appear at the beginning of the 0600 turn.
The Elevation changes are relative …scale varies, depending on the location. However, the map differentiates among:
- Gradual Slope: a change in elevation without a slope indicator. Thus, while 2142-2242 and 1731-1730 both represent changes from Level 1 to Level 2, the former is distinctly abrupt, almost cliff-like, while the latter is quite gradual.
- Steep Slope: any change in elevation of around 30–45º or so.
- Sheer Slope: any change in elevation that is closer to straight up than what "steep" represents. For all intents and purposes, these are uncrossable militarily.
- All Level 5 and 6 hexes are considered Rough hexes.
The Gullies, as discussed above, are crossed with great difficulty, and only by infantry. And, yes, the +5 cost means units with only 5 MP available may not cross them …ever.
The light woods on the map are mostly sparse, single-lines of trees that dotted the countryside. They aren't much of a hazard or obstacle, but they do allow us to throw in a little green.
The roads are nothing more than dirt paths beaten down into the stony ground by years of use. The Road halves all elevation change costs, rounding down; it also negates any "d" or "D" effects. The Road has no effect on streams or the trench. The face changing benefits for roads apply.
Buena Vista is a hacienda; officially, "Hacienda de la Buena Vista". It had four, maybe five, ill-kept, adobe, flat-roofed buildings, militarily usable only by small detachments. In the words of one of the battle participants, it was a "… dirty, insignificant little rancho." Because it was slightly uphill from the valley and plateau to the south, it provided a marvelous location from which to watch the developing battle.
Disorder Terrain: Note that some terrain types require a UDD/Disorder die roll (small 'd'), while others are automatic Disorders (large 'D'). The d/D applies as soon as the unit enters such hex or crosses such hexside, and it applies each time such movement takes place. Units that are already Disordered may not enter auto-D hexes or cross such hexsides, and that restriction includes retreat movement resulting from combat.
Line of Sight: To make things easy, there is no terrain, other than change in elevation, that blocks LOS. That includes those trees that dot the countryside, which were pretty sparse at best. The desultory, rundown buildings of the hacienda are too dispersed to affect LOS. Some difficulty arises, though, when the slopes come into play.
Target on lower elevation: both sheer and steep slopes act as blocking terrain for small-arms fire and artillery firing at a range of four hexes or less if the slope hexside is closer to the target unit than the firing. Halfway is considered closer to target. (With fire range being '2' for most units, this is a problem that occurs rarely.) The slopes do not block artillery firing at 5 or more hexes.
Target on higher elevation: the sheer or steep slopes block LOS only if firing unit is firing through a (higher) slope hexside that is part of the firing hex—unless the target is directly adjacent.
Units may always fire into adjacent hexes through slope hexsides (with some drm's for the tendency to fire high when firing at targets that are much higher or lower). However, because of the difficulties in depressing and raising the guns, artillery may not fire into an adjacent hex separated by a sheer or steep slope hexside, whether higher or lower.
DESIGN NOTE: As for the mountain in the SE corner of the map, by the time you get past level '6', you're into "straight up" the mountainside. Level 6 represents the farthest limit a military unit could go on this rather formidable mountain range.
Courage
Some of the leaders—on both sides—showed a definite tendency towards wobbly legs, soft spines, and a desire to return home. These leaders are indicated with a "+" next to their Profile Rating.
Any time any "+" Leader is within one hex, or stacked with, any unit from his "side" (whether it is his command or someone else's) that is the (defending) subject of a Shock attack, before resolving that Shock, that leader's Player rolls the die.
If the DR is a '0' or a '9', the leader in question has turned tail and bolted. Place a "Bolted" marker on that leader; he is not "in play". At that instant, and before anything else is resolved,
- The units from his command are now Out of Command (until, at best, their next activation).
- Undertake a UDD for each combat unit in that leader's command that was within his range at the moment he Bolted. If it fails, it is Disordered (as if from Shock).
The next time that unit is Activated, before doing anything else, the player rolls to see what the leadership status of that command is. Roll the die:
- If the DR is a 0–1, the "Bolted", no leader status remains in place.
- If the DR is a 2–3, remove the Bolted marker and flip that leader to his Replacement for the remainder of the game.
- If the DR is a 4–9, the fellow has come to his senses—a little cold water and a couple of sharp slaps across the cheeks probably helped—and returned to command. Remove the Bolted marker, and that leader is back to his original condition. (And he can still Bolt again!)
Thunderstorms
Starting with the 1300 game-turn of 2/23, either player rolls the die at the end of the Orders Segment (II). If he rolls a '0' or a '9', a thunderstorm has broken loose, with the following effects:
- All MAs are halved, rounding up.
- No unit may cross a Sheer or Steep slope.
- Command Ranges are halved.
- Artillery range maximum is seven (7) hexes.
- There is an automatic –1 when firing any unit during a thunderstorm.
- If a small-arms unit fires during the storm, if the die roll used to resolve that fire is a natural "even", that unit incurs an Ammo Depletion of 1 level. (This represents the problems with wet powder, and is obviously used only when using 10.9.)
Thunderstorms last only one turn, and there is only one Thunderstorm per game. Once a storm occurs, do not roll for it again.
Mexican Special Rules
Mexican Command Efficiency and Activation
Santa Anna is the Overall Commander. The Mexican Player gets four Efficiency markers (1, 2, 3, 4). These apply to all units in Santa Anna's Army, as follows.
Santa Anna in the Mexican Staging Area:
- All Infantry Division Commanders, and all Cavalry Brigadiers in the MSA get that Efficiency that turn.
- All Infantry Division Commanders, and all Cavalry Brigadiers on the Map get that Efficiency, minus one (to a minimum of 1).
Santa Anna on the Map:
- All Infantry Division Commanders, and all Cavalry Brigadiers on the Map and within Santa Anna's Range get that Efficiency that turn.
- All Infantry Division Commanders, and all Cavalry Brigadiers on the Map and not within Santa Anna's Range that Efficiency, minus one (to a minimum of 1).
- All Infantry Division Commanders, and all Cavalry Brigadiers in the MSA get that Efficiency that turn minus one (to a minimum of 1).
Reinforcements: Use the AM listed for the turn of arrival.
EXAMPLE: At the start of a Turn, Santa Anna is in his Command Box in the MSA and the Mexican Player draws the '3' Efficiency Marker.
- Pacecho (I Division) is in the MSA, as is Mejia's Brigade. They get 3 AM; but Uraga is on the map. He gets only 2 AM.
- Lombardini (II) is on the map, so all his In Command and MSA brigades get 2 AM. Any brigades outside his range get only 1 AM.
- Juvera (2/Cav) is in the MSA; he gets 3 AM (as Cavalry does not need a Division Commander to relay Efficiency).
- Artillery always gets 3 AM (2 regular, one extra for the San Patricio's, as below).
Mexican Cavalry
The four Mexican Cavalry regiments are activated when the Cavalry AM is drawn. They are independent of any Division Command, and they do not suffer any penalty for being out of any Division Commander's Range.
The Mexican Staging Area (MSA)
The Mexican Army does not use the reserve Rules (6.3). They may not be placed In Reserve. The abilities of 6.3 are replaced by these MSA rules.
The Mexican Staging Area has a box for each Mexican brigade. All Mexican units enter the game-map, from the MSA, through hexes 1549-1949 inclusive.
Movement Into/Out of the MSA
It costs 1 MP (any/all types of units) to enter 1549-1949 from the MSA …and vice versa. Only units exiting (retreating off) the map through 1549-1949 may enter the MSA; all other units are eliminated if they leave the map through any other hex. US units may not enter the MSA; those that attempt to do so are treated to a fandango, given a brief (?) speech from Santa Anna, and then thrown to the coyotes. (It is somewhat difficult to tell which of the last two is worse.)
Routed Units
Mexican units that rout are placed in their MSA Box.
The Mexican Player may attempt to Rally any Routed units in the MSA, in Phase IV/B/2. To do so, he undertakes a UDD.
- If the same as or lower than the rating, the unit is Rallied to Disordered status (retaining any Hits).
- If higher than the unit's Disordered Cohesion, it remains Routed and loses a SP.
He may adjust the die roll as follows:
- If Santa Anna is in his Command Box in the MSA during this Phase, subtract one (–1) from the die roll.
- If it is a Night Turn, subtract one (–1) from the die roll.
- For each intact (all units in the brigade) cavalry brigade in the MSA, subtract one (–1) for each such brigade. No units in the cavalry brigade may be Disordered or Routed.
Fatigue and Disorder
Mexican brigades can reduce Fatigue only if they (all units) are in their MSA. 17.43 applies, but only if the entire brigade spends the turn in its MSA.
PLAY AND HISTORICAL NOTE: Obviously, as the game progresses, the Mexican Player must start making choices as to whether Santa Anna is best on the field, running the show, or back in the rear, flogging the troops onward. Historically, he did a bit of the latter, hanging a prospective deserter every so often to stiffen a wobbly spine or two.
Santa Anna's Personal Guard
The two Hussars of the Guard of the Supreme Powers cavalry units are Santa Anna's personal guard. They stay stacked, in the same hex, with him, and goes wherever he goes, moving at the same rate. They may not attack, charge or do anything other than move when so attached. They do defend normally, of course.
Mexican Off-Board Movement
The road leading off-map at 1033 is a rather rough, mountain trail that skirts the rather imposing mountains just off the west edge and ends up several hundred yards behind the Mexican Staging Area! Santa Anna was very much aware of it and seriously considered sending some troops to flank Taylor, which is why McKee is sitting where he is on the morning of February 23rd. (Wool was also aware of it.) The prevailing opinion is that Santa Anna chose not to do so because it was a difficult trip over rutted, narrow paths, which pretty much obviated bringing artillery. Justin Smith, however, visited the battlefield several times and stated that the trail was a viable infantry path, albeit a rough one. Knowing all this, we have the following rule.
At any one time during the game (either one or two-day battles) the Mexican Player may remove any one infantry brigade (all units) from its Staging Area Box and place it in the Mexican Off-Map Movement Box. Neither Artillery nor cavalry may be placed in the Off-Map Box. This requires the use of that command's entire AM. When the Mexican Player places a brigade in the Off-Map Box he takes the three Off-Map Movement markers—one with an '8', one with a '10' and one with a '12'—and puts them in a cup, randomly drawing one. This is the number of AMs that the brigade will take to reach the western edge of the map (as below). He keeps this marker secret until it has to be revealed.
When the brigade reaches the western edge of the map the Mexican Player may now do one of two things:
- He may (attempt to) enter the brigade through any hex within two hexes of 1033. Units so entering may move into an enemy ZOC, but they may not enter a US-occupied hex …nor may they fight their way onto the map. (Let's keep these rules to a workable length, OK?) After that, they're on their own. If the units cannot enter, they remain off-map until they can. Or,
- He may return the brigade to the Staging Area. Use the Off-Map Movement markers as above and add +2 AM to represent fatigue from the original march.
Any Mexican unit of the brigade forced to retreat must retreat towards 1033. Units attempting to enter via 1033 may not be resupplied if Out of Ammo.
PLAY NOTE: Using this rule helps the Mexicans, tipping the balance somewhat in their favor.
Mexican Small Arms Fire
The Mexican infantry was armed, mostly, with muskets. That wasn't the problem. The problem was that the powder the Mexican Army used was of inferior grade, requiring the soldiers to often double the amount used to get an adequate charge. This resulted in a shoulder-smashing kick, to which the soldiers adjusted by firing their muskets from any physical position other than against the shoulder. The result of all this was that their musket (and rifle) fire was less effective than it could have been.
When using the Small-Arms Fire Table for Mexican "M", "C", and "R" weapons (but not those peculiar escopettes [E] the cavalry carried) the Mexican player subtracts one (–1) from each and every such die roll.
Mexican units may not use Prepared Fire (10.5) under any circumstances.
Mexican Lancers
Most (if not all) Mexican Cavalry was armed with lances. They were thus more in the Napoleonic mode than the US mounted troops. Lance-armed cavalry (L) adds one (+1) to the resolution of all Charges.
PLAY NOTE: This means the Mexican lancers get a +2 for Charging, not just a +1.
DESIGN NOTE: Mexican cavalry used either carbines or escopettes. Which units used which is almost impossible to tell. So we gave the regular line units the carbines and the rest the escopettes.
Mexican Artillery
Mexican artillery batteries may not be assigned to any brigade or division. They fire only
- when the Mexican Artillery AM is drawn, and
- in Reaction.
The Mexican artillery has three AM every turn. With two of them, any/all Mexican guns can fire. With the third AM, "San Patricio Only", only the guns of the San Patricio batteries may fire.
PLAY NOTE: Mexican canister/grape is so ineffective because of poor powder/shot.
Los Zapadores
Los Zapadores were an "elite" infantry unit of "engineers" (sappers) under the direct command of General Santiago Blanco. The Zapadores
- may be assigned/attached to any infantry brigade at the beginning of any turn that both the Zapadores and the brigade of Assignment are in the MSA, and Santa Anna is there, too. Otherwise, they stay in the MSA, or on the field if already assigned.
- may be treated as an Independent command, using whatever the Mexican Efficiency marker is for that Turn (and the Zapadores AM).
Miñon's Marauding Minions
The cavalry brigade of General Vincente Miñon had been sent east, through the mountain passes, with orders to attack the rear lines of communication of Taylor's army at Saltillo. It did so, in rather desultory fashion, and was easily repulsed by the Saltillo garrison (four companies of Illinois foot, one from the Mississippi Rifles, a six-pounder from Bragg's battery, plus some heavy howitzers under Captain Webster.) (Another such column of cavalry, from Santa Anna's "Division of Observation", under General José Urrea, had better success to the north, disrupting supply and travel from Monterey for a month or so!)
We feel that Miñon would never have been a factor in the battle (there is little, if any, evidence to indicate he would have turned south to aid Santa Anna). At best, his horses would have been in pretty poor shape even if he had had some success at Saltillo. So, for those of you who feel that the Mexicans need yet another useless brigade of 1000+ men, here's what you do.
Starting with the 1200 turn of 2/23, in any turn in which the Mexican Player draws an Efficiency Marker of '3' or more for his Cavalry, he may use that entire turn's Cavalry Efficiency to bring in Minon. This means that the only AM placed in The Pool is one Minon AM, plus one AM, each, for the other cavalry commands.
Miñon's brigade may be brought in through any three contiguous hexes along the NE border of the map between 3801 and 4810. All units in Minon's brigade arrive with a Fatigue Level of '2'.
The turn following Minon's arrival, the US Player has available as a Reinforcement:
- 2 Illinois 'd' infantry (Bissell), and
- a 1-gun 6-pounder from Bragg's C, 3/US battery.
They enter as Independents through 1301 or 1601; if they cannot, they do NOT enter at ANY time. They may use March Orders, if eligible.
Special Rules For The United States
U.S. Efficiency and Activation System
By the time of Buena Vista, most of Taylor's regulars had been stripped away and sent to Winfield Scott for the Vera Cruz expedition. They had been replaced by untested volunteers to such an extent—of the 4700 men available, only 700, including artillerists, were regulars—that virtually all semblance of command hierarchy had disappeared. However, because the US army was composed of such small units, and, perhaps, because they were volunteers, they displayed a remarkable independence of action at BV. The command system for this battle is adjusted accordingly.
The US Command Hierarchy is very simple. Taylor is Overall Commander; Wool is a sort of second OC, with both functioning, in game terms, as Corps (probably more like Division) co-commanders. Below that, all "commands" are regiments, each with a regimental commander who functions like the Basic Rules' brigadiers.
The US Player draws only one Efficiency Marker per Turn, from which he gets AM for only three groups: "Taylor", "Wool", and "Independent".
In the Activation Efficiency Determination Phase (II/A), the US Player must designate each of his regiments and batteries/section as belonging to one of these groups. Regiments may belong to a Taylor or Wool Command if the regimental leader is within that commander's range. Otherwise, they are Independent. See, below, for artillery.
There is a series of boxes for each Regiment, onto which the US Player places his Command Indicator. The assignments made in II/A last the entire turn. Units under Taylor/Wool may receive "Division Orders", even though they are actually only regiments.
Units operating under Taylor or Wool use the drawn Efficiency marker, without any adjustment, and that commander's AM. For example, all Taylor-designated regiments are activated when a Taylor AM is drawn.
The mechanic for Independents, though, is somewhat different. The Independent AMs are numbered 1–4. The specific # of AMs placed in The Pool is that of the maximum possible Efficiency any individual Independent could have that turn.
Independents use the turn's Efficiency marker, minus one, and then adjusted by the Regimental leader's Orders Rating, and the Independent AM. Thus, drawing an Efficiency marker of '3', reduced automatically to a '2', and a leader with a +1 Orders Rating, that Independent will have 3 possible AM that turn. To indicate this, place an Independent Marker, information side down, atop that Leader. That marker will indicate that the Leader will be activated when Independent AM 1, 2 or 3 is drawn. If Independent AM '4' is drawn (if in The Pool), it is not activated.
PLAY NOTE: A Regimental leaders' Order's Rating is used, therefore, for two mechanics:
- Changing Orders during an Activation (as per 6.2).
- Adjusting that Regiment's Efficiency for that turn.
EXAMPLE: There are three independent regiments. The US player draws a '3' Efficiency for that Turn, which is automatically reduced to a '2'. One regimental leader is a +1, one a 0, one a –1. This means that the US Player will have, available, three Independent AM—#'s 1, 2 and 3—that turn. Three AMs numbered 1-2-3 are placed in The Pool and the leaders marked accordingly. The +1 regiment (with a 3 marker) will be activated when 1, 2 and 3 are drawn; the '0'—led regiment (with a 2 marker) when 1 and 2 are drawn, the '–1' led regiment (with a 1 marker) only when the '1' AM is drawn.
US Artillery
US Artillery units activate either as Independents (all artillery units stacked with or adjacent to another artillery unit), or, if within Taylor or Wool's Range, as part of a regiment (and so designated when the Taylor/Wool assignments are made). When Independent, US artillery has an Orders Rating of +1.
Saltillo
Taylor's main base of operations was the city of Saltillo, about 5–6 miles north of Buena Vista. Taylor had received word that Miñon's cavalry brigade had circled to the east, slipped through the passes, and was headed towards Saltillo. With Saltillo defended by only a minimal garrison, Taylor was rather worried that his base would be taken and his army would be trapped.
Therefore, each turn, starting with the 1700 turn of 2/22, the US Player rolls a die in the Initiative segment. If he rolls the DR listed on the Turn Track Taylor, all of the 1st Mississippi, the Texas Rangers, and the 2nd Dragoons (with May), are immediately removed from play. If they are still on the map by the 2000 turn, they are automatically removed at the beginning of that turn.
Taylor, and all of the departing combat units, return to the game, as Reinforcements, (through hex 1601) in the 2/23, 0600 game-turn.
The Texas Rangers
There is a detachment from Hays' regiment of Texas Rangers (see Monterey), led by Ben McCulloch. The Rangers pretty much did what they wanted (and much of what they did do wasn't very pretty), although, as cavalry, they are nominally attached to Lt. Col May. To reflect their independence of thought and action, the US player may either use them as part of May's cavalry, or he may use them as an individual "regiment". For this purpose, McCulloch's Rangers are considered to have an Orders Rating of +1, and an Action Profile of Aggressive.
Marshall as Cavalry Commander
Humphrey Marshall was the de facto cavalry commander for the battle, serving as a sort of ersatz brigadier. To represent this, Marshall may command—in addition to his Kentucky Mounted men —any three, non-regular cavalry units (counters) …the Texas Rangers are considered regulars for this purpose …within his range, whether they are mounted or dismounted. These "attached" cavalry are so designated in the Activation Efficiency Phase (II/A), and such designation lasts for, at least, that turn, and until designated otherwise (in a subsequent II/A).
Captured Mexican Guns
John Washington's B, 4US battery contains two captured, Mexican four-pounders. The battery personnel was not as trained in their use as their standard caliber, and the limbers and caissons were not the same type Ringgold had had installed to make the artillery "flying". Thus, they have a reduced Movement Allowance.
Buena Vista Scenarios
The One-Day Battle; February 23
This scenario simulates the main battle, beginning with the unfolding of Santa Anna's initial attack. There is no information as to how many losses were taken by units on the 22nd, although the fighting was minimal. Therefore, no units start with any reduced strength. The game starts with the February 23rd, 0600 game-turn and ends either when one side Withdraws, or at the end of the 2000 game-turn.
The Mexican Player automatically has the Initiative for the 0600 game-turn and may deliberately choose any AM available. No units have any Fatigue.
Initial Deployment, United States Army of Occupation
Cavalry is listed as mounted or dismounted and Specific Orders are given. If none given, choice is up to the Player. Units may be faced as desired.
| Hex | Units |
|---|---|
| 2014 | Taylor |
| Anywhere | Wool |
| 1912 | May; 2 Dragoons [March] |
| 1810, 1910 | Davis; MS Rifles (Mounted) [March] |
| W/i 1 hex 1729 | Jm Lane; 3 IN (all) |
| 1632 | 1 IL 'c', B, 4 US guns (two 6's, two H12's) [Attack] |
| 1732 | Hardin; 1 IL 'b' [Attack] |
| 1833 | 1 IL 'a'; B, 4 US (two 6's, two 4's) [Attack] |
| 3135 | McCullough's Texas Rangers (Mounted) [Advance] [a] |
| 3236 | 1st Dragoons (Mounted) [Advance] [a] |
| W/i hex of 3936 | Yell; AR Cav 'a', 'b' (Mounted) [Advance] |
| 3038, 3138 | McKee; 2 KY 'a' 'b' [Attack] |
| 3239 | E, 3 US battery (all guns) [b] |
| 3339, 3440 | Bissell; 2 IL 'a' 'b' 'c', Texas Foot [Attack] |
| 3541 | C, 3 US (all guns) |
| 3642, 3742, 3843 | Bowles, 2 IN 'a' 'b' 'c' |
| 4243, 4444 | Marshall; 1 KY Mtd 'a' 'b' (Mounted or Dismounted) [Orders Player's Choice] |
| 4546, 4547 | 1 KY 'c', AR Cav 'c' (Dismounted) [Attack] [c] |
[a] Treat these as one "command", at least to start the game.
[b] The actual whereabouts of some of the US guns on the morning of the 23rd can get a mite confusing. We've chosen the simplest one.
[c] The Arkansas 'c' is under the command of Marshall.
Initial Deployment, Mexican Army of the North [a]
Cavalry is listed as mounted or dismounted. Specific Orders are given. Units may be faced as desired. No units have any Fatigue.
Starting in the Mexican Staging Area: Mejia's Brigade (3/I); all of Ortega's Division (III); Andrade's 4/Cavalry.
| Hex | Units |
|---|---|
| 1946 | Santa Anna; the Hussars |
| 1641 | Zapadores (Independent) [Advance] |
| W/i 1 hex of 1943 | Juvera's 2nd Cavalry; Torrejon's 3rd Cavalry [Advance] |
| 2144 | Leon Artillery battery |
| 2145, 2246 | San Patricio Artillery battery |
| 2945 | Ballarta Artillery battery |
| In any Level 1 hex from 2243/4 – 2743/4 | Pacheco (I), Uraga's Brigade (5/I); All of Lombardini's Division (II) |
| 3946 | 4 Line Infantry (Guzman) [a] [Advance] |
| 4246-9 | Ampudia's Light Brigade [Attack] [b] |
[a] The 4th Line infantry is assigned to Ampudia's Brigade and is considered part of that brigade for the remainder of the game.
[b] Ampudia's good Orders rating, when compared to his ratings for the first three battles, is based on his performance (and unusual energy) at Buena Vista.
The Two-Day Battle; February 22-23
The game starts with the February 22nd, 1300 game-turn and ends either when one side withdraws, or at the end of the February 23rd 2000 game-turn (when Santa Anna's supply situation dictated his abandoning the battlefield.) It allows the players to recreate the original maneuvers prior to the next day's fighting.
The Mexican Player automatically has the Initiative for the first game-turn.
For the first turn, the Mexican Player automatically, without drawing, has an Efficiency of '3'. The US draws.
Initial Deployment, United States Army of Occupation [a]
Cavalry is listed as mounted or dismounted. If none given, choice is up to the Player. Unit Orders are up to the Player. Units may be faced as desired.
| Hex | Units |
|---|---|
| 1629 | Taylor [b] |
| 1632 | Wool; 1 Ill a; B, 4 US (two 4's, two 6's, two 12H's) |
| 1732 | Hardin. 1 Ill b |
| 1833 | 1 Ill c; B, 4US (two 6's) |
| W/i 1 hex of 1729 | 3rd Indiana; James Lane |
| W/i 1 hex of 2128 | 2nd Indiana; Bowles |
| W/i 1 hex of 2734 | 1st Dragoons (Mtd) [c] |
| W/i 1 hex of 2936 | 2nd Illinois (a, b, c); 1st Texas Foot; Bissell |
| W/i 1 hex of 3138 | 2nd Kentucky; McKee [e] |
| W/i 1 hex of 3440 | Arkansas Cavalry (Mtd): Yell [d] |
| W/i 1 hex of 3740 | 1st Kentucky Mtd (Mtd); Marshall |
| 2834 | E, 3US battery (three 6-pounders; one H12) |
| 2631 | C, 3US battery (two 6-pounders, one H12) [e] |
| 1524,1625 | 1st Mississippi Rifles (Mtd); Davis |
| 1809-10 | 2nd Dragoons; Texas Rangers; May |
[a] Although all sources agree as to which units were present, few agree on exactly where they were when the battle started on 2/22. Our deployments used those sources which tended to place units before Santa Anna's arrival south of La Angostura.
[b] Also problematical, as with [a], is the location of Taylor, the Mississippi Rifles, and May's 1st Dragoons. They left with Taylor when he returned to Saltillo the evening of the 22nd and were not involved at all in the preliminary fighting of the 22nd. There is some indication both units were being held, in reserve, far to the rear—which is where we have placed them. See the Saltillo rules, below.
[c] Any one of May's cavalry units may be attached to any other commander, simply by being within the latter's range.
[d] Detachments from these units were sent across the gullies, to the west, to guard the approach on that flank (c. hex 1021). Exactly when is a good question.
[e] One of Bragg's six-pounders is with the Saltillo garrison.
Initial Deployment, Mexican Army of the North [a]
No Mexican units start on the map. Some start in the Mexican Staging Area (see below); the rest enter the game as Reinforcements. All Mexican reinforcements, as well as those that start the game in the Staging Area, are at Level –1 Fatigue.
Starting in the Mexican Staging Area: Santa Anna; the Hussars; Ampudia's Light Bgde; Pacheco (I), Mejia's Brigade (3/I);
Reinforcements (All during 2/22)
| Turn | Units |
|---|---|
| 1300 | San Patricio Arty Battalion; Juvera's 2nd Cavalry Brigade; Zapadores [3 AM; Zapadores arrive with the Cav AM] |
| 1400 | Uraga's Brigade (5/I) [2 AM] |
| 1500 | Torrejon's 3rd Cavalry Brigade [2 AM] |
| 1600 | Lombardini (II); Conde's Brigade; Perez's Brigade; de Leon Artillery Battery [3 AM; Artillery only 2 AM] |
| 1800 | Ortega (III), Guzman's Brigade (4/III); Terres' Brigade (6/III); Parrodi's Brigade (7/III); Andrade's 4th cavalry Brigade; Ballerta's Artillery Battalion [3 AM; Artillery only 2 AM] |
Rules Applicable Only To The Two-Day Battle
Mexican Reinforcements
It costs arriving reinforcements one AM to be placed in its Mexican Staging Area box. All Reinforcements enter the game in Advance Orders.
Mexican Fatigue
As noted, above, the Mexican Army was not in good shape. It had lost 25% to attrition over the last month on its march across the desert from San Luis Potosí, had not eaten in the last 12 or so hours, and had slept little, if any, the previous night. Santa Anna would have been wiser to allow his army to rest at Agua Nueva, just south of Buena Vista, before joining battle …but he chose otherwise and, on the 22nd, was forced to use an army whose effectiveness was severely reduced by fatigue.
To simulate this, all Mexican reinforcements, as well as those that start the game in the Staging Area, are at Level –1 Fatigue.
Reassignment of Mexican Line Infantry
As festivities started on the morning of the 23rd, Santa Anna reinforced Ampudia's light brigade with a regular line unit—the 4th Line—from Guzman's brigade. The player may "Re-create" this, if he wishes, at any time starting with the 0600 2/23 turn. He may transfer any single Line Infantry regiment to Ampudia's command for the rest of the game, if the regiment is either
- within Ampudia's Range, or
- in the MSA, as is Ampudia's brigade.
PLAY NOTE: This is not available for the 2/23 scenario, as the 4th Line has already been reassigned.
Straggler Recovery
US Units use the normal rule (16.2); Mexican units may recover Stragglers only if in the MSA.
"What If?" Santa Anna Rested His Men
The following, "alternate history" rule is highly optional; it is included for those who wish to explore the avenues of possibility.
Assume that Santa Anna realized that his army was at the end of its emotional tether and decided to let them take a breather at Aqua Nueva. He thus starts the battle one day later (same time, though, as he still had to get to La Angostura). None of his units have any Fatigue Level.
However, the US Player may redeploy any/all of his on-map units as he sees fit, as long as no unit deploys in a hex ending in —44 or higher.
Winning the Game
Santa Anna's objective is to put Taylor's army hors de combat for a while, so that he can turn his attention to Scott's coming invasion at Vera Cruz. He can do this either by "destroying" Taylor's army, or by cutting Taylor's LOC so that the latter is forced to retire far to the north. Taylor, of course, is trying to avoid either of these; if he can retain the field at the end of the battle, he has "won the day"—regardless of what losses he takes (for the most part).
Automatic Mexican Victory #1: If, at the end of any turn, the Mexicans control 1601, 1809, and 1810, and there are no US units on or adjacent to the road 1601-1810, the Mexican wins.
Automatic Mexican Victory #2: All US commands, other than the artillery, are Combat Ineffective.
Automatic US Victory: All Mexican commands are either Combat Ineffective or in the MSA. For this purpose, Andrade's Brigade is not considered.
Failing the above, it's a fight to the finish. (We assume that no Mexican player will ever get swept off the map in entirety; if that happens to you, perhaps a hobby switch to, say, raising guppies, would be salutary.) Players earn points for rendering enemy commands Ineffective and/or attaining geographic objectives, as follows. Control means occupy or last to occupy.
| Objective | US Points | Mexican Points |
|---|---|---|
| Ineffective Enemy Command [a], each | 6 | 2 |
| Controls 1632 | 1 | 10 |
| Controls both 1809-1810 | 3 | 5 |
| Mexican unit occupies any one hex in 1027-1033 | 0 | 5 |
| Mexican unit controls 1601 | 0 | 5 |
| No Mexican non-routed unit in any hex xx26 or lower (i.e., to the north) | 10 | 0 |
| Santa Anna killed [b] | 5 | 0 |
[a] For purposes of victory points, a Mexican brigade that has some units in the MSA but all of its on-map units are Disordered is considered Ineffective.
[b] There are no points for loss of any other commander as only the Mexican army was led by cult of personality. The gringos may have liked Taylor, but it really mattered little to them who was in command.
NEW ARTILLERY UNITS: After countersheet #1 was printed, it was decided that artillery should have the same cohesion level on their disordered side as their front side—therefore, sheet 2 contains the corrected artillery units.
Monterey
Nuevo Léon, Mexico — September 20–23, 1846
Preliminary Information
Monterey—an assault complete with cavalry charges and street fighting—is probably the most demanding scenario in Gringo!. It has an extended amount of "special" rules, most having to do with the unusual nature of street-fighting and the game-type terrain rules it requires. And both players must make a large number of difficult strategic decisions, decisions often made obsolete by rapidly changing situations. It is also potentially a long game. We therefore strongly recommend that you give one of the other battles a run-through before tackling Monterey.
Length of Game
The game is not played using the usual Turn Track. Rather it uses four Assault Periods, each period with five (5) turns. More information on this is given, below. Experience shows that each Assault Period takes about 8+ hours. Redeployment, between periods, takes about half an hour. While the game can take less than four Assault Periods, it will usually take at least two. Keep in mind that this covers four days of actual fighting. It's a long game.
Map
The Monterey map uses a scale of c.125 yards per hex. The city of Monterey is drawn to scale using the actual (and complete) street layout at the time.
Balance
Many factors to consider here, but, overall, the US is slightly favored.
Changes to Basic GBACW Rules
(3.0) Sequence of Play
I. Ampudia Strategic Posture Determination. Before determining Initiative, the Mexican Player must determine Ampudia's Strategic Posture, as per the rules for doing so.
II. A. Activation Efficiency Determination. US Efficiency applies to its Divisions. The Mexican Efficiency applies to its Brigades, depending on their location, as per Ampudia's Strategic Posture.
II. B Division Orders. The US Player must be within range of Taylor. The Mexican Play may change any brigade (the Mexican army has no divisions) if Ampudia's posture is "aggressive" and the Brigade Leader is within range of Ampudia.
II. C Reinforcement Orders is not used.
II. D Reserve Placement is not used.
IV.D. When the fifth Turn of that Assault Period is finished, play proceeds to the Interphase, unless it is the 4th Assault Period, in which case, the game is over.
The Interphase
When all five (5) Turns of each Assault Period have been played, players, in the Interphase, may do the following:
Stage 1: US Unit Relocation Stage 2: US Rally and Recovery Stage 3: Mexican Re-deployment and Rally Stage 4: US Re-Staging
(4.0) Command
(4.2) Chain of Command
(4.21) The US Chain of Command is Brigade to Division to Overall (Taylor). The Mexican Chain of Command is Brigade to OC (Ampudia).
(4.3) There are no Artillery Leaders.
(5.0) The Activation System
(5.1) Turn Initiative: Neither player uses their OC Ratings for this. However, the Mexican Player adjusts his Initiative DR according to his (Ampudia's) Strategic Posture.
(5.2) Efficiency
US Efficiency: The general principles of Efficiency apply, except that there are no Corps commanders. Instead, Efficiency markers are drawn for the Division commanders. And, the Division Commanders each have an Efficiency Rating for adjusting the drawn AM marker for their Division.
5.22 is changed slightly to note that a Division's Efficiency (AM for use) is increased by one if that Division's commander is either in the same Staging Area as Taylor or on-map within Taylor's command range.
The Cavalry Brigade (under Henderson) is treated as a "Division" for AM purposes. As a Brigade Commander Henderson has no rating to adjust his AM Efficiency. Henderson's individual units (1 Tex, 2 Tex and 2 Dragoon) may be re-assigned to other brigades (limit one per brigade). If all cavalry units are so assigned:
- Henderson is placed and must remain in a Staging Area for that assault period.
- No cavalry AMs are used.
Mexican Efficiency: Mexican Efficiency depends much on Ampudia's Strategic Posture. The Monterey and Outside City AMs use the Mexican Efficiency markers, as adjusted by Ampudia's Strategic Posture. AM for the Black Fort and unattached artillery (usually those guns outside the city) are fixed and not affected by Efficiency.
The Mexican Army has:
- 1 to 4 Monterey AM, these apply to all brigades whose leaders start the turn inside/within Monterey. They are affected by Efficiency.
- 1–4 Outside the City AM for those brigades whose leaders start in a hex outside the city. They are affected by Efficiency.
- 2 Artillery AM—always two, not affected by efficiency—for all guns outside the City that do not start a Turn stacked with a unit from a specific brigade, or start the Turn within the Command Range of a brigadier.
- 2 Black Fort AM; see M.9.
- The usual March Orders AM.
(5.34) Brigade Coordination is not used in this battle.
(5.36) Mexican brigadiers within the Urban City may use II/B Division Orders to change Orders at the beginning of a Turn depending on Ampudia's Strategic Posture, but regardless where Ampudia is in terms of Range. Otherwise, they may do so only if Ampudia is within range.
(5.4) Efficiency Transfer is not used.
(6.0) The Orders System
(6.3) The Reserve Rule is not used. The Interphase between Assault Periods is used to rally and redeploy units.
(7.0) Facing
(7.14) Units in fortified hexes—see 5.44 and 6.12—that have more than two hexsides so protected, may face the hexside, not the vertex, as facing is dependent upon the fortification, not the positioning. When inside a fortification all "protected" hexsides are treated as Frontal; all "unprotected" hexsides are treated as Flank.
EXAMPLE #1: In Ft Libertad (3146), all of the hexsides are protected, except for the 3146/3246 hexside.
EXAMPLE #2: unit in 3108 uses normal facing rules.
(7.15) Units inside a fortified hex may fire through any fortified hexside (given 7.14) as long as they are facing towards one of those hexsides. They may fire through an unprotected hexside only when facing such a hexside.
PLAY NOTE: For firing purposes a unit may face only a protected hexside or only an unprotected hexside—no overlap regardless of the counter's actual facing.
(8.0) Stacking
The rules for this (as well as several other entire sections) inside Monterey are different; see the separate rules for Monterey.
(9.0) Movement
See the separate rules for Monterey.
(10.0) Fire Combat
(10.2) Some Elevation Notes. (For elevation within the City, see M.2)
The Bishop's Palace (Obispado; 3341) renders that hex Level 6 (even though the hex, itself, is Level 5).
Fortifications and redans have no effect on LOS. However, La Teneria Distillery (2503)—not the redan—renders that Level Two hex into a Level Three hex. (This means that units on top of the distillery can fire over the redan—and into it.)
(10.6) Artillery may not fire into any adjacent hex that is two hexes (or more) lower or higher than the firing hex.
(10.61) Mexican artillery may not move and fire in the same Phase.
(10.8) The varying effects of the large number of fortifications in terms of Fire are given on the Fortification Effect Chart.
(11.0) Shock Assault
(11.36) Mexican Shock Commitment. Any Mexican infantry unit wishing to Shock must die roll for Commitment. (It would take place instead of 11.11 [3].) The die roll adjustment for this depends on Ampudia's Strategic Posture (see the rule for this, and the chart). Cavalry Charge is covered by 11.54.
(11.42) The varying effects of the large number of fortifications in terms of Shock are given on the Fortification Effect Chart.
(11.5) Cavalry Charge:
US Volunteer Cavalry (all the Texas units) and Mexican Irregulars (Canales' Presidiales, the Bejar Auxiliares and the Permanent companies) may not Charge.
(12.0) Combat Results
(12.4) Retreat
Mexican Retreat: Mexican units retreating do so either:
- Towards their Brigade Leader, if such movement does not move them closer to an enemy unit; or
- Towards the Cathedral/Plaza Mayor complex/block in the city.
US Retreat: US units retreating do so either:
- Towards their Brigade Leader, if such movement does not move them closer to an enemy unit; or
- Towards the Staging Area from which they entered the map.
US units that retreat off-map into their Staging Areas are eligible to reenter the game in the following Assault Period (not turn).
(12.5) Rout
12.53: Routed US units are placed in the Staging Area they originally came from. Routed Mexican units are placed in either the Outside Routed Box or Monterey Routed Box, depending on where they were when Routed.
(13.0) Morale and Rally
(13.3) Division Combat Effectiveness. This rule is not used.
(13.42) [Rally DRMs] Mexican leaders may not be used to affect/help Rally in any way.
(13.5) Recovery from Rout occurs in the Interphase; being in Reserve is not used in this game.
(13.52) Recovered US units stay in the SA they were in when rallied.
Recovered Mexican units are all placed in a Plaza Block closest to their brigadier, even if he is outside the city. The Plaza Blocks are:
- Plaza de San Antonio (either block),
- Plaza de Cadulines, and
- Plaza de Mayor (either block).
(14.0) Special Units
(14.2) Mexican cavalry may not Dismount.
(15.0) Engineering
(15.1) This section is ignored; no one may build breastworks.
PLAY NOTE: The Mexican player can put up street barricades, but that is covered by a different mechanic. See M.75.
(17.0) Fatigue
(17.4) Reducing Fatigue. Fatigue is reduced only during Interphases. All unit Fatigue is removed during the Interphase. All units start the next Assault Phase "fresh" (if not quiet as eager as they were before).
Special Rules
Assault Periods
The game is divided into four Assault Periods, with the players "starting anew" at the beginning of each period. In between each Assault Period is an Interphase, wherein players can redeploy, rally and recover.
Each Assault Period has five (5) turns. When the fifth turn has been completed, so has that Assault Period.
There are no Night Turns.
Stage 2: US Rally and Recovery
- All disordered units that are in a US Staging Area are automatically restored to normal status. Any Brigade Leader in a U.S. Staging Area has all of his routed units returned. All Fatigue is removed. Units that have Step Losses may reduce those losses by one. However, no unit may so reduce losses to recover to original, printed strength. Once they take a Step Loss, they are always operating with at least one Step of Loss.
- Disordered units that are on the map (but not in Staging Areas) and within their Brigade Leader's Range are flipped to their normal side and have all Fatigue removed. They do not recover any Step Losses.
- Eliminated units are not affected, or returned, by this rule.
Stage 3: Mexican Redeployment:
After the US Player has finished the first two stages of his redeployment, the Mexican Player may Redeploy and Rally.
- First, determine which Strategic Posture he (Ampudia) will adopt.
- Re-assign up to three units from one brigade to another.
- Within the restrictions of his Strategic Posture he may place his units in any hexes, Points or Blocks that are not within three hexes or two blocks/points of a US unit. Units that start adjacent to a US unit may not move.
- All Mexican units in the City are automatically Rallied, Recover from Rout (unit placed with its brigadier) and remove Fatigue. No die rolls necessary.
- Mexican units outside the city are Rallied and reduce Fatigue by two levels. Recovery from rout occurs normally (13.52).
- No steps are recovered and eliminated units are not affected, or returned, by this rule.
Stage 4. US Staging Area Re-assignment
The US Player may re-assign all units in Staging Areas to new Staging Areas, if he wishes, in the same fashion as he did for the first Assault Period. However, no more than one Division may ever be assigned to Staging Area #4.
DESIGN NOTE: That's because SA #4 is really a non-existent place; the area represents units on the march from SA #3 that have an early start.
Reassigning Units
The US Player may assign one cavalry regiment to a brigade, one cavalry unit per brigade. If all cavalry units are so re-distributed the US Player does not get to use the Cavalry AM.
The lone, unattached artillery battery—the Siege guns of C, 1 US, may either remain independent (and be used as per the Siege Gun rules), or they may be attached to any one brigade that has no other guns attached.
The Mexican Player may re-assign up to three units during each Interphase, from one brigade to another. Units inside the Black Fort are so eligible, if there are no US units within one hex of the road running 2114-2515. You may have to keep track of this on paper.
US Siege Guns
The term "Siege Guns" refers to artillery capable of destroying walls. The US Player has two guns which qualify as "Siege" guns, his 24-pounder howitzers from 'C', 1 US. These are the only US guns that have any affect on the walls of the Black Fort; all other guns fire only at "human" targets (or the Cathedral). The 24-pounders may fire either as field guns (against troops) or against the walls of the Black Fort.
C, 1 US exists either as an independent battery, or as a battery attached to a brigade.
If independent, the guns do not operate under any AM. Instead, the US Player may undertake three 3 activations per Turn at any time during any of his AM. During an Independent Activation, those guns may either Move or Fire, not both. If attached to a brigade, they operate like any other battery.
The assignment of guns is determined at the beginning of each Assault Period and may not be changed during that Period. Regardless, C, 1 US always starts an Assault Period in a Staging Area.
To fire at the Black Fort walls the US Player determines the range (the wall is considered to be in the hex closer to the firing guns) and rolls the die. If he rolls the die within the range listed on the Siege Gun Table he reduces that wall hex by one.
- From SA #1 it is 14 hexes (range) to 2016-8, the only walls it can hit from there. The reverse is also true.
- In SA #2 it is 12 hexes to 2016-8.
- SA #3/4 are out of range.
All other ranges are counted from the hex the siege guns are in.
When that wall hexside has suffered the number of hits listed below (use SP markers) it is no longer there; otherwise, regardless of the number of hits it still provides the benefits listed on the terrain chart. As you can see from that table, it's not a very effective form of warfare, is it.
Black Fort Walls are:
- The Moat/Outside Walls (3 Hits to destroy),
- Any Bastion hex in entirety (e.g., 2018) (6 Hits to destroy), and
- Any of the 4 "walls" of the Citadel facing N, S, E or W. (5 Hits to destroy)
Fire at any other target—mostly personnel inside the Fort—is conducted as per the usual Artillery rules.
Special Mexican Command Rules
Ampudia's Strategic Posture
The Commander of the Mexican Army of the North, Major-General Pedro de Ampudia, spent most of the time prior to the actual assault wavering between plans to attack Taylor's army as it approached (which wouldn't have been a bad idea for the period in which Taylor's army was strung out all over the Mexican countryside) and bowing to local pressure to hole up inside the city and defend to the last man. Each strategy had its adherents and ultimately Pedro decided on an almost totally defensive stance. It could have been different—actually Ampudia was somewhat bold the first day or so, using both his cavalry brigades to assault US troops—and we hereby allow the Mexican Player to choose between a handful of strategic postures.
Prior to each Assault Period the Mexican Player must choose whether he (Ampudia) will be Aggressive, Cautious, or Defensive. Each posture carries with it benefits and restrictions, and it also has a major effect on the Ampudia Surrender die rolls. Virtually all of these are listed on the Ampudia Strategic Posture Chart, which the Mexican Player should peruse closely—and both players should keep handy as a reference as posture affects a wide range of activities.
Once chosen, a Posture remains in effect for the entire Assault Period. It cannot be changed until the next Period.
The Mexican Player does not have to reveal his choice until he has to do something that would make such revelation necessary …which, to be honest, in most cases is almost instantly.
The Ampudia Strategic Posture Chart
| Item Affected | Aggressive | Cautious | Defensive |
|---|---|---|---|
| Initiative DR Adjustment | 0 | –1 | –3 |
| Efficiency Adjustment: Outside City | +1 | 0 | –1 |
| Efficiency Adjustment: Inside City | 0 | +1 | +1 |
| Units May Start Assault Period [a] | Anywhere [b] | In Monterey or a fortified hex | All units of at least one infantry brigade must start in Ampudia's Range. Remainder in Monterey or fortified hex. |
| Cavalry Restrictions | None [b] | Starts in Monterey | Starts in Monterey. +2 to all 11.54 DR. |
| Effect on Orders Dierolls by Brigade Leaders inside City | –1 | 0 | +1 |
| May use II/B to Change Orders if in Urban City | YES | NO | NO |
| Location of Ampudia | Anywhere | Must Start in Monterey | Must Start and Stay in Cathedral |
| Shock Attack Commitment? | Dieroll –2 | Dieroll | Dieroll +2 |
| Def. Shock Dieroll (11.37) | Dieroll +2 | Dieroll | Dieroll –2 |
| Barricades to Build | 1 | 2 | 4 |
| Calling Canales | May Use 2 Canales AM | May Use 1 Canales AM | No Canales AM |
[a] Uraga's Brigade must start in the Black Fort in the First assault Period
[b] But not within six MP's of a US Staging Area
Uraga's Orders Ratings
Col. Jose Lopez Uraga, in charge of the Black Fort garrison, was actually quite a capable brigadier …and he commands, probably, the best brigade in Ampudia's army. Because he is isolated in la Ciudadela, Uraga has two Orders Change Ratings …which he uses when the rules require—except when he gets Orders via the Telegraph (M.72)—as follows:
- If he is inside the Black Fort, he uses the –2
- If he is anywhere else, he uses the +1.
Canales
If Canales is killed, there is no Replacement Leader, and his two Presidiales units are immediately removed from the game.
Mexican Hidden Deployment (Optional Rule)
PLAY NOTE: This is a rule that gives the game a lot of sizzle. It does, though, require a certain amount of bookkeeping and honesty.
Any units that the Mexican Player wishes to start an Assault Period inside a Partial or Full Urban Block, or in any Point to which a LOS could be traced from any of the US Staging Areas only through a Full City Block, do not have to actually be placed on the map. They may be deployed "Hidden".
EXAMPLE: At the start of the game, Mexican units in the Plaza de Mayor cannot be seen by any US units in Staging Areas because LOS from the SA's is blocked by the Urban City Blocks.
To deploy Hidden units, record the unit and its Block location on a piece of paper at the start of the turn
A Hidden unit becomes "spotted"—no longer hidden and placed on the map—when one of the following happens:
- It Fires or Shock Attacks.
- It moves into or through a hex or block into which any US unit on the map could "see"—trace a LOS. (There is always a US unit in any Staging Area which was used by the US Player at the start of the Period). See the LOS mechanics in the Terrain rules.
Once the US Player occupies Obispado and both redans on El Soldado,
- Units may hide only in Full City Blocks
- Any movement by a Hidden unit reveals its location.
Special Rules For The City
This section is quite extensive, as the "terrain" for Monterey is different from any other game in the system. All of the rules, below, apply to movement/combat inside the city.
Monterey, a rather beautiful city of low-slung, white buildings, groves of trees, etc., is nestled in the foothills of the Sierra Madre—one of the more picturesque cities in northern Mexico. At the time of the battle it contained about 10,000 inhabitants. It also contains a host of problems for the designer, problems whose solutions ask for a bit of flexibility and understanding on the part of the players if they want to get some of the feel of what this fascinating assault was like. We have tried to be as brief as humanely possible.
DESIGN NOTE: Many of you may have seen Monterey when watching the several Major League games played there some years ago. The "mountain" in the background is the game's Loma de Independencia. Most of our vision of Monterey, in terms of how we have represented it on the map, comes from the several detailed and descriptive pictures and drawings of the city included in Tyler's "The Mexican War"
(M.1) The Map
The Monterey map is divided into two types of terrain:
- The Hex grid, for all areas outside "the city".
- A Block and Point system, for inside the city of Monterey.
The former uses the normal terrain rules (9.4), except for The Black Fort, which we'll cover, below (M.9).
The Santa Catarina River was hip-deep fordable in most places, so we have not bothered with any "ford" rules. The roads east of the city do not cross the river, or effect the cost of doing so. The road to the south includes a bridge.
(M.2) The City
(M.21) Monterey is considered to be all Streets and City Blocks. The city of Monterey is defined by two things:
- The Street grid. The intersections where streets meet are called Street Points. There are also street points along streets where there are no intersections.
- The City Blocks. The four different types of blocks represent the varied level of buildings within that block.
(M.22) A Block is an area of the City surrounded by hexes, streets and/or Block-Dividing lines. A Block is "identified" by the letters/numbers of the streets surrounding it.
There are four different types of blocks:
- Open are blocks with little or no buildings/walls. Those buildings and other terrain shown have no effect on movement or combat.
- Plazas are open areas and were the center of town activities.
PLAY NOTE: The Plaza de San Antonio and the Plaza Mayor (or Main Square) are subdivided by Block Dividers into two or more blocks. The Plaza de San Antonio, at the southern edge of the city, is divided into three Plaza Blocks, at the center of which is the city Cemetery, a Partial City Block (for game purposes).
- Partial City are blocks which contain enough buildings to aid protection but delay movement.
- Urban City. These are the "urban" areas of Monterey, consisting (mainly) of one story, flat-roofed adobe houses that the Mexicans have sandbagged and loop-holed for defense.
Some of the Urban City blocks also represent larger edifices:
- The Hospital (P/Q-2/3).
- The Prison (in the center of the Plaza Mayor, which disrupts Street #10).
- The Cathedral (X/10,11, just off the Plaza Mayor).
- The Bull Ring (Just off Street W, south of the Plaza Mayor).
(M.23) Streets.
Running through the city are the Streets. These are identified by numbers (from 1 to 11), for the streets running generally east-west, and letters (A to BB) for those running generally north-south.
PLAY NOTE: The Numbering/Lettering system for all of this is needed if you are using Hidden Movement and/or are playing by mail/computer.
Along the streets are points, usually at intersections or corresponding to block dividers. Points are used to regulate movement of units. When moving on streets, units move from Point to Point.
(M.24) Block Dividers divide and separate large Blocks into different blocks. Dividers are not streets. They simply delineate blocks.
(M.25) The Ojo de Agua, the canal running through the eastern section of the city, is a Stream, except where it becomes a Pond. See the Terrain tables. There are several bridges crossing the canal. The canal acts as a Block Divider.
(M.26) Stone Walls. These run along portions of the southern edge of the city, separating city blocks from plazas. They serve as protection, in that they pretty much negate any fire (they're Level Two), and they are extremely difficult to cross. (They were fairly high.) Exception: the street 'to Saltillo" running through the wall allows passage through the wall.
(M.27) Elevation and LOS: Within the city, the following elevation premises are used:
- Streets, Open Blocks and Plaza Blocks are Level One.
- Partial City Blocks and Stone Walls are Level Two.
- Urban City Blocks are Level Three.
LOS may not be traced through Partial and Urban City Blocks.
(M.3) Urban City Movement
(M.31) Units inside the Urban/Block portion of the city move from Point-to-Point, Point-to-Block (or vice versa), and/or block-to-block. If two blocks are separated by a Block Divider, units pay the cost of entering the new block.
(M.32) The cost to enter a block or street is whatever is listed on the chart, regardless of the size of the block or the length of the street.
(M.33) Infantry and cavalry using Attack Orders get several benefits in the Urban City:
- Units may move into an "adjacent" (see M.5) Point without drawing Reaction Fire. See M.63.
- It negates any possible Ambush. See M.67.
(M.34) Command ranges are traced using Point and Block costs as if they were hex costs. Ranges may never be traced through Urban Blocks, even if friendly occupied.
(M.35) Phasing units may enter City Blocks occupied by Enemy Units. See M.72.
(M.4) Facing and Stacking in Urban Points/Blocks
(M.41) Units inside Monterey City do not have to be faced in any particular direction. They are always considered to have "Frontal" facing and may not be flanked, either by fire or shock.
PLAY NOTE: Thus, there is no cost to "change facing" while moving.
(M.42) The Stacking restrictions inside the City are somewhat more restrictive: 4 SP of Foot, 3 SP Mounted, or one unit (whichever is larger), plus 3 guns in a Point or 6 guns in a Block. Artillery may combine with either foot or mounted.
(M.5) Adjacency
(M.51) Inside the Urban City, the term "adjacent" means either:
- A unit one Point distant from an enemy unit in another Point.
- A unit in a Point which borders a Block occupied by an enemy unit (and vice versa).
(M.52) Rule 9.52 does not apply inside the city. Instead:
- Units using Advance Mode that move adjacent to an enemy unit may draw Movement Reaction Fire (M.63) from the latter. If they do draw Reaction Fire, they must stop, ending their movement for that Phase. If they do not draw fire, they may continue to move.
PLAY NOTE: Thus, unlike 9.52, where mere presence and position is the defining factor, whether or not a unit must cease movement under adjacency circumstances depends on Reaction Fire.
- Units in Attack Mode do not draw Reaction Fire when moving adjacent to an enemy unit. However, (a) they do have to stop (for that Phase) when so moving, but (b) they can Shock units in adjacent Points only—not Blocks (see M.72). Units in Advance may not Shock.
DESIGN NOTE: In this case, "Attack" represents something different than the usual, linear-oriented attack of the base game system.
(M.53) Artillery units may move adjacent only if stacked with a friendly non-artillery unit, or moving into a Point/Block already occupied by a friendly non-artillery unit.
(M.6) Fire Combat
Fire Combat is pretty much the same inside the City as outside (in the hex field), with the following changes.
(M.61) Range.
- Each Point is considered to be one hex from the next Point when using the Range Table.
- Each Block is considered to be one hex from any Point that is bordering that Block.
- Each Block is considered to be two hexes from any adjacent Block, whether separated by a street or a Block Divider.
(M.62) What a unit may fire at depends mostly on LOS. In this case, terrain elevation is important. Also a consideration, for units in street Points, is that you can only fire in a "straight line"; bullets and shot do not turn corners. When in doubt, use a straight edge to determine whether a unit in Point 'a' could fire at one in Point "B" without intervening Blocks.
(M.63) In addition to the types of non-Phasing Fire available through 10.4, a non-phasing unit may use Movement Reaction Fire against an enemy/Phasing unit that moves adjacent and is not in Attack Mode.
PLAY NOTE: This is obviously more "fun" when you play Hidden Movement. We called it "Adobe Ambush" during testing.
(M.64) Prepared Fire. The following units are always considered to be using Prepared Fire:
- All non-Phasing units in Fortified hexes, Blocks or Barricaded Points.
- Phasing units that have not moved that Phase.
(M.65) Units in Blocks may fire in any direction (there is no "facing", remember?) However, firing in more than one direction is treated as Splitting Fire. Units in Points may fire only into adjacent Blocks and into Points to which they may trace a LOS. Again, they may do so in any direction, but if firing in more than one direction, that is treated as Splitting Fire.
(M.66) Units in Points may use no more than 4 SP (or two artillery SP!) when firing in any one direction. Units in Blocks use 10.14.
DESIGN NOTE: We have ignored the question as to whether units in blocks are inside buildings or atop them. You don't really want to get into that sort of detail, now do you?
(M.67) Adobe Ambush. A unit that is moving along streets is subject to Ambush when it enters the ZOC of a unit in a Full City Hex. Essentially, such unit is subject to enemy Reaction Fire when it enters the street/ZOC—and such Reaction Fire is resolved with the following possible adjustments:
- +1 dr adjustment if unit spent only 1 MP to enter the hex (see 12.24).
- +1 dr adjustment if unit is in Attack Order.
- +2 dr adjustment if unit is in March Order.
The above are cumulative.
PLAY NOTE: This rule, essentially, is usable only when playing with Hidden City Deployment. Otherwise, it's too easy to avoid. Note, though, that protecting a unit by using Defend Orders makes it difficult to launch any cohesive assaults on enemy-held blocks. Interesting choice.
(M.7) Shock
(M.71) Any phasing unit under Attack Orders that ends Movement in a Point may Shock attack enemy units in:
- any adjacent Point (including Points bordering a Block the unit wishing to Shock is in); or
- any hex adjacent to that Point, and vice versa (for units in hexes just outside the city grid).
Units in Advance may not Shock attack when inside the City.
(M.72) Any active unit that ends Movement in a Block (M.35) must Shock attack enemy units in that Block. Thus, a phasing unit wishing to Shock attack enemy units in a Block must first move into that Block as part of Movement and then resolve combat as part of Shock. Stacking restrictions apply separately to each side.
PLAY NOTE: Shock Combat in Blocks takes place with both sides in the same place. If it so happens that both sides are still there after combat resolution, they stay there until one side leaves, either voluntarily or involuntarily.
(M.73) Units that must Retreat from a Block;
- do so into the Point from which they came, if the attacker;
- do so into any unoccupied Point otherwise.
If they cannot so Retreat, they stay and lose an additional SP.
(M.74) Units may not form Square in Points or Blocks.
PLAY NOTE: Remember, there is no Position Superiority. This is not linear warfare.
(M.75) Barricades. Barricades are jerry-rigged, temporary street fortifications that provide defensive benefits for those "behind" (actually, stacked with) them, very much like Breastworks. Barricades may be placed:
- On any Street Point.
- On any bridge Point.
The Mexican Player starts the game with three (3) Barricades. He may build (place) additional barricades only at the beginning of the 2nd, 3rd and 4th Assault Periods. The number of barricades he may so place is limited by Ampudia's Strategic Posture and the counter mix (10).
Barricades increase the cost of moving into a Point. They also add defensive (terrain) benefits to units that are stacked with the barricade. The Monterey Terrain Chart lists the benefits/costs of barricades.
Once in place, a barricade may not be moved. Any player may destroy a barricade by passing into the Point and paying 1 MP to destroy barricade. He does not have to destroy it; it is simply an option.
(M.8) Cavalry in the City
Mounted Cavalry units operate differently—and far less effectively—inside the City than outside (in the hexes):
- Mounted Cavalry may not move into Urban or Partial City Blocks, although they can fire into them.
- Mounted Cavalry may charge only through and/into Plaza Blocks. Any other block type prohibits charging …or Shock of any kind, unless they dismount.
- Mounted Cavalry may charge "down" a street to shock/charge enemy units in a Point. They gain all the benefits of Charge—except they first halve their SP (rounding down) before making any adjustments. (The Lords of Design Giveth, and the Lords of Design Taketh Away). The charge path must be straight. (In other words, no turning the corner to charge).
(M.9) The Black Fort
The Black Fort—so named by the US troops because the walls were black—was called Ciudadela (Citadel) by the Mexicans. The Citadel seems to be a waste of good units. In game terms, perhaps so. However, Ampudia and his staff viewed Ciudadela as the linchpin of their northern defense. He did not intend to leave its defense to "Defenserias" and other assorted semi-rabble. Most players will move at least one regiment out. Keep in mind, though, the VP worth of this fort.
(M.93) Ampudia may give Orders directly to Uraga, in The Black Fort—i.e., allow Uraga to change Orders—by using the telegraph. If Ampudia is in The Cathedral and Uraga is in The Black Fort, the telegraph can be used, which means there is no Orders Rating die roll necessary for Uraga (even though he's "out of range").
(M.94) All Artillery Fire against the Fort Walls is resolved using the US Siege Gun Table. No other US guns have any affect on the Walls. For all other, anti-personnel Fire, units inside the Black Fort ignore all 'd' results. All D's become d's (with no +/– modifiers).
(M.95) Artillery and infantry in the Black Fort get a +1 drm to all of their Fire.
The Citadel was a heavily reinforced and fortified abandoned cathedral with 25–30 foot walls. The Mexicans surrounded it by some more works: 11-foot thick walls and a 12-foot moat. All of this stood on a small hill, rendering virtually any spot on the map within reach of her guns. Communications between the fort, commanded by Colonel José Lopez Uraga, and HQ was handled by a rough form of telegraph! Essentially—and practically—it was untakeable by the type of army Taylor had. However, for those who insist…
(M.91) The Black Fort consists of four types of terrain:
- The Moat (moat and wall, as noted above). The Moat/Outer Wall is Level 4. These Walls need 3 hits to be destroyed.
- Clear Terrain inside the Moat. These are Level 3 (2017, 2115, 2118 and 2217).
- The Bastions (at each of the four corners). These are Level 4 (2016, 2018, 2216 and 2218). These Walls need 6 hits to be destroyed.
- The actual Citadel, the "block" in the center (2116 and 2117). This is Level 4. These Walls need 5 hits to be destroyed.
(M.92) The fort was built to hold about 30 guns; the Mexicans had nine (the number varies based on the source). The guns are placed either in a bastion or the Citadel. Once placed they may not move. The garrison troops are placed in any hex, bastion inside the fort, or in the Citadel, which is treated as if it were a single Urban Block.
DESIGN AND PLAY NOTE: Historically, the fort was manned by Uraga's "brigade". The Mexican Player will quickly note that this seems to be a waste of good units. In game terms, perhaps so. However, Ampudia and his staff viewed Ciudadela as the linchpin of their northern defense. He did not intend to leave its defense to "Defenserias" and other assorted semi-rabble. Most players will move at least one regiment out. Keep in mind, though, the VP worth of this fort.
PLAY NOTE: Infantry in the Clear hexes cannot fire at anything outside the fort.
(M.96) There are only two AM for The Black Fort, and they are used for all the artillery and infantry inside the Fort plus Uraga, if he starts inside the Fort. If Uraga starts Outside the Fort, the units in his brigade that are also outside use the applicable AM. The Mexican Player gets 2 Black Fort AM each Turn, and they are not affected by Mexican Efficiency. Units inside the Black Fort never run out of ammunition.
(M.97) Units occupying the fort may enter and leave the fort via the road/bridge using road rates. Units that do not control the fort may not use this road or bridge.
Unusual Events and Rules
Duty Calls #1: Ole Davy Twiggs
This rule concerns one of those tangential stories that make reading about wars and the people who fought them so much less depressing than it ought to be. Seems that the irrepressible Twiggs had this great fear of getting a bullet in the belly and dying from, not the actual wound, but the infection that would quickly result. Ole Davy, who was not the Mensa representative at Monterey, theorized that if he emptied his colon of all matter there would be a much lesser chance of succumbing to such a horrible death. It, therefore, occurred to him that taking a laxative right before the battle would allow him to enter the fray clean as a whistle, at least "colonically." Then, extending that line of thinking to the sort of conclusion Ole Davy often came up with, he figured an extra dose would keep him extra spanking clean …cleaner than clean, as it were.
Doesn't take too long to figure out where Twiggs spent the 21st: in back of his tent, glued to his seat, lending depth to the phrase hors de combat.
For those of you wishing to simulate this, at the start of each Period of play, roll a die for Twiggs. If the die roll is odd, Davy's on the throne and is unavailable for the day's events. Garland now commands his division, with Major Lear running the 3/1 brigade. If even, duty has called (ahem), and Twiggs is fit to command. Well, he never was really fit to command—but at least he's upright. This can only happen once.
Duty Calls #2: Antonio Canales
Antonio Canales' contingent of "rancheros" had been disbanded after their dismal (non)-performance at both Palo Alto and Resaca de la Palma. Canales, himself, was still "negotiating" to have the US set him up as El Supremo of Northern Mexico, so the Mexican High Command was viewing him a little suspiciously anyway.
Therefore, they assigned him about 600 auxiliaries from Tamaulipas and, putting him under Ampudia's command, gave him instructions to harass the approaching gringos and then report for duty—neither of which he did to any great effect. The result was that, when the battle started, Canales and his troopers were outside the city.
This was an interesting opportunity for Ampudia to put a little pressure on Taylor, and he did attempt to make contact with Canales. Nothing, however, came of it—and Canales was a no-show at the main event. We give you the (slim) opportunity to correct that oversight.
If the Ampudia's Strategic Posture for the period is either Aggressive or Cautious he may attempt to get Canales into play. To do this he places either 1 (Cautious Posture) or 2 (Aggressive Posture) Canales AM in The Pool. Each time the Canales AM is drawn, the Mexican Player rolls the die:
- If he rolls an '8' or '9', Canales is activated for the rest of that Assault Period. The AM used to activate cannot be used to move Canales men; that will occur with the rest of the AM drawn that Period. Once activated, place all the Canales AM in The Pool; he will have 2 AM each turn, no more, no less. At the end of his active Assault Period, Canales goes home and is no longer in the game.
- If he rolls a '2–7', the attempt has failed.
- If he rolls a '0' or a '1' not only has the attempt failed but the Mexican Player may not try again for the remainder of the game.
Once Canales is activated, his AM is available to be placed in the pool for the rest of that Period. However, Canales and his troopers always start a Period off map. The Mexican Player must immediately write down which hex he wishes to use for Canales' entry (when finally activated), either:
- 4053, 4832, 1949, or 1039
Canales enters like any other reinforcement, except that he may not do so if the chosen hex is enemy-occupied. The Mexican Player may not change the Entry Hex, but once Canales has entered he stays on the map for the rest of that Period, to be used as an additional brigade.
Winning the Game
At the end of any Assault Turn in which the US Player occupies the Cathedral the US Player automatically wins the game. Failing that, the following is the method to determine victory.
In the Surrender Interphase, at the end of each Assault Period (not turn), the US Player totals the number of Victory Points he has accumulated for occupying or controlling (last to occupy) hexes and blocks, along with a few other items as listed on the Surrender Chart.
He then rolls the die and consults the Surrender Table under the column for the Strategic Posture assumed by the Mexican Player during the past Period. If he rolls within the range listed, Ampudia surrenders and the US Player wins. If not, proceed with the next Period. If it is the 4th (last) Period, subtract one from any die roll …and this time, if the US Player doesn't win, the Mexican does.
Monterey Victory Chart
| Objective for US Occupation | US VP's Earned |
|---|---|
| The Cathedral (Block #163) | Auto. US Victory |
| Any hex inside The Black Fort | 25 |
| Each Full City Block Controlled | 1 |
| La Teneria Redan (2403) | 3 |
| La Teneria Distillery (2503) | 1 |
| El Rincon del Diablo | 2 |
| Fort Libertad | 3 |
| Obispado (Bishop's Palace) | 5 |
| Federacion Redan | 1 |
| El Soldado | 3 |
| Southern Redans (both, 4323-4) | 1 |
| Plaza del Toro (Bull Ring, Block #146) | 2 |
| Plaza de San Antonio (all blocks) | 1 |
| Purisma Bridge Plaza (block #153) | 2 |
| Santa Catarina Bridge (3830-3930) | 1 |
| Each time Cathedral is hit [a] by US Arty Fire | 1 |
| Each Mexican Brigade Ineffective [b] | 10 |
[a] = A Hit is any result other than a No Effect. The Terrain Effects of being a Full City Block apply. Note that because of its height - tallest building in town by far - the Cathedral can be "seen" from virtually anywhere on the map!
[b] = Canales "brigade" does not count for VP.
Ampudia Surrender Table
| Posture for that Period | US Victory Points Accumulated by end of Assault Period: 0-15 | 16-30 | 31-45 | 46-60 | 61-80 | 81+ |
|---|---|---|---|---|---|---|
| Aggressive | NO | 8-9 | 5-9 | 2-9 | Auto | Auto |
| Cautious | NO | 9 | 7-9 | 5-9 | 1-9 | Auto |
| Defensive | NO | NO | 9 | 7-9 | 4-9** | Auto |
If it is the 4th Assault Period, subtract one (–1) from all dierolls. An Auto is still an Auto.
NO = Surrender? Besame mi Burrito, Gringo!
A range shown in the chart (e.g., "8-9") = If US Player rolls within this range, Mexicans surrender and US Wins; otherwise, treat as a NO.
Auto = Vamos, muchachos!! It's all yours, Gringo!
** = Historical Result
Monterey Initial Deployments
PLAY NOTE: The Mexican Deployment at the start of each Assault Period can be very important. His main problem is he's got too much ground to cover. This is an aspect of play that will improve exponentially after the first play-through.
HISTORICAL NOTE: Most of the Mexican deployment is "unknown." Mejia did have his HQ at the Purisma Bridge, with the following known "dispositions."
- About 300 of the Aguascalientos and Querétero Activos held the Purisma position, along with the 12-pounders.
- The remainder of the Querétero Activos plus some companies from the 2nd Ligero held the La Teneria redoubt.
- The rest of the brigade was within the triangular area formed by the Purisma Bridge, La Tenéria and El Rincon del Diablo, the last of which was held by several hundred more men from one of the remaining regiments.
Ramirez's Brigade was assigned the western edge of the city, and it was his men who held the positions on both Independencia and Federacion.
- Ft. Libertad contained a small detachment.
- Obispado was held by the 1st Mexico Activo.
It appears that Romero's cavalry was stationed at the western end of the city, while Torrejon watched the approaches from the shadow of the Black Fort, on the outskirts of the north-central edge of town.
First Assault Period
General Sequence: The Mexican Player determines his initial deployment first. He places all his units that could be "seen" by the US Player on the map. The US Player then determines which divisions will enter through which of his Staging Areas. And, finally, the Mexican Player places the rest of his units on the map (unless he is using Hidden Deployment).
The Mexican Army of the North
The Mexican Player will be operating under the restrictions of whatever Strategic Posture Ampudia (the Mexican Player) has chosen; see below.
Once that is determined, he places his units on the map. The Mexican Player has available all units with an "M" on them, and listed on the Monterey OoB, below. There are, however, several deployment requirements for the first Assault Period:
- Uraga's Brigade must be placed in the Black Fort. It is under "Attack" Orders.
- For the first Period, the Mexican must make the following artillery dispositions:
| Where | What |
|---|---|
| Black Fort | two 4-pounders, six 12-pounders; one 18-pounder; guns are placed in either one or more of the 4 corner bastions, or in 2116-7, all hexes of which are Level 3. |
| El Rincon del Diablo (3106) | three 8-pounders. |
| La Teneria (2403) | two 8-pounders; one 4-pounder; one H6 howitzer |
| Purísma Têtes-de-pont (the 2 bridges just west of 2911) | two 8-pounders, one 12-pounder; one counter in each bridge/Point. |
| Fort Libertad (3146) | four 6-pounders. |
| Obispado (3341) | two 8-pounders, one 12-pounder, one H6 Howitzer. |
| Federacion Redan (4439) | two 8-pounders. |
| Anywhere in Monterey | ten 6-pounders. |
There are no guns in El Soldado.
- Canales and his Presidiales are not available until activated; see Duty Calls #2.
- The remainder of the units available may be placed as desired. All units start under whatever Orders the Mexican Player wishes (except for Uraga's brigade, above).
- The Mexican Player may place three (3) Barricade counters in any street intersection he wishes.
The US Army of Occupation Initial Deployment
The US Player has available all the units with an "M", and listed on the Monterey OoB, below.
The US assigns each of his four divisions to one of his four Staging Areas (see the map) to start the first Assault Period. He may assign a division to any of the four Staging Areas, but only one (1) Division may be assigned to SA #4.
In addition, the US player may assign any one Cavalry regiment (both counters, if that applies) to any one brigade. He may also attach the C, 1 US battery to a brigade that has no other battery.
The US units do not have to be placed on the map until they actually move. Units in the SA's are not reinforcements; they are considered to be "on the map" (even though, physically, they are not). They appear, and move, when activated.
Orders are assigned as the US Player wishes.
The Historical Dispositions for the first day of the assault were:
SA #1: Twiggs' 1st Division, Butler's Field Division and Henderson's Cavalry, the latter minus all the Texas Cavalry, plus the C, 1 US Heavy Artillery.
SA #4: Worth's 2nd Division, to which was attached the Texas Cavalry. The latter must be assigned to a brigade.
El Molino del Rey
Mexico City, September 9, 1847
Molino is a good introduction to the GBACW system. Counters are few, the command and activation system is somewhat less detailed, and the action is rather fast and furious.
Historical Background
The basic premise is that the US Player (Winfield Scott) has decided that the best approach to the city—about a mile and a half NE of the game-map—is across the eastern and southern causeways. The only way for him to use these causeways is to take the key Mexican "stronghold", Chapultepec.
However, Scott is also under the (misguided) impression that the two buildings to the west, Casa Mata and El Molino del Rey, are repositories for Mexican artillery. He has decided that, before he can proceed to Chapultepec, and thence Mexico City itself, he must secure his left flank.
Although Scott had his entire army at his disposal, when he attacked El Molino, many of the units were dispersed, to the east, as "feints", and thus the US Player has only three brigades available.
Map
This El Molino map uses a scale of 110 yards per hex.
Length of Game
The game is played until one player wins; see below.
Balance
The Mexicans again outnumber the US, although that is illusory, as much of the Mexican numerical strength is in its cavalry, which played almost no part in the battle. However, the Mexicans do have what appears to be a solid defensive position. Yet, the US is still favored …mostly because the two Mexican defensive positions are not mutually supportable, many—but certainly not all—of the Mexican units are shaky, and the Mexicans have little or no functional command system.
Changes To Basic GBACW Rules
(3.0) Sequence of Play
II. A. Activation Efficiency Determination. There is no "Efficiency"; this is already pre-determined; see changes to 5.2, below.
II. B Division Orders. Used only by the US and only if the brigadier is within Command Range of Worth.
II. C Reinforcement Orders is not used.
II. D Reserve Placement is not used.
(4.0) Command
There are no Corps/Army Commanders; only Brigadiers, plus the US has a Division Commander (who is, for game purposes, the OC), Worth, who moves only in the Commander Movement Phase (IV/A). The Mexicans have no Overall Commander, and must function under that reality. Worth's Activation Rating is not used.
HISTORICAL NOTE: Santa Anna spent virtually the entire five days of the Battle for Mexico City either in, or riding around, the city, performing no function other than to mess around with the deployment of troops to no visible gain. His only appearance at El Molino and Chapultepec was about an hour after the North Americans had taken the Mill. He had no perceptible effect on either one of the assaults.
(5.0) Activation
(5.1) US adds two (+2) to Initiative DR.
(5.2) There is no Efficiency in this battle.
- The US always gets three (3) Army AM per turn;
- The Mexican gets three Army (3) AM per turn in each turn in which it has the Initiative. In turns in which the US has the Initiative, it gets two (2) Army AM.
PLAY NOTE: If you wish to give the Mexicans a leg up, ignore the 2 AM for No Initiative restriction, and give them 3 AM each turn.
(5.3) When a player's Army AM is drawn, he may activate all of his units, not just some. The only exception is that General Worth moves only in the OC Movement Phase, IV/A, as per 4.17.
(5.34) Only the US may use Brigade Coordination.
(5.36) As there is no Mexican leader above Brigade Level; all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II/B (Division Orders).
(6.0) The Orders System
(6.1) There are no March orders in this battle; just Advance and Attack.
(6.3) The Reserve Rule is not used.
(10.0) Fire Combat
(10.61) Mexican artillery may not move and fire in the same Phase.
(11.0) Shock Assault
(11.37) [NEW DRM] Units defending against shock behind a Fortification or Stone Wall hexside subtract one (–1) when undertaking a Pre-Shock Cohesion check. See the Terrain Rules for this battle for more detail on the several different types of man-made fortifications.
(13.0) Morale and Rally
(13.3) Do not use Division Combat Effectiveness.
(13.42) Mexican Brigadiers do not provide any Rally DRMs.
(14.0) Special Units
(14.2) Mexican cavalry may not Dismount.
(15.0) Engineering
(15.1) No one may build breastworks.
(17.0) Fatigue
Fatigue is not used; the battle is too short.
Special Rules For The Battle
Terrain
The Molino battlefield looks simple; that is deceptive, as there is much detail, and a large handful of unusual "terrain" types, both natural and man-made.
Marsh/Flooded. Mexico City (off the map to the NE) is surrounded by partially reclaimed swamp (at this time). Some of it was fields, some of it marsh. Pretty much all of it had been flooded by Santa Anna at the approach of the North Americans, reducing (most) military movement to the Causeways.
Cypress Grove. These were part of the Chapultepec Park and were rather swampy—and very beautiful. Note that hex 1711 is not so much "flooded" as swampy without the cypress trees.
Maguey Hexsides. A line of large maguey plants—medium height, cactus/palm-like flora—which offered some protection.
Ravines. The two dry ravines on the map were almost uncrossable, except where the Roads traversed them. Using the Roads negates the cost of crossing the ravines. However, units Shock Attacking across the Ravine where the road crosses still use the Ravine Combat effects. No US infantry unit may cross the west-most ravine [1827/1828 to 2434/2533] or move west of it.
Strongpoint Buildings: Here we refer specifically to Casa Mata, a small fort-like building, and El Molino (including 2114), a series of low, flat-roofed warehouses which had been strengthened by sandbags on the roofs, etc. Casa Mata was surrounded, except where the road entered the building, by a dry moat. That effect is built-in. Mexican units, if required to retreat Casa Mata or El Molino, may take a step loss instead
Chapultepec. The name refers specifically to the 200-foot high "Hill of the Grasshopper", atop which rests the Mexican Military College (Colegio Militar). The depiction of this fort is rather simplified, because of the scale. Therefore:
- Regardless of the elevation level of the hex, only those hexsides with the "steep" icon are Steep.
- It costs infantry 1 MP to move into 1809 by the Road. If they are attacking into that hex from 1909, it is treated as if the Road were not there.
- It costs Infantry 2 MP to move from 1808 to 1809 and vice versa.
- It costs infantry 3 MP to move in either Colegio hex (1808-9) from a hex outside US units may enter, or Shock across, a Colegio hex only if they roll a 7–9 when they wish to do so. This represents the confusion and delay in getting scaling ladders to the troops. Mexican units may not cross the walls to move in or out of the Colegio.
- Artillery may enter 1808-9 only by means of the road; the cost listed is for moving from 1808-9 and vice versa. Cavalry may not enter the Colegio.
Fortifications. Much detailed by Lee's survey, these are well-constructed breastwork-type blockades, built for protecting firing units as well as retarding charging enemy. They offer such protection only against units firing/attack through the hexsides with the teeth pointing out.
Stone Walls. Just like it says, but not built for military purposes. They simply exist as protection and a barrier.
Trench. This is the large, dry ditch that runs just in front of Casa Mata, used by Ramirez to deploy his brigade. It offers the usual protection such ersatz—and here, rather erratic—trenches usually offer.
HISTORICAL NOTE: There appears to have been a similar, but smaller, ditch running north-south, along the western edge of the park of Cypress groves. It is mentioned in two sources, but is not on any maps. As it did not play any part in the battle, we have ignored it.
Fosse: The Mexicans had dug a ditch in front of the western edge of the wall of the Colegio Militar. This, and the mines planted just below it, is covered in much greater detail in the Chapultepec scenario.
Ditch: The western side of the Chapultepec Park had an irrigation ditch (apparently dry) that provided a minor obstacle.
Causeway. Slightly elevated road through the flooded lands and marshes. No effect on combat.
Aqueducts. Several of the Causeways had large, stone aqueducts running their length to/from the city. The aqueducts offered protection to any one using them for such, although it was not difficult to move through them, by way of their many, large arches. Note that such protection applies only to units defending against fire/attack coming through a hexside not connected to the defending hex by the aqueduct. The aqueducts block LOS for artillery, but not for muskets.
AM Availability
The US uses the 3 US Army AM; the Mexican Player has available three Mexican Army AM; how many he gets to use depends on Initiative.
Initiative
The US Player automatically has the Initiative for the first game-turn. After that, players Die roll, with the US adding two (+2) to his DR. See the US First Turn restrictions, below.
U.S. First Turn, First AM
The US starts the game with the Initiative. However, for that first Army AM (only) he may activate only:
- The Storming Party and the Light Battalion.
- His artillery, but they may only Fire, not move.
U.S. First Turn Command
All US brigadiers are considered to be in Command Range of Worth—although they really aren't—for the first game-turn only. (They've been given their orders.)
Victory
The games is played until one player wins. Who wins is determined as follows:
The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all hexes of two of the following:
- Casa Mata (1822).
- El Molino (1816, 1915, 2015, 2016).
- Chapultepec (1808-9).
The Mexican Player wins if, at the end of any game-turn, any two brigades (Sumner's Cavalry is not considered a brigade for this purpose) are Combat Ineffective.
If both of the above exist at the same time, the game is a Draw. (The US Player has taken his objectives, but has lost enough men to render the capture of Mexico City a much more difficult project than it historically was.)
El Molino Del Rey — US Deployment & Reinforcements
| Hex | Units [All Brigades are under Advance Orders] |
|---|---|
| 3212 | Worth [a] |
| W/i one hex of 2814 | Garland; 4th US, 2nd Arty, 3rd Arty |
| 2624-2526 | McIntosh [b]; 5th US, 6th US, 8th US |
| 2821, 2921, 3021 | Cadwalader; 11th US, 14th US, Voltigeurs and Foot Riflemen [c] |
| 2619 | Wright's Storming Party (2 bns) [d] |
| 2719 | The Light Battalion [d] |
| W/i one hex of 2529 | Sumner; 1st, 2nd, 3rd Dragoons, Mounted Rifles (mounted) [e] |
| 2706 | One 6-pounder from Drum's G/4 US battery |
| 2713 | Two 6-pounders from Drum's G/4US battery |
| 2718 | Huger's two 24-pounders |
| 2623 | Duncan's battery (A, 2US a and b) |
[a] MajGen William Worth commanded the assault on El Molino with this ad hoc, reinforced division: his two brigades (Garland's and Clark/McIntosh's), plus Cadwalader's (from Pillow's Division).
[b] Col McIntosh is standing in for Brig Gen Clark, the actual brigade commander, who is hors de combat for this battle.
[c] These two units start stacked; they were both part of the same regiment (The Regiment of Voligeurs and Foot Riflemen).
[d] These units operate independently; they have no leader: They are always In Command. They may Change Orders when activated without dierolling.
[e] Sumner's Cavalry may not move until a Mexican cavalry unit enters the map. After that, they're free to do what they want.
No US infantry unit may cross the ravine [1827/1828 to 2434/2533] or move west of it.
El Molino Del Rey — Mexican Deployment & Reinforcements
| Hex | Units [All Brigades are under Advance Orders] |
|---|---|
| 1820-4 (Casa Mata) | Perez; 4 Ligero, 11 Line Infantry; Deploy Extended [a] |
| W/i 2 hexes of 1915 | Leon; Nat.Guard units of Liberty Bn, Union Bn, Querétaro Bn, Miña Bn [b] |
| 1603, 1604 | Rangel; Guanajuato Activos; Hidalgo Bn [c] |
| 1917-1927 [c] | Ramirez; 1st Line, 12th Line, 2nd Ligero [d], Fijo de Mexico Bn [See below] [d] |
| 1817-1819 | Two 2SP 4-pounders, one 3SP 8-pounder [e] |
| In or adjacent to the Colegio Militar | Bravo; 3rd Ligero, Students of the Colegio Militar; two 24-pounders; one 68-pounder Howitzer |
[a] These two units were quite large, especially the 11th Line, with a reported strength of around 900. That's 18 SP, and that means it can extend two additional hexes.
[b] Our numbers for these units (in terms of SP) are based on the troop strengths on the 13th (the assault on Chapultepec), upped to account for losses. We could not find any numbers specific to El Molino. The Fijo Bn is sometimes listed as the Regular Mexican Standing Battalion.
[c] Rangel was originally deployed in the Mata/Molino area, but Santa Anna withdrew him as a reserve brigade the night before the US attack.
[d] It appears, in some sources, that Ramirez placed 2 companies (160 men) of the 2nd Ligero in the Cypress Garden. It is possible that this was actually the 3rd Ligero, which started on Chapultepec, but moved to reinforce the troops at El Molino early in the battle.
[e] There is no indication of the size/type of guns in this group. There is also some question as to whether there were six or seven guns. However, by the 13th, the Mexicans had three 4-pounders and an 8-pounder inside the castle, most likely the remaining guns from El Molino. Our Mexican sources say six at El Molino, but the North Americans captured three guns at that battle. As Mexican artillery fire at El Molino was not very effective or helpful, we've gone with 6. To make matters even more confusing, it is not quite clear exactly where these guns were deployed. We've gone with the information that, when Santa Anna redeployed, he moved his six guns "closer to El Molino".
Mexican Cavalry Reinforcements
Whenever a Mexican AM is drawn, the Mexican Player may attempt to activate—and bring in—one of his cavalry brigades. To do this, he rolls the die for the chosen brigade:
- If the choice is Alvarez, a DR of 0 or 9 will activate that brigade.
- If the choice is Andrade, a DR of 9 will activate that brigade.
Mexican cavalry enters the game in Advance Mode, through hex 3201.
Once activated, the brigade is available for the remainder of the battle, unless/until it becomes Combat Ineffective. At the end of the Game Turn that it does so, all units in that brigade are permanently removed from the game, regardless where they are at the time.
Available Mexican Cavalry [a]:
Alvarez; 2nd Line Cav, 3rd Line Cav, 5th Line Cav, 9th Line Cav, Tulancingo Curaissiers
Andrade; Oaxaca Cav Bn, Michoacan Cav Bn; Los Pintos infantry [b]
[a] Both brigades comprise Alvarez's cavalry division. He commands one of its brigades, Andrade the other. We treat them as separate brigades.
[b] A most interesting unit. According to the notes in Smith, vol 2., and a Mexican source, these were "semi-savage "pintos"—men from the hot region … marked with spots. They lay flat when charged upon, and hewed the enemy down with heavy knives (machetes), and they were expected to fill the Americans with terror." Perhaps. But that's the only mention they ever get, anywhere. As you see, they have no small-arms.
Mexican Reinforcements
A large force of Mexican cavalry (with a lone supporting foot unit) is sitting just off the map, to the west of Hacienda Los Morales. Santa Anna had hoped that it would play a big role in sweeping the North Americans from the field by attacking their flank. That never happened, a result of poor command cooperation, and the usual reluctance of the Mexican leaders.
Cerro Gordo
April 18, 1847
Preliminary Information
Cerro Gordo presents the designer with several problems. First is that the battle took place over two days. One the 18th, the US advanced one division to seize Atayala. Santa Anna's reaction to that was minimal. On the following morning, the battle continued. For game purposes we have melded the two days into one continuous flow of play (12 turns).
Second is that eternal game design bugaboo: the players know too much, far more than the historical participants. The lines of sight were almost non-existent for all but troops on the higher elevations, and, even "worse," Santa Anna was convinced, as were most of his advisors, that the only approach was by the National Highway and some of the lower ground just to the south (as you can see from the initial Mexican deployment). For this reason all Mexican units start the game "inactive".
Given all of that, Cerro Gordo is, like most of the battles in this war, an unusual one. The US is very aggressive, the Mexicans are not. However, the Mexicans have far more troops and the advantages that mountainous terrain can offer.
Map
This scenario uses the Cerro Gordo map. The scale is c. 115 yards per hex.
Length of Game
12 turns—or about five hours based on playtester experience.
Balance
Favors the US, but not greatly. Much depends on how the Mexican Player reacts—when he can—to the US advance. Hopefully, the Mexican player, given what he knows, will do a damn sight better than Santa Anna.
Initiative
The US Player automatically has the Initiative until the turn after Atalaya is taken. Starting with the next turn, players roll for Initiative, with the US Player adding Scott's Initiative rating to his die roll if Scott is on the map (and 9.33 isn't in effect).
Changes To Basic GBACW Rules
(3.0) Sequence of Play
II. A. Activation Efficiency Determination. There is no "Efficiency"; this is already pre-determined; see changes to 5.2, below.
II.D. Reserve Placement is not used.
III.C.3. Action Phase:
- Add: The US Player may fire his off-map Artillery as an activation.
- Add: The Mexican Player may use his AM to attempt to Activate one of his Brigades.
(4.0) Command
(4.11) The Army Commanders have two functions:
- Initiative.
- Santa Anna also acts as Division Commander for the Mexicans, in that any brigadier within his Command Range may Change Orders, without a die roll, in the Division Orders Phase (II/B). US Brigadiers may do same if the chain of command —Scott to Division to Brigadier—is in place.
(4.12) There are no Corps Commanders (ignore 4.12).
(4.13) The US Division Commanders' Activation Rating is not used. Moreover, they move as per 4.17.
(4.3) There are no Artillery Leaders.
(5.0) Activation
(5.2) There is no Efficiency in this battle. Both Players always get three Army AM per turn. See "new" 5.37, below.
(5.3) When a player's Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV/A, as per 4.17.
(5.34) Only the US may use Brigade Coordination.
(5.37) If the Mexican Player uses an AM to activate one of his brigades, as above, then he may not undertake the Action Phase with his units, except for artillery fire.
(5.4) Not used.
(6.0) The Orders System
(6.1) There are no March orders in this battle; just Advance and Attack.
(6.12) Division Orders is used only by the US, and only when Taylor is on the map.
For the Mexicans there are no Divisions. Any brigade in command range to Santa Ana may change orders in this phase.
(6.3) Units may not enter Reserve.
PLAY NOTE: Two Mexican brigades and the Mexican reinforcements are in reserve at the start of the game. This means they cannot be activated until taken out of reserve at the end of Turn one, at the earliest.
(10.0) Fire Combat
(10.61) Mexican artillery may not move and fire in the same Phase. Remember, they need not be activated to fire.
(11.0) Shock Assault
(11.5) Cavalry Charge
The Mexicans have, potentially, a large contingent of cavalry. Unfortunately, they have three factors working against their efficient use:
- The terrain, which limits the Charge Path (11.52 and 11.53) and any charge benefits (11.55). Of course, they can use normal Shock (into hexes they can actually reach).
- Their commander, General Valentin Canalizio, was, shall we say, somewhat lacking in eagerness to participate. Perhaps his "foreboding of disaster" (most likely his) made him a bit tense and unsure. Not unusual with Mexican upper level officers in this war.
- The units themselves: The splendiferously and colorfully uniformed Mexican cavalry regiments performed poorly throughout the war, usually failing to attack, or even participate, in any meaningful way. (There were exceptions.) At Cerro Gordo they took one look at the approaching North American's and high-tailed it back to Mexico City.
(11.55) Additional DRM: Lancers add one (+1) when Charging.
DESIGN/HISTORICAL NOTE: The Tulancingo Cuirassiers, probably the best cavalry unit in the Mexican Army, was, in the Napoleonic sense, Heavy Cavalry. While this does not give them a Shock DRM, they are far easier to commit to combat with their high Cohesion Ratings, reflecting their "heaviness".
(13.0) Morale and Rally
(13.3) Division Combat Effectiveness. Not used.
(13.42) This may not be used by Mexican leaders. They may not be used to affect/help Rally in any way.
(15.0) Engineering
(15.1) This section is ignored; no one may build breastworks.
(17.0) Fatigue
Fatigue is not used; the battle is too short.
Special Rules For The Battle
Terrain
The Faux Road/Northern Approach. Given the above, Santa Anna was sure that the only avenue of approach to his Cerro Gordo position was along the Highway. However, engineers Pierre G.T. Beauregard and Z.B. Tower informed Scott that Santa Anna could be flanked by moving to the north of his positions. Scott sent Robert E. Lee and some engineers out to clear the path as far as could be done (about to the point where a LOS can be gained from la Atalaya to the mouth of that path as it emerged), and that was where, and by what means, Scott planned his attack. The game starts with Twigg's two brigades having used this "cleared" (well, made somewhat easier) path.
The National Highway. The Mexican opinion was that this excellent (for that era) road was the only viable route an army could take to cross the mountains and reach Mexico City. As such, it provides the best method of movement in the game, negating the general movement restriction applied to all terrain, above.
Rio del Plan. This was not a very big river, in terms of width. However, it ran through a gorge with cliffs of up to 500 feet. It was uncrossable.
Steep Slopes. Infantry moving up, and cavalry moving down, Steep Slopes must, at the conclusion of their movement for that Phase, UDD to see if such movement has Disordered them.
Fortification (el Telegrafo). Santa Anna's engineering preparations were amazingly half-hearted and slipshod. Some redoubts were finished; others (such as the ones for the easternmost Mexican troops) were only laid out in terms of placement. For those fortifications in place, a unit in a hex protected by these redoubts may fire through any hexside that is part of the hex it is in. Moreover, a unit in such a hex cannot be "flanked" through a redoubt hexside.
PLAY NOTE: Remember that units defending inside such fortifications (a) get a –1 DRM to any pre-Shock Cohesion checks, and (b) may ignore Retreat results.
The Camp. The tents of Santa Anna's army were spread all over this area. They have no affect on the game.
Mexican Activation
All Mexican units, except those In Reserve, start the game "inactive". Inactive infantry units may not undertake anything in their AM's Action Phase, except that any artillery may fire (at targets to which it can trace a LOS).
There are two ways units may be Activated, and once activated they remain so for the rest of the game.
Any Mexican Brigade (units in Command range only) or any individual unit, is automatically activated at the start of any Mexican AM that any US combat unit is within four (4) MP and Line of Sight.
For any one of his AM drawn in any one Game-Turn, the Mexican Player may Activate any one brigade (units in Command range only). Units of that brigade may undertake a normal Action Phase. If he chooses to do this, he may not undertake anything else, other than artillery fire, with any other units.
US Off-Map Artillery
Starting with the Game-Turn after the Turn in which the US Player (first) captures Atalaya, he has the use of a 68-pounder piece of Heavy Artillery that they have managed to drag up the side of the ridges to the south of the Rio del Plan (about 4 hexes off-map).
Each time a US AM has been drawn/selected, before undertaking any other action, the US Player may designate as a target of this gun any one hex south of, or adjacent to (and north of) the National Highway between 2334 and 4330, inclusive. He then rolls one die (there are no DRM), consults the Off-Map Artillery Fire Table, and applies the result, if any.
Victory
The game is played until one player wins or 12 turns have been played. Who wins is determined as follows:
The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies El Telegrafo (2030) and has exited at least 10 SP of non-disordered Infantry off the map through 1027.
Mexican Historical Victory: The Mexican Player wins if, at the end of any game-turn, any three (3) U.S. brigades are Combat Ineffective and the US has not satisfied the above victory conditions.
Mexican Competitive Victory: The Mexican Player wins if, at the end of any game-turn, any two (2) U.S. brigades are Combat Ineffective and the US has not satisfied the above victory conditions. This victory condition may not be used if the Mexican Cavalry have been activated.
If neither player has achieved victory, as above, by the end of twelve (12) turns, the Mexican Army is considered to have survived and blocked passage. The Mexican Player wins.
Cerro Gordo — Initial Mexican Deployment
All Brigades are under Advance Orders except Vasquez and Ampudia. Units may be Faced as Desired unless stated otherwise.
| Hex | Units |
|---|---|
| 1130 | Santa Anna; Hussars of the Supreme Power |
| 3839-40 | Pinzon; 5 Line Infantry, Atlixco NG; Artillery: 1 x 12lb, 2 x 8lb, 4 x 4lb (a total of 3 artillery units). [All Units Facing East] |
| 3935-6 | Araujo; Libertad Bn, Zacapoastla NG; |
Cerro Gordo — Initial US Deployment
Players choice as to start Orders. Set-up only is 1 unit per hex.
| Hex | Units |
|---|---|
| Level 2 hex between 3125-3625 inclusive | Twiggs (2 Div), Harney (1/2Div); 1st Artillery, 3 US, Regt of Mounted Rifles (dismounted); K, 1 US Artillery Battery, 4 x 12lb Howitzers from the Howitzer & Rocket Company. |
| Level 2 hex between 3825-4224 inclusive | Riley (2/2Div); 4th Artillery, 2 US, 7 US. The Rockets of the Howitzer & Rocket Company. |
US AM Available: Three US Army AM
US Reinforcements
The US Player may bring in any one of the following groups, one per Turn (not AM) starting with the Turn after the US Player occupies Atayala (2528). Some of the groups have restrictions as to when they may be used.
Reinforcements may enter the map through either 4825-6, or 4836-8. The US Player may bring on Army Commander, MajGen Winfield Scott, with any infantry brigade, below.
- 1st Brigade, Volunteer Division: Shields; 2 NY, 3 Ill, 4 Ill, 3rd Vol. Artillery Battery.
- 2nd Brigade, Volunteer Division: Pillow; 1 PA, 2 PA, 1 Tenn, 2 Tenn, US Marine Detachment.
- 1st Brigade, 1st Division: Worth (1 Div), Garland; 2 Artillery, 3 Artillery, 4 US; A, 2 US Artillery Battery. This brigade may not enter until both Shields and Pillow have done so.
- 2nd Brigade, 1st Division: Clarke; 5 US, 6 US, 8 US. This brigade may not enter until both Shields and Pillow have done so.
- 2nd Dragoons, Tenn Mtd Volunteers [a].
[a] = For the purpose of changing Orders, these two units may do so, as per the rules for such, when in range of Twiggs, Harney, or Riley. (The Tenn Mtd Vols were historically "unattached", but this rule suffices to cover that.)
HISTORICAL NOTE #1: Shields' Brigade (attached for the battle to Twiggs' 2nd Division) and, much later, Worth's Division (which saw no action), were brought in through 4825 and the cleared Level 2 hexes. Pillow's Brigade entered, in a somewhat confused manner (not unusual, considering Pillow's talents, or lack thereof) through 4836-8. The Dragoons and Heavy Guns (not used in this game), attached to Twiggs, remained in the rear.
HISTORICAL NOTE #2: The commander of the Volunteer Division, MajGen Robert Patterson, was not present. Shields' brigade was attached to Twiggs' 2nd Division; Pillow operated without Divisional Command.
Cerro Gordo — Additional Mexican Deployment
| Hex | Units |
|---|---|
| 3935-6 (continued) | Araujo; Libertad Bn, Zacapoastla NG; Artillery: 4 x 4lb, 4 x 8 lb (a total of 2 artillery units) [All Units Facing East] |
| 3832-3 | Badillo; Jalapa NG Co., Coatepec NG Co., Teusitlan NG Co; Artillery: 6 x 4lb, 3 x 8lb [All Units Facing East] |
| 3136, 3236 | Jarero; Matamoros NG, Tepeaca NG; Artillery: 1 x 8lb, 4 x 4lb |
| 2534, 2634-5, 2734 | Diaz de la Vega; 6 Line, Grenadier Guards of the Supreme Power; Artillery: 4 x 16lb, 3 x 8lb |
| 2528 | 1 SP Infantry Detachment |
| 2030 | 3 Line/Vasquez; Artillery: 4 x 4lb |
| Any Camp Hex | Vasquez; 1 Ligero, 2 Ligero, 3 Ligero, 4 Ligero; Galeana NG Artillery [In Reserve] |
| 1730, 1831, 1931 | Ampudia; 4 Line, 11 Line [In Reserve] |
Mexican AM Available: Three Mexican Army AM.
Mexican Reinforcements
The following units are available as Reinforcements. To be brought in requires them to be Activated (see below). If Santa Anna is in any Cerro Gordo Village Hex, or within 4 MP of 1027, these Reinforcements are within his Command Range. Arteaga's "brigade" may not be activated before the cavalry. The Reinforcements are In Reserve at the start. They enter through hex 1027.
- Canalizio [The Cavalry]; 5th Line Cav, 9th Line Cav, Morelia Activos Cav, Tulancingo Cuirassiers, Chalchicomula Activos Cav, Jalapa Activos Cav, Orizaba Activos Cav
- Arteaga; Puebla Activos, Puebla Natl Guard
HISTORICAL NOTE: Arteaga's brigade came up just as the battle was ending, made a brief appearance just west of Cedrro Gordo, and then retired.
Chapultepec
Mexico City, September 13, 1847
Preliminary Information
The Chapultepec scenario is somewhat unusual, if alone for the fact that it uses a scale different from the other battles, 45 yards per hex. While the Turn/Am sequence remains the same, each Turn (and all the Activations within) now represents 20 minutes, not an hour. Some of the basic rules mechanics have been streamlined (cf. the artillery fire rules, below). Unless changed by any of the following rules all rules dependent on stacking or range are unchanged to keep things simple (i.e. Artillery Approach Fire is still three hexes).
We also note that Chapultepec makes for a very good solitaire game, as there is not that much for the Mexican player to do, in terms of strategy or even movement.
Map
This scenario uses the Chapultepec map. The scale is 45 yards per hex. The half/partial hexes along the east and north edges of the map are playable.
Length of Game
Play until there is a winner. 4–5 hours depending on your solitaire play pace.
Balance
It is hard to see how the Mexicans can win this one. Chapultepec, itself, may be a difficult target, but there is nothing—and no one—supporting it. Its garrison is pretty much on its own, except for the one battalion that Santa Anna did release during the storming. If the players allow the Mexican to use the Optional Reinforcements (below), that will change the balance.
Changes To Basic GBACW Rules
(3.0) Sequence of Play
II. A. Activation Efficiency Determination. There is no "Efficiency"; this is already pre-determined; see changes to 5.2, below.
II. B Division Orders is used only by the US.
II. D Reserve Placement is not used.
(4.0) Command
There are no Corps/Army Commanders, only Brigadiers, plus the US Division Commanders, who move only in the Commander Movement Phase (IV.A).
The US Division Commanders' Activation Rating is not used.
(4.3) There are no Artillery Leaders
(5.0) Activation
(5.1) US automatically has the Initiative each game-turn.
(5.2) There is no Efficiency in this battle. The US always gets three (3) Army AM per turn; the Mexican always gets two.
PLAY NOTE: Two Mexican AM reflects the somewhat half-hearted Mexican commitment to defending the hill. If you want to give the Mexicans a bit more opportunity, give them 3 AM.
(5.3) When a player's Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV.A, as per 4.17.
(5.34) Only the US may use Brigade Coordination.
(5.36) As there is no Mexican leader above Brigade Level, all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II.B Division Orders.
(5.4) Efficiency Transfer is not used.
(6.0) The Orders System
(6.1) No March orders in this battle; just Advance and Attack.
(6.3) The Reserve Rule is not used.
(8.0) Stacking and Extension
(8.1) Chapultepec stacking is:
- Four infantry SP (or one unit), or
- Six guns, or
- one infantry unit plus one artillery unit.
(8.4) Line Extension is not used; we've kept the units to small enough size, vis a vis the scale, to make this unnecessary. See, though, Special Fire Rules, below.
(10.0) Fire Combat
See the Special Rules for Fire, below.
(10.61) Mexican artillery may not move and fire in the same Phase.
(13.0) Morale and Rally
(13.3) Division Combat Effectiveness is not used.
(13.42) Mexican leaders may not be used to help Rally in any way.
(15.0) Engineering
(15.1) This section is ignored — no one may build breastworks.
(15.24 [NEW]). Units defending against shock behind a Fortification or Stone Wall hexside, or in a Colegia hex, subtract one (–1) when undertaking a Pre-Shock Cohesion check (11.37). See the Terrain Rules for this battle for more detail on the several different types of man-made fortifications.
(17.0) Fatigue
Fatigue is not used; the battle is too short.
Special Rules For The Battle
Terrain
Causeways and Roads. For game purposes, they are the same.
Aqueducts. Several of the Causeways had large, stone aqueducts running their length to/from the city. The aqueducts offered protection to any one using them for such, although it was not difficult to move through them, by way of their many, large arches. The aqueducts block LOS for shot/shell artillery, but not for grapeshot or musketry. (Where the aqueducts paralleled the stone walls we left them out, feeling them to be redundant at this scale.)
DESIGN NOTE: We hope you will excuse us for running the aqueduct along the hexsides, somewhat unrealistically.
Marsh/Flooded. Mexico City (off the map to the NE) is surrounded by partially reclaimed swamp (at this time). Some of it was fields, some of it marsh. Pretty much all of it had been flooded by Santa Anna at the approach of the North Americans, restricting (most) military movement to the Causeways.
Cypress Grove and Swamp. Greater Chapultepec was a large, rectangular park. The western side of the park was a beautiful grove of cypress trees, set in a naturally swampy environment. Some hexes reflect the presence of large numbers of trees; others are just swampy, with scattered trees.
Fortifications. Much detailed by Lee's survey, these are well-constructed breastwork type blockades, built for protecting firing units as well as retarding charging enemy. A unit in a hex protected by these redoubts may fire through any hexside that is part of the hex it is in. Moreover, a unit in such a hex cannot be "flanked" through a redoubt hexside.
PLAY NOTE #1: Remember that units defending inside such fortifications (a) get a –1 DRM to any pre-Shock Cohesion checks, and (b) may ignore Retreat results.
PLAY NOTE #2: Notice the two mini-redoubts for hexes 3540 and 3542. Made to hold a gun or two, it does not appear they were so manned during the assault.
Stone Walls. Just like it says, but not built for military purposes. They simply exist as protection and a barrier.
Chapultepec. The name refers specifically to the steep Hill of the Grasshopper, about 200 feet above the surrounding area, atop which rests the Mexican Military College (Colegio Militar). The hill has six levels of elevation, the Colegio being on the sixth and highest. (2645 is not part of the Colegio; it is a Level 5). Many hexsides are Steep Slope, the crossing of which automatically Disorders the unit. Others are Sheer and uncrossable. The 6th level, the Colegio, may not be crossed by any Mexican unit, except through the gate, and by US units only if they have Scaling Ladders (see below). See, also, the note on the fosse, plus the rules on the Mines.
Colegio Militar. The buildings of the college are distinguished from the rest of the hilltop. 2446 and 2545 are clear hexes (courtyard); the rest are buildings. Artillery may be placed in, and used from, either.
Fosse: The Mexicans had dug a ditch in front of the western edge of the wall of the Colegio Militar. It has no effect on the game, as the US can't get over that wall unless they have scaling ladders, anyway.
Restrictions. Aside from the normal LOS rules:
- Mexican artillery in the Colegia (atop the hill) may not fire into any hex adjacent to, but outside, the Colegia. (A question of the inability of the guns to depress at that angle). However, artillery may pre-shock reaction fire (the attackers are coming to the guns).
- No artillery unit may fire at any target within two hexes that is two elevation levels lower or higher.
Mines
The Mexicans planted several mines below the western walls of the Colegio. Unfortunately, they had to be set off by hand, something the Mexicans delayed doing, and then failed to do when they finally remembered them.
There are three Mine markers for hexes 2145, 2146 and 2247. Any time a Mexican AM is drawn, the Mexican Player may attempt to explode the mines. He may do this only once for each hex—remove the counter after the attempt.
To try to explode a mine, the Mexican player rolls the die:
- A 0 or a 9 explodes the Mine.
- A 1–8 fails, and no further attempts for that hex.
Any unit in an exploding Mine hex is automatically Disordered and loses 1 SP.
Scaling Ladders
The U.S. assault troops got to the base of the walls of Chapultepec only to find that the scaling ladders, absolutely necessary to get up the vertical walls, were nowhere in sight. They had to wait for some time for troops to bring them up. To reflect this:
- Any US unit that wishes to move into a Level 6 (Colegio) hex—either by movement or Shock— from outside the hill top must start adjacent to that hex. Exception: units may move through the gates if there is no opposition on the other side; otherwise, treat it is a regular hilltop hex.
- To see if it can so move/Shock, the US Player rolls the die for each such attempt.
If that DR is a 6–9, the Scaling Ladders have arrived, and the unit may move. If that DR is a 0–5, no ladders and no movement.
Rolling for ladders does not prevent firing.
Small-Arms Fire
(8.31) The Maximum Fire Strength per hex is four (4).
(8.45) If both units—'a' and 'b' (e.g., the 4 US regiment)—of the same regiment are in adjacent hexes, for purposes of combining fire SP's, they are treated as if they were "extended".
Infantry uses the Chapultepec Small-Arms Range Chart to determine the DRM for fire.
Special Artillery Rules
On-Map Artillery
Given the scale of the map, any gun of the era could reach any hex on the map with relative efficiency, given good Line of Sight. Therefore, to simplify matters, the artillery in this battle do not use the normal artillery firing rules. Instead, they use the Chapultepec Artillery Firing Table.
When firing on-map guns, the player rolls the die and consults that table. He adjusts that dieroll as follows:
- +1 for each SP over '1' in that unit. Thus, a 2SP section would get a +1 DRM.
- +1 for firing at any target within three hexes. This does not apply to the Mexican 68's and all Howitzers and Rockets.
- –1 all Mexican guns.
- –? Terrain as per TEC.
- –1 Artillery moved.
Restrictions. Aside from the normal LOS rules:
- Mexican artillery in the Colegia (atop the hill) may not fire into any hex adjacent to, but outside, the Colegia. (A question of the inability of the guns to depress at that angle). However, artillery may pre-shock reaction fire (the attackers are coming to the guns).
- No artillery unit may fire at any target within two hexes that is two elevation levels lower or higher.
US Off-Map Artillery
The US had eight guns of various type (see note below) deployed to the south and southwest of Chapultepec, which was in range of all of these mini-batteries. To reflect this, and the early morning pre-assault bombardment;
- Before starting play, the US Player may engage in a pre-assault bombardment, rolling four times on the Chapultepec Artillery Fire Table. He then starts the game with one of his Army AM.
- Each time the US draws his Army AM—except for the first AM he uses in the game, which is covered by the pre-assault bombardment— he may roll once on the Chapultepec Artillery Fire Table before activating his units.
LOS is not an issue in off-map fire; the US can fire at any hex. It is an issue for on-map guns. US off-map artillery may not fire at any hex that is within two hexes of a friendly unit. The only modifiers which apply are those for terrain.
HISTORICAL NOTE: The off-map US artillery consisted of 3 captured Mexican 16-pounders, 3 8" howitzers, 1 24-pounder mountain howitzer, and a 10" mortar. Referring to the El Molino map, they were split into 4 sections, located in El Molino hexes 2706, 2714, 2214, and 2613.
Chapultepec — US Assault Force
No US units start on the map; all units enter as Reinforcements. They enter under whatever Orders (Assault or Advance) the US Player wishes.
There are six "groups" of Reinforcements. The US Player may bring in one group per Turn (not AM). Each group must arrive within the game map parameters noted below.
- Clarke's Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (2/1Div) [d].
- Smith's Brigade: See Special rule on Smith, below. Units: (1/2Div).
- Pierce's [e] Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (1/3Div), including McKenzie's Storming Party; Reno's Rocket and Howitzer Company.
- Cadwalader's Brigade: Must enter through hex 1041 [a] Units: (2/3Div); I, 1 US Artillery [b].
- Shield's Brigade: Enters through any hex(es) along southern edge that are not "blocked" by a Stone Wall (e.g., may not enter through 2253). Units: (1/4Div); A/2US 'a' artillery.
- Roberts' Brigade: Enters through any hex(es) along southern edge that are not "blocked" by a Stone Wall (e.g., may not enter through 2253). Units: (2/4Div). including Casey's Storming Party.
US AM Available: Three US Army AM.
Division Commanders may be brought in with any one of the brigades in their division. The US Overall Commander, MajGen. Winfield Scott, is off-map and not used.
- Worth (1st Division).
- Pillow (3rd Division).
- Quitman (4th Division).
Initiative
The US Player always has the Initiative.
Smith's Brigade
Brigadier Persifor Smith's brigade, nominally in Twigg's 2nd Division, is under the divisional command of Quitman for this battle. Twigg's counter is not used.
Smith's regiments entered the battle from a somewhat unusual "angle". Quitman, aware that the Mexican redoubt defended by the Morelia Bn would be difficult, and costly, to take with a frontal assault, sent Smith's troops off to the east, into the flooded fields. After slogging their way across the swampy fields and endless irrigation ditches, they came into the battle (and what would be our map) on the left flank, and somewhat behind, the Morelia Bn, driving them away from the redoubt.
Smith may always choose to enter through hex 3552 (the Tacubaya Road) as a normal reinforcement. However, the US Player may choose to send Smith on his flanking maneuver. In that case, the US Player states that Smith may be attempting to flank.
- Smith may enter the map only after at least three other brigades have entered the game.
- Smith may enter through any hex along the eastern edge of the map, from 3743 to 3750, inclusive. The US Player should write that down, keeping it secret.
- To actually bring Smith onto the map, when a US AM is drawn, the US Players rolls a die for Smith. If the DR is 7-9, Smith enters; if 0-6, he remains off-map. Add one (+1) for each previous game-turn in which Smith, eligible to arrive, has not yet done so.
Note: Smith's failure to enter on its first turn does not prevent otherwise normal reinforcements on the following turn; Smith attempts an entering die roll and another brigade may enter as above.
PLAY NOTE: Yes, it is mathematically possible that Smith will not arrive.
Notes for the US Assault Force at Chapultepec:
[a] If playing historically, Cadwalader's brigade enters first. Historically, the battalion of Voltigeurs (which was part of a regiment combining them with the Foot Riflemen), was divided up and divied out: 4 companies were the advance for Pierce's brigade, and another 4 companies attacked the few Mexican troops guarding the southern walls.
[b] This section of guns from Magruder's battery is commanded by Lieut. Thomas J. Jackson, later known as "Stonewall".
[c] Hale's rockets, as opposed to the less reliable Congreve rockets (which the US army also used). They were fairly accurate up to 2000 or so yards.
[d] This was the last brigade, historically, to enter the battle.
[e] Franklin Pierce, eventually 14th President of the United States.
Victory
The game is played until one player wins. Who wins is determined as follows:
The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all eight (8) hexes of the Colegia Militar, the top of Chapultepec.
The Mexican Player wins if, at the end of any game-turn, any three (3) brigades are Combat Ineffective and the US has not taken the Colegio.
Chapultepec — Initial Mexican Deployment [g]
[All units are under Advance Orders]
| Hexes | Units |
|---|---|
| 1453 | Miña National Guard Bn |
| 3750 | Union National Guard Bn (with 1 SP already lost) [f] |
| 3446, 3545, 3646 | Matamoros de Morelia Bn, One per hex: 2 SP of 8lb guns, 2 SP of 4lb guns, 1 SP of 4lb guns [b] |
| 2148 | Queretero National Guard Bn (with 1 SP already lost) [f]; Patria National Guard Bn |
| Any Level 5 hex between 2245-2543 | Toluca National Guard Bn |
| In the Colegia Militar | Gen. Nicolas Bravo; 10 Line Inf. (both), Cadets of the Military College [a] |
| Any Level 3 or > hex | 2SP of 24lb guns; 1SP of 68lb gun; 1 SP of 8lb gun; 3 SP of 4lb guns |
Mexican AM Available: Two Mexican Army AM. (The players may use 3 Mexican AM if they wish to attain better play balance).
Optional Deployment
No, the historical deployment doesn't look overly efficient to me, either. Then again, other than holing up inside the Colegio and praying for divine intervention (as Santa Anna is not about to provide much of the same), what could be better? So, if you agree, or just simply want to explore alternatives, we suggest the following.
Optional Mexican Reinforcements
Santa Anna had two divisions held in reserve, east of Chapultepec. They were never released because Santa Anna feared additional attacks along the southern causeways, and he "froze", failing to commit anyone in sufficient time to help. This rule allows the Mexican Player to be a little less indecisive than Santa Anna…if the players agree to use it. Essentially, he gets to use/release the rest of Rangel's brigade [d].
The following regiments, all in Rangel's brigade, are available as Optional Reinforcements:
- Grenadiers of the Guard of the Supreme Powers (two counters).
- Mixto de Santa Anna [e].
- Matamoros National Guard Bn.
Starting with the game-turn after the turn in which the San Blas Bn arrives, the Mexican player may release/bring these in as reinforcements.
- He may bring in only one per game-turn (and if he uses that turn to bring in the Hidalgo Bn, he may not bring in any optionals).
- He selects the arriving unit blindly, by drawing it from a cup, like he draws AM.
- For the Activation/AM he uses to bring in that unit, no other Mexican units may move or Shock; they may fire.
- The arriving units may enter through either 3540 or 3743. If the hex is occupied by US troops, it may not enter through it.
Notes:
[a] These are the famous cadets, teenagers mostly, some younger, and much-honored in Mexican lore, Los Niñoes Heroes, who fought as bravely and determinedly as any older man ever would have.
[b] Part of Rangel's brigade; but, until Rangel enters as a reinforcement, may be commanded by Bravo. This was considered one of the better Mexican infantry units.
[c] Commanded by a real tongue-twister, LtCol Felipe Santiago Xicoténcatl. Very unusual to find a high-level officer with a Nachuatl surname. Akin to finding a Catholic or Jewish commander in the US Army at the time. The San Blas, apparently, tried to reinforce the College but only made it halfway up the entrance road before being beaten back.
[d] The other division, under Ramirez, would never have been released.
[e] At the time of Buena Vista, this was an ad hoc battalion made up of remnants of the 6th, 7th, and 8th Line Infantry. Probably about the same at this time.
[f] The SP reduction represents losses taken at El Molino.
[g] This is based on General Bravo's report the day after, as delineated in the notes to Smith (Vol 2, p.408).
[h] The appearance of this battalion is mentioned in only a few sources, although it was part of Rangel's troops at Molino. It seems to have been used to defend the Tacubaya Road.
- The Matamoros de Morelia Bn, and those 5 guns, still go into that redoubt.
- The rest of the units may be placed anywhere on the map, but not in any road hex that is also on the edge of the map (cf. you cannot put a unit in 1041 or 3552). The Cadets must be placed in the Colegio…and remember, the only way Mexican troops can enter Level 6/Colegio, is by the gate.
Historical Mexican Reinforcements
The Mexican Player has two units and a leader that he can bring into the game:
- General Joaquin Rangel.
- San Blas Activos Bn (both counters) [c]. The battalion may enter with any Mexican Army AM drawn after the first game-turn. It enters through 3540 (partial hex), under Advance Orders.
- Hidalgo Battalion. This unit may enter with any Mexican Army AM drawn after the the turn in which the San Blas Bn has entered. It enters through either 3540 or 3744 [h].
Command and Organization Charts
For Monterey and Buena Vista
Mexico, Army of the North at Monterey
Major General Pedro de Ampudia [a]
East Wing Brigade / BG Francisco Mejia [l]: 10th Line, 2nd Ligero, 3rd Ligero, Queretaro Activo, Aguascalientos Activo
West Wing Brigade / BG Simeon Ramirez: 4th Ligero, 1st Mexico Activo, San Luis Potosí Activo, Morelio Activo, Monterey Auxiliares [c]
Reserve Brigade / Col. N. Mendoza: 1st Line, 7th Line, Zapadores, Nuevo Leon Defenserias [d]
Black Fort Garrison / Col. Jose Lopez Uraga: 3rd Line, 4th Line, 6th + 8th Line [e]
East Wing Cavalry / BG Anastasio Torrejon: 1st Line Cavalry, Ligero Cavalry, 3rd Line Cavalry, 7th Line Cavalry, 8th Line Cavalry
Presidiales [n] / BG Antonio Canales [k]
West Wing Cavalry / BG Manuel Romero: Guanajuato Activo Cavalry, Jalisco Lancers [g], San Luis Potosí Activo Cavalry, 1st Nuevo Leon Activo Cavalry, Bejar Auxiliares Squadron, 1st & 2nd Tamaulipas Permanent Cos [f], Lampazos Permanent Co. [f], Bejar Permanent Co. [f], La Bahia Permanent Co. [f]
Artillery
| Artillery | Location |
|---|---|
| two 4-pounder | In the Black Fort [h] |
| six 12-pounders | In the Black Fort [h] |
| one 18-pounder | In the Black Fort [h, m] |
| three 8-pounders | Fort Diablo |
| one 4-pounder | La Teneria (redan) |
| two 8-pounders | La Teneria (redan) |
| one Mnt. Howitzer | La Teneria (redan) |
| one 12-pounder | Purisma Bridge tête-de-pont |
| two 8-pounders | Purisma Bridge tête-de-pont |
| four 6-pounders | Ft. Libertad |
| two 8-pounders | Obispado |
| one 6" Howitzer | Obispado |
| one 12-pounder | Obispado |
| two 8-pounders | Federacion Ridge redan [i] |
| ten 6-pounders | Monterey [j] |
General Note: The exact location and assignment of the individual units is extremely difficult to pin down, mostly because it changed from one moment to the next. Sources also tend to differ, and the Mexican OoB given in Smith (based on that signed by Ampudia and Condé) gives only units, not commands.
[a] The Cuban-born Ampudia was called the "Culinary Knight" for his habit of boiling his opponents' heads in oil; one of the more interesting personages in the war. Handsome of looks and military in bearing, he had the backbone of a frightened ferret. In Eisenhower's succinct words, he vacillated between " … bravado and terror." Monterey was not his best day, either, as he spent most of the time indoors. In his favor, we do note that he tried to talk his staff into attacking Taylor's army as it approached, only to be rebuffed by those who chose discretion over valor. Then again, Ampudia didn't argue too strenuously it appears. He was slippery enough, however, to both avoid Santa Anna's political wrath (for a while) as well as bamboozle Taylor into a rather pro-Mexican peace following the battle.
[b] There are no Division Commanders.
[c] There is a good chance that these were simply local police, armed townspeople, and assorted similar rabble. They don't appear anywhere else during the war.
[d] There is considerable confusion as to whether these men were infantry or cavalry. Ampudia's return lists them as cavalry, but it is a remarkably large unit to be mounted (and, in essence, wasted inside a city. So, despite the notation in Ampudia's returns, we have assumed that such a large group would, most likely (and as is noted in other sources), be used dismounted. "Defenserias" was the military term for what we call local militia. Even lower than the Auxiliares, and probably similar—in ability, training and method of levy—to the "National Guard" units one finds at Buena Vista. For a visual, picture all those worthless troops in any Zorro movie.
[e] As the total manpower of these two units had dropped to less than 100, they were combined into one regiment at Monterey.
[f] For game purposes, these are all lumped into the "Permanent" counter. Their total strength was less than 100 rank-and-file, with the La Bahia contingent numbering one soldier. Wonder whether he was an officer or just a trooper? Knowing the Mexican Army predilection for this sort of thing, he probably considered himself "Colonel" of the regiment. For those interested, the numbers are Tamaulipas (50), Lampazos (23), Bejar (22) … and the lone Bahia Rider.
[g] One of the really good Mexican cavalry units, even if it was militia, the Jalisco Lancers fought everywhere. At Monterey, under their commander, Lt.Col. Juan Najera, they charged the Texas Rangers as the latter emerged onto the Saltillo Road from the shadow of Loma de Independencia … only to get shot to ribbons, including Najera. Even the staunchly bigoted rangers commented on their remarkable bravery and discipline.
[h] The Black Fort guns were manned by the fore-runners of the infamous San Patricio battalion, here called the Colorado Company.
[i] These guns were originally placed in El Soldado Fort but were moved to the redan when Worth's column appeared on the Saltillo Road.
[j] The sources estimate the number of guns inside Monterey as anywhere between 7 and 17 (and of no indicated type). With no one source appearing to have any greater insight then the others, we opted for the median: 10, which would confirm the total Mexican guns with at least one of the many, varying sources.
[k] General Antonio Canales, known as the "Chaparral Fox", was one of Mexico's most devastating, brutal, ruthless—and effective—guerilla fighters. Prior to the war, he was known mostly for hit-and-run raids into Texas in which the destruction was equal to anything the Apaches could ever come up with. As a result, he was fair game for the Texas Rangers, who considered it a personal quest to kill Canales, who sported easily the biggest mustache in the war. One source says he "... was as least as shifty as he looks." He proved, however, to be most inadequate as a battlefield commander. Perhaps this was because, while fighting with the Mexican army, he was wheeling and dealing with the US Government to have them set him up as ruler of a local kingdom. Canales' motley crew was supposed to harass Taylor's lines before and during the battle. It appears that Ampudia attempted to have Canales do just that, but The Chaparral Fox appears to have missed/ignored his cues. Yet another botched opportunity.
[l] Need a good quote? Justin Smith's "War with Mexico" is just loaded with 'em. Here's what he says about Mejia: " … a little, pockmarked man in blue glasses, who looked like a sot, and thus far in the campaign had been distinguished only for bad health and a pompous vocabulary." To his credit, JS provides a half-dozen sources for this opinion in the notes. Mejia actually took command of the Mexican army after Resaca but fell ill, was replaced by Requena, took over again, and then handed over the baton to Ampudia mid-summer.
[m] This large gun, not usually found with a Mexican field army, was probably from Fort Brown, in Texas.
[n] The standard Canales' gathering of mounted usual suspects, more suited to slash and burn raids against civilians than organized warfare.
United States, Army of Occupation at Monterey
Major General Zachary Taylor
1st Division / BG David Twiggs [a]
- 3/1 Brigade / Col John Garland: 3 US Infantry, 4 US Infantry, Miss and Texas Vol Infantry [g], Bragg's 'E', 3 US Field Arty
- 4/I Brigade / Lt. Col Henry Wilson: 1 US Infantry, The Washington and Baltimore Battalion, Ridgely's 'C', 3 US Horse Arty
Field Division / MajGen William Butler
- 1/Field Brigade / BG Thomas Hamer: 1 Ohio Infantry, 1 Kentucky Infantry
2/Field Brigade / BG John Quitman: 1 Tennessee Infantry, 1st Mississippi Rifles [j]
2nd Division / Col William Worth [d]
1/2 Brigade / Lt. Col Thomas Staniford: 8 US Infantry, Childs' Artillery Bn, Duncan's 'A', 2 US Field Arty
2/2 Brigade / Col. Persifor Smith: 5 US Infantry, 7 US Infantry, Louisiana Volunteer Company [h], Mackall's 'K', 1 US Field Arty [b]
Cavalry Division / MG James Pinckney Henderson [c]: 1st Texas [e], 2nd Texas, 2nd Dragoons [i]
Unbrigaded: Webster's 'C', 1US Heavy Battery [f]
[a] = Ah, poor Old Davy. See the rules for what happened to him at Monterey. Twiggs was, essentially, a Taylor clone in terms of tactics … which, for him, consisted of one word: attack.
[b] = Thomas Jackson (later "Stonewall") was assigned to this battery but apparently only arrived at Point Isabel the day the fighting started.
[c] = Henderson's status as a Major General was a Texas "commission"; probably got it from the governor. Henderson was also the governor. This "division" is treated as an independent brigade.
[d] = Worth viewed Monterey as his big chance to finally get field grade. A fairly good commander in any case, he did un-nerve several of his subordinates by riding off towards Independence Hill muttering something about finding a " … grade or a grave." Interestingly—and tangentially—aside from having a city named after him, Worth has a rather large, obelisk monument to his memory in New York … right in front of the Toy and Hobby Center and one block from the old SPI offices!
[e] = Mounted infantry … early version of the Texas Rangers for the most part. The close-range firepower of their new Colt "Walker" revolvers, added to their almost maniacal, and deeply prejudicial, hate of Mexicans—fostered by years of raids by Canales' rancheros and equally barbarous Texan reprisals—made the Texas Rangers the most ferocious, furious and feared—by both sides— single group of fighters in the war. One US officer called them "… packs of human bloodhounds", and Zachary Taylor stated "I am glad to have the Texa[n]s … with me … but I never want to see them again." He was mighty glad to have them at Monterey, though, where Hays' regiment not only single-handedly destroyed the charge of the Jalisco Lancers but also, the following day, dismounted and lead the infantry in the brutal house-to-house fighting. Like volcanoes, they were magnificent and horrible to contemplate, and just as difficult to control. The majority of them were psychopathic killers with a handy "Letter of Marque" from the US government.
[f] = This includes the two siege guns (24-pounder howitzers) as well as the 10" mortar. Both were monumentally ineffective against the Black Fort, but the 10-incher was the gun that Worth dragged into the city on the last day, planted in front of the cemetery in the Plaza de San Antonio, and began lobbing shells into the cathedral, which housed Ampudia … and the Mexican arsenal!
[g] = Most of the 3rd Texas, commanded by Albert Sidney Johnston, had gone home in August. What was left combined with a company of Mississippi volunteers.
[h] Remnants of the 1st and 2nd Louisiana regiments. One source referred to this as The Phoenix Company.
[i] May's 2nd Dragoons were actually unassigned; for game purposes we've listed them with the Cavalry.
[j] Although the Mississippi Rifles were mounted infantry, here, as at Buena Vista, they fought entirely dismounted.
Mexico, Army of Liberation [a] at Buena Vista
Major General Antonio Lopez de Santa Anna [b]
Santa Anna's Guard: Hussars of the Guard of the Supreme Powers
Unassigned: Los Zapadores [c]
Light Brigade / MG. Pedro de Ampudia [d]: 1st Ligero, 2nd Ligero [e], 3rd Ligero, 4th Ligero
1st Division [f] / MG Pacheco
- 3rd Brigade [e] / BG Mejia: San Luis Potosi Activos, Morelia Activos
- 5th Brigade [g] / BG Uraga: Celaya Activos, Leon Activos, 1st Bn Guanajuatos Activos*, 2nd Bn Guanajuatos Activos*
2nd Division / MG Lombardini
- 1st Brigade / BG Garcia Condé [h]: 1st Line, 3rd Line, 5th Line, Jalisco Activos [i]
- 2nd Brigade / BG Perez: 10th Line, 11th Line, Hidalgo Bn*, Michoacan Activos [i]
3rd Division / MG Ortega
- 4th Brigade / MG Guzman: 4th Line [j], 1st Mexico Activos, 2nd Mexico Activos, Lagos Activos
- 6th Brigade / BG Terres: Aguascalientes Activos, Guadalajara Activos, Queretero Activos, Santa Anna Bn [k]
- 7th Brigade / BG Parrodi [l]: 12th Line, Puebla Activos, Fijo de Mexico* [m], Costa Guarda di Tampico Bn, Tampico Veterans di Costa Garda
1st Cavalry Bde / Gen. Miñon [n]: 4th Cavalry, Jalisco Lancers, Cazadores [o], Oaxaca Activos, Puebla Activos
2nd Cavalry Bde / Gen. Juvera: 5th Cavalry, 9th Cavalry, Tulancingo Cuirassiers, Morelia Activos
3rd Cavalry Bde / Gen. Torrejon: 3rd Cavalry, 7th Cavalry, 8th Cavalry, Ligero di Mexico, Guanajuato Activos
4th Cavalry Bde / Gen Andrade [p]: Michoacan Activos, Presidiales
Artillery [q]: San Patricio Battalion [r], Ballarta Battalion, Battery de Leon
* = Irregulars
a = Some sources call this army " … of the North", others, the "Army of Liberation". We go with the latter, as the former was pretty well destroyed as a cohesive fighting force in the first three battles, and Santa Anna brought in a host of new units. There are no "official" returns for how many Mexicans were available at Buena Vista, although the figure 15,142 is the usually accepted one (the Agua Nueva numbers). All of this is quite speculative, as is the make-up and strength allocation for several of the brigades, such as Pacheco's … whose totally raw recruits were not only recently raised but didn't even bother to file any reports … and Juvera's cavalry, whose actual units are somewhat of a mystery. For the most part, we have tried to cross-reference information from other battles as well as tangential references to units throughout the sources. We also hold out hope that someone can always come up with more accurate, specific information.
The "correct" make-up of Santa Anna's Army of Liberation is rather cloudy, mostly because the returns (OoB's) for the battle were lost. Diligent research - which we left to several outside sources—can provide some good hints, though. For the command hierarchy we relied upon the Mexican returns from Agua Nueva (where Santa Anna's army stopped for a short breather) of the day before. As for individual regiments and their numbers, there is a lot of interpolating, cross-referencing, etc. It is our feeling that this OoB is as close as you can get to "accurate". An additional note: a few sources give the Mexicans a 1000-man cavalry brigade under Juan Alvarez. We do not accept this. More reliable information places Alvarez in command of the "Army of the South", in Mexico City, at the time of Buena Vista.
b = The Mexican commander at Buena Vista, the always mercurial, often inept, but ever-so-fascinating President of Mexico, Antonio Lopez de Santa Anna, was, to be colloquial, a real "piece of work". Often treated as a self-aggrandizing buffoon in North American texts, he was certainly that at times. However, given the right circumstances he could be anything but. His troops seemed to like him, although his senior officer staff deserted faster than unpaid mercenaries… leaving him with an upper-level command that resembled nothing more than a Mexican road-show version of Gilbert & Sullivan. He botched much of the Mexican defense against Scott's Vera Cruz expedition in 1847, much as he misread the Texan's militarily misguided determination at The Alamo a decade earlier. However, his Buena Vista campaign revealed, if not a high level of capability, certainly a military mind with a modicum of insight. Santa Anna's problem, however, was that his strategic capabilities often outweighed his tactical.
c = The "crack" Zapadores (engineers) were under the direct command of Colonel Santiago Blanco.
d = Ah, Pedro's back, yet again. This guy has more lives than a Buddhist cat. You'd think that, after Monterey, Santa Anna would have assigned him to guarding Mayan ruins. Not so. Upon receiving word that he was being court-martialed for his (lack of) performance at Monterey, Ampudia immediately turned around and pointed fingers at his subordinates (not without cause, to be sure). Bureaucracy being what it is, this meant that any legal action had to be delayed, and Santa Anna needed experienced generals at Buena Vista. After the battle, he was "banished" by Santa Anna.
e = The 2nd Ligero arrived marching with Mejia's brigade.
f = Pacheco's Division was comprised of mostly inept locals, Monterey rejects, and recent enlistees. (Can you say "shanghaied" in Spanish?) It might be safe to say that, other than the aerobic workout of the hike from San Luis Potosí, this unit had absolutely no drill or training. Most had never fired their muskets, even in practice … an order Santa Anna had given to preserve ammunition.
g = The four Active Militia units in this brigade each have two combat units to reflect their size.
h = Five days later, Garcia Condé was commanding the Mexican cavalry at the battle of Sacramento.
i = The presence of these two units is somewhat suspect. They show up in some returns, not in others. The best information gives them to Lombardini's division, and we then divided them between his two brigades.
j = It is difficult to determine which of these units were present, and in what strength, given so many differing figures in the sources. (Some accounts do not even mention this unit as present, which is why we didn't when it came to Cerro Gordo … but by then some of it, at least, might have been recruited back up, as so was Vera Cruz.)
m = The battalion of "clerks" - 'sons of Mexico' - from Mexico City. Their flag was captured during Hardin's disastrous counter-charge at the end of the battle.
n = Not present at the actual battle; busy wasting everybody's time and energy at Saltillo in a major botched opportunity. See the BV rules. That one of Mexico's crack cavalry regiments, the Tulancingo Cuirassiers, was with Miñon is not a 100% certainty, but they're too good to not include.
o = Mounted Infantry with rifles. An unusual Mexican unit.
p = This brigade featured the two Andrade brothers. Los Dos Andrades - Miguel and Manuel - were pretty poor stuff. So were their troops. The Presidiales pretty much stayed close to the nearest exit. (Literally; they were rear guard on the march up from San Luis Potosí.)
q = Much confusion and conflicting information as to how many Mexican guns were actually present at the battle, ranging from 17, to the 20 we have, to a possibility of 25. (Author Tony Adams says there may have been as many as 39 at Aqua Nueva, many of which would have been left behind.) The appellation "de Leon" cannot be nailed down; I have it somewhere in my notes … but cannot find from exactly where it came. In addition, few sources mention the 7" mortar (which Smith lists as a 7" howitzer). Several testers wanted to know what Santa Anna would be doing hauling a mortar across the desert; perhaps, under the theory that he did not know exactly where he would confront Taylor he needed one in case the confrontation was of a siege nature.
r = The infamous San Patricio Battalion, subject of a recent, rather dreary movie, was made up of (mostly) Catholic ex-patriot US immigrants, only some of whom were actually "deserters" (the quasi-Irish appellation, "St. Patrick's", probably comes from the fact that its "American" leader was John Riley). The Mexicans actually called it Legión de Estrangaros, and its true commander was Major Francisco Moreno … a native-born Floridian! Scott had many of them hanged after the fall of Mexico City, although a goodly number were not, mostly due to Scott's scrupulous insistence on fair trials for all concerned. Many of the supposed deserters were not even US citizens, just Catholic immigrants who felt more akin to the strongly-Catholic Mexico than the rather stone-stupid bigots who peppered the US army at the time. The more things change ….
j = The 4th Line was attached to Ampudia's Light Brigade for the fighting on the 23rd.
k = An ad hoc battalion of units from the remnants of the 6th, 7th and 8th Line.
l = Parrodi was the fellow who got "head-faked" out of Tampico by Ann Chase, wife of the American consul there. Given Tampico's value as a port, this was not an insignificant piece of jelly-footing on Parrodi's part, as Tampico was considered a really tough nut to crack. (Then again, so was Vera Cruz.)
United States, Army of Occupation at Buena Vista
Major General Zachary Taylor [a] / Brig. General John Wool
| Command | Units | Combat Leader | Division Commander |
|---|---|---|---|
| Cavalry [e] | 1 Dragoons, 2 Dragoons, McCulloch's company of Texas Rangers | Lt Col Chas May | None |
| Indiana Brigade | 2 Indiana, 3 Indiana | Col. W. Bowles (2 Indiana); Col. James Lane (3 Indiana) | BrigGen. Jos. Lane [f] |
| Independent | Arkansas Cavalry | Col. Archibald Yell | None |
| Independent | 1 Kentucky Mounted | Col. Humphrey Marshall | None |
| Independent | 2 Kentucky | Col. W.R. McKee | None |
| Independent | 1 Mississippi Rifles | Col. Jefferson Davis | None |
| Independent | 1 Illinois | Col. John Hardin | None |
| Independent | 2 Illinois + Texas Foot [b] | Col. Wm. Bissell | None |
| Artillery | C, 3US Horse | Capt. Braxton Bragg | |
| Artillery | E, 3US Field | Capt. Tom Sherman | |
| Artillery | B, 4 US Field [c] | Capt. John Washington | |
| Saltillo Garrison [d] | 1 Illinois, 2 co's; 2 Illinois, 2 co's; 1st Miss. Rifles, 1 co.; C, 3US (one 6-pounder); C, 1 US (Webster's section of 24H's) | Major William Warren |
[a] See Rules concerning U.S. Command. Essentially, Taylor and Wool are leading a small division.
[b] Captain Conner's Texas Foot was attached to the 2nd Illinois for the battle.
[c] The two 4-pounders in Washington's battery were captured Mexican guns.
[d] Except for the possible arrival of the 'd' unit of the 2nd Illinois, and the 6-pounder from the C, 3US battery (see the rules), these units are not in the game.
[e] There was no official "Cavalry Brigade", and the three units listed were actually detachments from the parent formations. May appears to have been "in charge", at least by dint of rank, although the three units do not appear to have ever operated in a coordinated fashion at Buena Vista. Much of the mounted volunteer force at BV was under the command of Humphrey Marshall, although that, too, was somewhat ephemeral.
[f] The Indiana contingent had two Lanes: Col James L. lead the 3rd Indiana, while General Joseph L command the only "brigade" Taylor had, the Indiana Brigade. Most sources agree that Joseph Lane was a highly accomplished, partisan-type commander, pretty much out of his element in such formalized style of warfare with which he was now involved. A couple of days prior to the battle, the two Lanes appear to have gotten into a fist fight with each other, as two politicians are often wont to do. The end result was that the 3rd Indiana was removed from General Lane's command, although Joe was left in charge of the "brigade" … whatever that meant.
[g] In game terms, what we have done is to eliminate the "brigade" as a functioning command, and make Joseph Lane replacement leader for Bowles (2nd IN). James Lane stays in command of the 3rd.