Rough & Ready: Opening Battles of the Mexican-American War
Rough & Ready: Opening Battles of the Mexican-American War Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Rough & Ready (RR) covers the opening battles in the War with Mexico…or, for our Mexican customers, La Intervencion Norteamericana. The design is intended to be a relatively user-friendly simulation of grand tactics during this era, with an emphasis on ease and speed of play.
2.0 Components, Terminology and Other Useful Information
RR includes the following:
- 22 x 34 map, plus the map bound into the center of the magazine.
- 220 counters
- These Rules with Charts & Tables included.
Important: One 10-sided die is needed for play.
2.1 The Game Map
The game maps depict the area over which each battle was fought, covered by a hexagonal grid which is used to regulate movement and combat.
2.2 Counters
There are three types of counters in the game: combat units, leaders, and informational markers.
2.21 Combat Counters are either infantry, cavalry, or artillery. Each combat unit has information for:
- Command: The leader who activates that unit.
- Unit Type: Infantry, cavalry or infantry.
- Morale: Subjective rating covering training, lower-level leadership, experience, esprit de corps, etc., all related to the ability to survive the rigors of combat.
- Movement Allowance: a numerical evaluation of a unit's mobility.
- Lancer indicator. An "L" indicating that unit is a Lancer.
- Independent Activation rating for a few units; see 3.2.
The Reverse Side of infantry and cavalry units - the one with the lower Morale Rating - is used to indicate that unit has incurred Hits [6.5] sufficient to bring it to that level.
Design Note: Units have no specific Combat Strengths; most were of approximately the same size.
2.22 Leaders indirectly affect the ability of combat units in their command to function at maximum efficiency through their Command Range, a distance in hexes over which they exert their presence. Leaders also have their Movement Allowance and Activation Ratings [3.0] printed on the counter.
2.23 Informational Markers are used to record the changes in status of units.
2.3 The Die
This game uses a ten-sided die (0-9), which you must provide. The zero ('0') is lower than '1;' it is not a 10.
2.4 Game Scale
Each hex covers approximately 120 yards. Each combat unit represents about 150-200 men. Each artillery counter represents from one to three guns.
2.5 Terms of Play
The following words or phrases are used throughout the rules. The definitions below are general; they are not, in themselves, rules. Consider them most useful as basic reference material.
- Command: All of the combat units assigned to a specific leader. Units belonging to a command are considered "In Command" if they are within their leader's Command Range.
- DRM: One of those gamespeak acronyms that means "die roll modifier," a numerical adjustment to whatever die roll is needed.
- Facing: The orientation of a unit counter in a hex. This determines a unit's front, flanks and rear.
- Fire: Combat units using their weapons - muskets or cannon - to cause casualties.
- Morale: The measure of a combat unit's morale, training, lower-echelon command, equipment and esprit de corps, all of which equate to how well that unit can fight and how it does after taking losses. [A very subjective rating.] A unit's Adjusted Morale is its printed rating minus the number of Hits it has incurred.
- Shock: Hand-to-hand combat in which the main factor is the weight and weaponry of the formation. The object is to dislodge the enemy from its position, disrupt it, demoralize it, and, hopefully, put it to flight.
2.6 Questions?
If you have any questions about the rules, we'll be glad to answer them. Send a SASE with your questions (phrased in yes/no format) to Strategy & Tactics, PO Box 21598, Bakersfield CA 93390 or check our website at www.decisiongames.com for downloadable living rules.
3.0 The Activation Sequence of Play
Rough & Ready does not use game-turns; play is continuous and stops only when one side has won (by having his opponent withdraw). To do this, we use a die-initiated Activation mechanic.
3.1 The Activation Mechanic
3.11 The game starts with the North Americans activating any one command of choice. Play then continues as per the Activation mechanic, as follows:
When a Command [4.1] has finished its actions, that player selects another of his Commands (but not the one that just went) and rolls the die:
- If the die roll is the same as or lower than the selected Command's leader's Activation Rating, that Command goes.
- If the die roll is higher than that rating, "play" passes to his opponent, who may now activate any one Command he wishes as a Free Activation (without the necessity of a die roll).
3.12 Play continues in this manner until one player reaches his Withdrawal Level, which means his opponent has won.
3.13 When activated, a Command's units may Move and/or Fire, and, after all movement/fire is completed, they may, if eligible, Shock Attack.
3.2 Independent Activation
3.21 Certain units are "independent"; they are not under any specific leader. Such units are noted with an Independent Activation Rating, which is used in similar fashion to that of the leaders.
3.22 Independent units are activated individually, by hex. They are activated in the same fashion as in 3.1. All independent units in any one hex may be activated at the same time.
3.23 Independent units may be activated only by die roll. They may not use a Freebie Activation.
Example: [Resaca]. The game starts with Garland's Brigade moving. When that command has finished, the USA Player attempts to move Belknap's brigade (Rating of '5'). He rolls a '3', so Belknap's units undertake actions. The USA Player now wants to return to Garland, also a '5'. However, he rolls a '7', passing play to the Mexican Player. Without die rolling, the Mexican Player activates Vega's command, after which he rolls for Garcia's command. The DR for that is a '5', higher than Garcia's '3', so play passes back to the USA.
4.0 Command
Historical Note: The North Americans had great faith in their leaders at virtually every level. The Mexicans did not, and therein lies one of the major advantages the U.S. Army had.
4.1 Commands
A unit's command is identified by a specific leader, whose abilities (Activation Rating) allow that unit to function. The color stripe on the right side of the counter corresponds to the "box" color of its leader. When a Leader is activated, as per 3.0, only the units within that command may be used. This includes artillery, although specific battle rules may change that.
No command or unit may ever go, or be selected to go, immediately twice in a row (enemy activity breaks that "chain"). The same applies to selecting a Leader.
When the turn passes to a Player, as per 3.11, that Player may, if he wishes, Pass and not activate any of his commands. If that is the case, his opponent is now free to activate any of his commands, even the one that just went.
4.2 Commanders
4.21 Each player has one Overall Commander and several subordinate Leaders (usually of brigade level, although, especially with the Mexicans, that can be somewhat nebulous/amorphous).
4.22 Leaders are used mostly to activate the units in their command. They also influence some die rolls associated with Morale. Leaders have three Ratings:
- Movement Allowance: Leaders move with their commands.
- Activation: The DR range needed to activate that leader's command, as per 3.0.
- Command Range: The maximum number of hexes a unit may be from that leader and still be within range. Trace the range as a path of hexes, counting the combat unit's but not the leader's. Such path may not be traced through an enemy combat unit.
4.23 When a Leader is activated, all units in his command, regardless of where they are on the map, are considered activated. However, any units in that Command that are not within that Leader's Command Range (Out of Command) have reduced capabilities:
- Their Movement Allowances are halved (rounding up)
- They may not Shock Attack.
4.24 If a Leader is stacked with a unit attempting Commitment [6.33], subtract one (-1) from that die roll.
4.25 Overall Commanders can increase the chance a Leader will successfully activate, for which they have a Leadership DRM rating. Any time a player checks for Leader Activation and the latter is within the OC's Range, the player may increase the Leader's Activation Rating by the OC's Leadership rating.
4.26 Overall Commanders move in any "free" activation that results from the opponent failing his Activation die roll. However, OC that have moved may not use their ratings in that player's next activation. Use the "OC Moved" marker to so indicate.
4.27 Leaders do not get killed. If the unit they are stacked with is eliminated, simply place the leader with the nearest unit of his Command. The leader is removed from the game when all units in his Command are gone.
Design Note: The above is an obvious simplification.
4.28 Artillery is activated by any Leader within Range. However, artillery may not be used in consecutive activations.
5.0 Movement
5.1 Movement and Terrain
5.11 Each unit pays a cost to enter a given hex. The costs to enter a hex are listed on the Terrain Chart and discussed below. A unit may not enter a hex for which it does not have the MPs to expend.
5.12 Units move from one hex into an adjacent hex. They do not have to use all their MPs, but they may not save MPs from one turn to the next. Units may not transfer MPs.
5.13 Units may use the Trail cost in a trail/chaparral hex only if they are not stacked. Stacked units pay the chaparral cost.
5.14 All units that move into the frontal hex [5.3] of an enemy unit must Stop and move no further that activation.
5.15 A unit that starts movement in the frontal hex of any enemy unit may move away from that enemy unit by moving one hex (maximum). It may not do so if such movement causes it to move adjacent to the same or a different enemy unit. Once the unit has so moved, its facing may be readjusted, as per 5.34.
5.2 Stacking
5.21 Basically, only one combat unit is allowed in any one hex. Leaders may always stack with any combat unit … or they don't have to stack at all.
- Exception #1: Three (3) infantry or cavalry units from the same command (top line of counter) may stack together.
- Exception #2: Two artillery batteries, regardless of command, may stack together.
- Exception #3: One artillery battery may stack with any one infantry or cavalry unit.
5.22 The term "artillery battery" is defined as follows: All units of a specific US battery are named (e.g., "C, 3US"). For the Mexicans, if there is no command noted on the counter, then all guns of the same type are considered to compose one battery (e.g., all 4-pounders, musketoons, etc.).
5.23 Stacking restrictions apply at all times, even during movement. Thus, a US infantry unit could not move through a US Dragoon. However, the 1/5 US from Belknap's brigade could move through the 2/5 US from the same command. There is no cost to move through a unit. See, also, a further exception (retreats) in 6.65.
5.24 Only the top unit in a Stack may Fire. Exception: artillery may fire regardless where it is in the stack. All units in a stack may Shock attack.
5.25 Information markers do not count against stacking limits.
5.26 More than one Leader may stack in any one hex, but Leaders affect only the units in their commands.
5.27 All stacked units must have the same facing.
5.28 Unlike many wargames, friendly units may enter enemy-occupied hexes. However, they may do this only when Shock Attacking; see 6.3. This is not really "stacking", as at the conclusion of Shock Resolution, one side will have vacated that hex.
5.3 Facing
5.31 All combat units must be faced towards a vertex (joint) of the hex it is in; not a hex side. All units in a hex must face in the same direction.
5.32 Facing determines which adjacent hexes, and which of the unit's hex sides, are Front, which are Flank, and which are Rear, depending on unit type. All units have two Frontal, two Flank and two Rear hex sides.
Exception: Artillery has the usual two Frontal hexes. The rest are treated as Rear.
5.33 Units may Fire and/or Shock only into their Front hexes.
5.34 A unit's facing has no bearing on where it may move. However, the facing a unit exhibits when it finishes movement is its facing until it moves again. In addition, the facing a unit has when moving adjacent to an enemy unit is its facing until its next turn. A unit may change facing without actually leaving the hex. There is no cost in MPs to change facing.
5.4 Square
To protect against cavalry charges, "regular" infantry units may form Square. It costs 2 Movement Points (MPs) to form square.
5.41 Only regulars may form square.
- All infantry at Palo Alto and Resaca is regular.
- Only the Mexican 7th Line at Rio Sacramento is regular, but it is too small to form square. No U.S. units may form square in this scenario as none of them are regulars.
- No units may begin a scenario in Square.
5.42 To form Square, two or three units from the same command (e.g., 1/5 and 2/5 US) must be stacked together, each unit facing directly opposite the other. They may not be adjacent to an enemy combat unit when forming square. Once this is done, place a "Square" marker atop the stack and movement ceases.
5.43 The effects of being in Square are as follows:
- A Movement Allowance of '1.' The square may not enter a hex that would cost 2 or more MP.
- All hexes adjacent to the Square are Frontal [5.32].
- All units in the Square may fire, but they still fire separately.
- Charging cavalry does not get the +2 charge bonus; Lancers still get their +1 bonus.
- Cavalry units add one (+1) to the Shock Commitment die roll (6.32).
- Units in square may not use road/trail bonuses.
- Squares may never enter hexes adjacent to enemy units, but remain in such hexes if enemy units move adjacent to them.
- There is no combat bonus for firing artillery or muskets at a square.
5.44 A unit in Square may leave the Square by paying 2 MP. New units may enter an already existing Square by paying 2 MPs.
- Units may not be adjacent to any enemy units when entering or leaving square.
5.45 If for any reason there is only one unit remaining in a square, then the square dissolves at no further cost. For example, if combat leaves only one unit remaining in a square.
6.0 Combat
There are two types of combat: Fire and Shock. Fire covers the use of muskets and cannon. Shock is the hand-to-hand, eyeball-to-eyeball contretemps so beloved of wargamers.
6.1 Small-arms Fire
Small-arms fire covers the use of (mostly) muskets to inflict casualties.
6.11 All infantry and cavalry units have the ability to use small-arms fire. However, this ability extends through only its Frontal hex sides, so a unit's facing is important. Units may use small-arms fire against any enemy unit that is within two hexes of the firing unit (3 for rifles), and to which it has a Line of Sight [see 6.18].
Historical Note: Virtually all infantry units had muskets. The cavalry units had a mishmash of weapons, ranging from the quite ineffective Mexican escopettas (a variation on the sawed-off shotgun) to the rifles carried by some US volunteer units.
6.12 Activated Fire. Small-Arms Fire by an activated unit may take place either at the beginning of Movement or when a unit has finished moving. A unit may fire only once when it is activated, but firing does not cost any Movement Points.
6.13 Several Mexican cavalry units are Lancers (their counter has an "L"). When charging [6.41] - but not counter-charging, and not for non-charging attack or defense - this earns that unit a +1 DRM, in addition to any Charge bonus. Mexican Lancer cavalry may not fire; they only Shock.
6.14 Reaction Fire. A non-activated unit may fire during any single Activation Phase (being undertaken by the enemy), once under each of the following circumstances:
- Enemy Fire. An enemy unit fires at it. It may fire back at that unit (if it can; see facing, range and LOS). The two fires are considered, and are resolved, simultaneously, no unit taking any results until it has fired.
- Enemy Movement. An enemy unit has moved into the non-phasing unit's Frontal Hexes. The decision to use this Reaction Fire is made the instant the unit enters the hex. (Starting in the hex does not count!). The moving unit does not get to fire back, although it may fire as per 6.12. Exception: Disordered units may not use Movement Reaction Fire.
Play Note: Thus, a non-phasing unit may use Movement Reaction and Fire Reaction in the same enemy activation.
6.15 To execute Small-Arms Fire, the player simply states such and then rolls the die, adjusting the die roll for the DRM listed with the Fire Tables. Each unit fires individually; small-arms units may not combine to fire. The adjusted die roll is then used, as per the Small-Arms Fire Table to determine what, if anything, has happened.
Historical Note: All Mexican infantry get an automatic -1 DRM, which has more to do with problems with their weapons' powder than their abilities.
6.16 Results on the Small Arms Fire Table are either "Nothing" or the number of Hits the target has suffered. Place a Hit marker corresponding to the number of hits a unit has under that unit. Hits are cumulative. See 6.5.
6.17 Small-Arms Fire results apply only to the top unit in a Stack … if there is a stack [5.21].
6.18 Line of Sight. Units may fire only at what they can see. Terrain that interferes with LOS is covered in the Battle Rules. If the LOS is traced along a hex side, one of the contingent hexes of which contains blocking terrain/units, the LOS is blocked.
6.2 Artillery
Artillery is used in much the same fashion as Small-Arms, in terms of resolution. However, artillery has a separate Fire Table, a Range Effects Table, and some other, different rules.
6.21 Each artillery unit is identified by gun type, usually a number (indicating the size of the shot being fire; e.g., a '4' is a 4-pounder) but sometimes a letter. The gun type is used to determine how effective that gun is at a given range, and what its maximum range of fire is. Looking at the Artillery Range Chart, shows that a 6-pounder gets:
- a +2 DRM when firing at 1 or 2 hex range;
- no DRM when that fire is over 3 to 9 hexes,
- a -2 DRM for fire at a target that is 10-16 hexes distant, 16 being the maximum range of such gun type.
6.22 Each artillery counter fires separately. Except all artillery in the same hex may combine their fire. Combining Fire is a major DRM for resolving artillery Fire. For each gun counter that is combining fire above one (1), that number is used as a DRM when resolving artillery fire.
Example: Four gun counters in the same hex fire at the same target. There is a +3 DRM for number of guns, in addition to any others that apply. And see 5.22.
6.23 If guns of different type are stacked together, they may combine fire. However, the "worst" Range effect [6.21] is used as a DRM.
6.24 Artillery fire affects the entire target hex, not just the top unit.
6.25 Artillery units either move or fire in a single Activation; they may never move adjacent to an enemy combat unit. If artillery suffers a Hit from small-arms fire, treat it as a Disorder result.
Design Note: Mexican artillerists were not as well-trained, nor as "modernized", as their gringo counterparts. While there is no DRM for such, virtually all of the Mexican artillery counters represent two guns, while the US counters are 1 gun each.
6.3 Shock
6.31 Shock attacks are undertaken by activated units that start that activation In Command, after all movement/fire has been completed (by all activated units). Shock attack is always voluntary.
6.32 An activated unit may shock attack any enemy unit(s) in its Frontal Hexes, unless they are separated by an uncrossable hex side. Disordered units may not Shock Attack; they will defend (with a DRM).
6.33 To Shock Attack, the activated unit must enter the enemy-occupied hex; shock resolution occurs when inimical units occupy the same hex. To enter an enemy hex, each unit must pass a Commitment die roll. Roll the die, and compare it to the adjusted Morale Rating of the unit. A unit's Morale Rating is adjusted (down) by the number of Hits it has taken.
- If the DR is equal to or lower than the adjusted Morale, the unit must immediately enter the enemy hex and Shock.
- If the DR is higher than the adjusted Morale, it may not move or Shock.
6.34 If there are two or three units in an attacking hex, the top unit attempts Commitment first:
- If it passes, the bottom unit(s) automatically Commit.
- If it fails, no unit may Commit, unless it is attempting to attack a different hex, in which case it rolls separately.
Play Note: It is entirely possible that some multi-hex Shock attacks will not be quite as "multi" as the player hoped.
6.35 A single activated unit may Shock Attack into only one hex. Even if both Frontal hexes are enemy-occupied, a single unit may Shock against only one. If there are two activated units in a hex, they may either shock into one hex, or split and each shock into one (different) hex. That decision is made before any Commitment die rolls.
6.36 Stacking limits do not apply during Shock Resolution. They do apply as soon as Shock is resolved. This is no problem for the player that "lost" and had to retreat. However, the winner must "retreat" all units above the stacking limits (probably back into the hexes from whence they came).
6.37 Shock attacks are resolved, per hex, in any order the activated player wishes. To resolve Shock both the attacker and defender each roll the die. Each player adds in (or subtracts) any of his applicable DRM, depending on whether he is Attacker or Defender, as listed below (and on the Chart). The result is the number of Hits inflicted upon the opposing unit. If more than one unit is involved the Hits are divided, as evenly as possible, by the affected player. Results [6.5] apply immediately to all affected units, before going on to the next combat.
6.38 The following DRM apply to Shock:
Attacker DRM
- Strength Comparison DRM. The player with the most units in the combat earns a DRM equal to the difference. The DRM is always "positive", and applies only to the numerically superior player. Example: 3 Mexican units Shock attack 1 US unit. The Mexican Player would get a +2 DRM as Attacker. There would be no DRM for the defenders. However, if 1 Mexican attacked 3 gringos, the latter, as defender, would get a +2 DRM.
- Higher Morale: The side with the unit with the highest Morale adds one (+1) to its DR. Ties? No DRM.
- Position DRMs:
- If any units are Shock attacking by entering the Shock Hex through the target's Flank, there is a +1 DRM. This is (possibly) cumulative with:
- If any units are Shock attacking by entering the Shock Hex through the target's Rear, there is a +1 DRM.
- Terrain DRM. As per the Terrain Chart and Special Rules for each battle. Note that the Terrain DRM affects only the Attacker's die roll, not the Defender's.
- The Cavalry Charge DRM. If an attacking, mounted cavalry unit moved at least two hexes to enter the defender's Frontal hex (before Shock attacking) that turn there is a +2 DRM for such attack.
- Lancer DRM: Attacking Lancers get a +1 DRM.
- Wagons. If defender is stacked with a wagon, Attacker gets a -1 DRM.
DRM for Defender
- Strength Comparison DRM (as for Attacker).
- Higher Morale (as for Attacker).
- Cavalry Counter-Charge. +1, as per 6.44.
- Disordered. If defender is Disordered, he subtracts one (-1) from his die roll.
All of the above are cumulative.
6.39 If Artillery (alone) is Attacked there are no die rolls (except for 6.33); the artillery is automatically eliminated, with no loss to the attacker. Artillery shocked while stacked with infantry or cavalry suffer no results, unless the non-artillery unit is eliminated. In that case, so is the artillery. Artillery will retreat with non-artillery.
6.4 Cavalry Tactics
6.41 Mounted cavalry units that have moved at least two hexes to enter a hex side adjacent to an enemy unit, prior to effecting Shock are considered to be Charging. If there are any charging Cavalry in an attack, there is a +2 DRM for the attacker. There is no charge DRM for the defender. 6.31 (Disorder) applies.
6.42 Cavalry may not charge into any hex, or across any hex side, prohibited by the special rules for that battle. (This will differ, as the battlefield terrain differs). Moreover, none of the movement that the cavalry unit undertook to put it in position to Charge may cost more than one (1) MP for each hex. It may still Shock Attack, if it does, but it does not receive any Charge bonus.
Example: [Resaca] A cavalry unit may not move through a chaparral hex during its pre-charge movement and get the Charge DRM.
6.43 Cavalry wishing to charge check for Commitment [6.33] before moving. All units in that activation that are looking to charge are so noted, and all of those must obey the following:
- If they pass the 6.33 DR, they Charge. They incur Movement/Reaction Fire before they enter the target hex. If such fire Disorders them, they Retreat instead of charging.
- If they fail the 6.33 DR they do nothing; they may not move.
6.44 Counter-Charge: If the hex being charged contains (enemy) mounted cavalry, the latter may attempt to negate the effects of an attack by attempting to Counter-Charge. Disordered units may not attempt counter-charge. Counter-charge is not mandatory. A player may decide not to attempt it and have his units defend, as per 6.3. To attempt a Counter-Charge, roll the die and compare it to the adjusted Morale [see 6.33] of the unit in question. This is done prior to the actual Shock resolution. See 6.47.
If the attacking units are all Charging mounted cavalry, or a combination of Charging cavalry and other units:
- If the DR is the same as or lower than the adjusted morale, the attacking cavalry do not get the +2 DRM.
- If the DR is higher than the adjusted Morale, the units attempting counter-charge must Retreat 3 hexes and are Disordered. The charging (attacking) cavalry must then move two hexes, the first hex being the one just abandoned by the defender. It may not attack.
If the attacking units are all infantry or non-charging cavalry:
- If the DR is the same as or lower than the adjusted morale, the defending, counter-charging cavalry get a +1 DRM.
- If the DR is higher than the adjusted Morale, the units attempting counter-charge must Retreat 2 hexes and are Disordered.
Play Note: The Attacker's DRM for Position still apply.
6.45 Cavalry that is charged from its Flank or Rear, and is not Disordered, may turn and face the incoming cavalry, as long as it is not in the Frontal Hex of a different enemy unit.
6.46 Charging or counter-charging cavalry may not Fire.
6.47 Pre-Shock Withdrawal. Each time an activated unmounted (foot) unit moves adjacent to an enemy mounted cavalry unit that is not Disordered, the latter may choose to withdraw. The choice is made the instant the moving unit enters that adjacent hex. If withdrawal is chosen:
- Neither unit may Fire.
- The withdrawing unit moves one or two hexes (player's choice).
A mounted cavalry unit may undertake more than one such Reaction Withdrawal per activation, as long as it is eligible to do so.
6.5 Combat Results: Hits
The term "Hits" is shorthand for the cumulative effects of all aspects of combat on a unit. It does not represent, per se, losses of manpower, although that is certainly one of the aspects.
6.51 Combat results from either Shock or Fire may include Hits, the numbered combat result. Hits are always applied to the hex as a whole. Thus, if there are two units in a hex, and it incurs 1 Hit, only one of those units gets that Hit. If there is a choice as to how to divide Hits, they must be divided as evenly as possible, with the affected Player choosing when there is a "leftover" Hit.
6.52 Artillery incurring a Hit from small-arms fire treats it as a Disorder.
6.53 All Hits are cumulative. Keep track of them by placing the appropriate Hit markers under the affected counter. When the number of Hits is sufficient to reduce that unit's Morale to the printed (lower) Morale on the Reverse Side, flip the counter over and remove the Hit marker (unless it has incurred sufficient to Hits to reduce it even further).
6.54 Hits have two effects:
- The number of Hits a unit has accumulated is used to determine his Adjusted Morale.
- The instant a unit has accumulated Hits greater than its Morale Rating, the unit is eliminated.
6.6 Disorder
6.61 Disorder is a result incurred:
- From Artillery Fire.
- From a "failed" Morale die roll for Counter-Charge.
Indicate such status by placing a Disordered marker atop the unit.
6.62 Disordered units may not:
- Shock Attack (or Charge).
- Counter-Charge.
- Pre-Shock Withdraw, for mounted cavalry.
- Use Movement Reaction Fire.
6.63 A Disordered unit incurs the following DRM:
- -1 when defending against Shock.
- -1 when firing.
6.64 If a Disordered unit suffers an additional Disorder, it remains Disordered and incurs a Hit (in addition to any other hits it might have incurred). If it is artillery, it is eliminated.
6.7 Retreat
6.71 Retreat applies only to the aftermath of Shock combat; it is not used in Fire.
6.72 After all Hits have been applied when resolving Shock, the player whose units received the most hits must retreat all of his units from the hex. If the Hits incurred are equal, the Player with the unit with the lowest Adjusted Morale (after hits from that attack have been applied) must Retreat all his units. If that still is not decisive, the Attacker leaves the hex.
6.73 An attacking infantry unit must Retreat into the hex(es) from whence it came. It does not move any further. There are no other restrictions.
6.74 An attacking cavalry unit may retreat one to three hexes, but the first hex it moves into must be the one it came from.
6.75 A Defending unit forced to retreat moves into any hex adjacent to the target hex, with the following "preferences":
- It may never retreat into an enemy-occupied hex.
- It may not Retreat into a hex that was occupied by an enemy unit prior to the Shock Attack (the Attacker's Hex of Origin).
- It may retreat into an enemy Frontal hex, but in doing so it incurs 1 Hit.
- It will retreat into the least costly (MP) hex available.
6.76 If a defending unit cannot retreat it is eliminated.
6.8 Rally
6.81 Rally is an attempt to remove Disorder or decrease Hits.
6.82 To undertake Rally, a unit:
- Must be In Command when the Rally is undertaken.
- Must be at least two (2) hexes distant from the nearest enemy combat unit (even if there is no LOS!).
- May not have moved, fired or shock attacked that activation.
6.83 When undertaking Rally, the player may do one of two things:
- Automatically remove the Disorder status.
- Automatically remove 1 Hit.
6.84 In removing Hits, a unit may never recover to its original status. The first Hit it receives is permanent. Anything beyond that first Hit may be recovered by Rally.
7.0 Wagons
Wagons move as if they were artillery. Only one wagon per hex. Wagons may stack with any one (1) combat unit.
- Wagons are eliminated if they suffer any sort of adverse result. Wagons do not retreat, they are eliminated instead (captured, actually). Units stacked with wagons suffer combat results normally (aside from the modifiers). If a unit stacked with a wagon retreats or is eliminated, the wagon is captured.
- Wagons cannot Fire. They negate the +2 Cavalry Charge DRM.
- If unstacked, and an enemy unit Shocks a wagon, the wagon has an unmodifiable strength of '0'. The attacker is automatically higher Morale.
- If a unit is stacked with a wagon, it gives the attacker a -2 DRM. This does not apply to cavalry stacked with a wagon.
8.0 Victory
Victory is determined by having each side determine his Battle Lost (BL) points. He then rolls the die, adding his accumulated BL points to the die roll. If that adjusted DR exceeds his Withdrawal Level, he has lost and the other player has won. BL points are given in the individual scenarios, as are the Withdrawal Levels.
The BL Points and die roll are undertaken after every activation, although, this will not be necessary in the early stages of the game.
If both players exceed their Withdrawal Level at the same time, players may mutually agree to call it a day (and a tie). If they do not, play continues.
- When an army reaches its Withdrawal Level, it does not have to flee the map. The game comes to an end and that player loses and the other player wins.
Game Specific Rules
Palo Alto
Texas; May 8, 1846
Background
Palo Alto was the opening battle of The Mexican War. Taylor, with c. 2200 men, and Arista, with c. 3700, deployed on either side of a field of tall grass. Both commanders were defensive in their tactics, and, thus, the US artillery - especially Ringgold's Flying Artillery - played a major part in forcing the Mexican Army to withdraw the next morning. There was little infantry action, and the Mexican cavalry that Taylor so feared failed to dent the US line. Historians consider it a marginal US victory, as Taylor did not break through.
Initial Deployment
The USA Army of Observation
| Hex(es) | Unit(s) |
|---|---|
| 3014-5 | Twiggs; 5th US infantry |
| 3016 | C, 3US Artillery [a] |
| 3017-8 | 3rd US infantry |
| 3018 | Churchill's Artillery (18-pounders) [b] |
| 3019-20 | Garland; 4th US infantry |
| 3021 | The Artillery Regiment (as infantry) [c] |
| 3022 | A, 2 US Artillery |
| 3023, 3123, 3224 | Belknap; 8th US infantry (1 each hex) |
| 3217 | Taylor |
| 3416 | May's company of 2nd Dragoons |
| 3618 | Ker's company of 2nd Dragoons |
| 3519-21 |
- a = The famous Flying Artillery battery of Samuel Ringgold, probably the most effective unit on the field that day. Tragically, and somewhat ironically, Ringgold was killed at Palo Alto when a Mexican cannonball went through both his thighs (and his horse). Ouch!
- b = Churchill's 18-pounders were on wagons, pulled by oxen. It took a bit of doing to get them moving during a battle.
- c = 10 companies of artillery being used as infantry.
The Mexican Army of the North
| Hex(es) | Unit(s) |
|---|---|
| 1004-5 | Canales [a]; (2) Rancheros Cavalry |
| 1209 | (1) Presidiales Cavalry (Torrejon) |
| 1210 | Torrejon; 7 Line Cavalry |
| 1211 | 8 Line Cavalry (both) |
| 1212 | Ligero Cavalry, (1) 4-pounder |
| 1115-6 | Arista; (2) Villas Norte Cavalry [b] |
| 1313-5 | 4th Line Infantry |
| 1315 | (1) 8-pounder |
| 1316-7 | 10th Line Infantry |
| 1318-9 | Garcia; 6th Line Infantry |
| 1320-1 | 1st Line Infantry |
| 1423 |
- a = General Antonio Canales, "The Chaparral Fox", was a guerrilla leader, excellent at vicious border raiding and, consequently, much hated by the Texans. He proved 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. (Think "El Supremo", in the "Hornblower" movie.)
- b = These local militia, the Mounted Auxiliaries of las Villas del Norte, were in Reserve and remained unused for the entire battle. They are treated as Independent.
- c = Literally, the Veteran Coast Guard Company of Tampico. We chose "Tampico Veterans" to distinguish them from the other Tampico Coast Guards.
- d = As the counter notes, this cavalry regiment may be activated by either Vega (for movement only; no charge or Shock) or Torrejon, but never in consecutive activations.
Reinforcements: There are no Reinforcements for either side.
Special Rules
[3.0] Activation: The Mexican Player may activate Canales and his Rancheros only by die roll; they may not use a "freebie."
[5.0] Movement
[5.16] The chaparral was extremely difficult to move through. To that extent, only infantry (and leaders; no cavalry, mounted or dismounted, or artillery) may enter chaparral hexes. Moreover, if at any time during an activation an infantry unit enters a chaparral hex, at the conclusion of movement the player rolls the die. See 5.13.
- If the DR is higher than the unit's Morale, it takes a Hit.
- If the same as or lower, there is No Effect.
[5.18] There is only one level of elevation for play purposes.
[6.0] Combat
[6.17] The following items block LOS:
- Light Woods and Chaparral. Units may fire into these, but not through them.
- Combat units. Range may not be traced through a hex occupied by another combat unit.
[6.25] Ringgold's Flying Artillery - C, 3 US battery - may move and fire in the same activation.
- If it moves first, it incurs a -1 fire DR.
- If it fires first, its MA is halved.
[6.42] Cavalry may not charge into, or through, chaparral, woods, or marsh. They may charge into, but not through, tall grass.
Optional Rules
Mexican Ammunition Problems
Towards the end of the battle the Mexican guns began to run out of on-field ammunition. (Their train was too far to the rear to go and get additional ammunition.) Players wishing to recreate this situation should do the following.
Every time a Mexican artillery unit fires, place a Hit Marker under it, representing how many times it has fired (Ammo Usage). Before a Mexican gun wants to fire, the Mexican player rolls the die for an ammo check, adding to that DR the Ammo Usage number with that unit. If the DR is 15 or greater, that counter is out of Ammo. It may not fire for the rest of the battle.
Grass Fire
About mid-afternoon, the huge field of tall grass between the two armies caught fire, probably as a result of a discharged cannon wad sparking the grass. The huge wall of smoke that arose acted like a barrier between the two armies, creating a sort of intermission during which both sides did some positional maneuvering. (Both sides did a half-counter-clockwise spin.) The battle then continued as the fire burnt itself out and the smoke drifted south.
To simulate this, any time a US (not Mexican) battery rolls a natural '9' to resolve artillery fire at a range of 4 or more hexes, the player checks for Grass Fire. He rolls another die; if he rolls a '5-9', a Grass Fire has started. The game stops at this point for Intermission.
During the Intermission, players roll to see who goes first. High die wins. That player may now move any/all of his units their full Movement Allowance, except that no unit may move within four (4) hexes of an enemy unit. When that person has finished, the other player does the same. When both sides have finished moving, play begins anew, with the Initiative Player starting (with a freebie activation).
[8.0] Victory
The USA player incurs BL points for the following:
- 2 Points for each infantry or cavalry unit eliminated.
- 1 Point for each gun unit eliminated.
- 1 Point for each Disordered unit on map at the moment of rolling.
- 3 Points for each Wagon eliminated.
The Mexican player incurs BL points for the following:
- 2 Points for each infantry or cavalry unit, other than one listed below, eliminated.
- 1 Point for each Independent cavalry, Presidiales or Ranchero unit eliminated.
- 1 Point for each gun unit eliminated.
- 1 Point for each Disordered unit on map at the moment of rolling.
- 1 Point for each Road hex occupied by a US unit in the 1400 row and south.
The Player with the lower number of BL Points subtracts one (-1) from his die roll.
The Mexican Army Withdraws when its adjusted Victory die roll exceeds 20.
The USA Army Withdraws when its adjusted Victory die roll exceeds 15.
Balance
The USA is favored because it has better leaders (and thus more frequent activations), and much better artillery. Players can level that playing field: for each time the USA Player rolls for Activation after the first such DR, add one (+1). Thus, the third DR attempt would incur a +2 DRM.
Player Note: In playtesting, when using the above balancing rule, the game was competitive for both sides. However, this is a battle that plays very differently as a game than it did in reality, mostly because both commanders were very cautious historically.
Palo Alto Terrain Effects Chart
| Terrain | MP Inf | MP Cav | MP Arty | MP Ldr | Fire DRM [a] | Shock DRM [b] |
|---|---|---|---|---|---|---|
| Road | 1 | 1 | 1 | 1 | 0 | 0 |
| Trail, Clear | 1 | 1 | 2 | 1 | 0 | 0 |
| Tall Grass | 2 | 2 | 2 | 2 | 0 | 0 |
| Woods | 2 | 2 |
NA = Not Allowed.
- a = Applies to target hex.
- b = DRM applies to Attacker's die roll if defender is in that type of hex, or a unit has attacked across that hex side. See "h".
- c = Woods block LOS, though.
- d = Roll for Hit at end of movement.
- h = Applies only when attacker has done so directly from or across a Marsh hex(side).
Resaca de la Palma
Texas, May 9, 1846
Background
After Palo Alto, Arista drew his army some 20 miles south, deploying in a far more favorable position astride and behind a ditch-like lagoon, a resaca. The land surrounding the resaca was almost all dense chaparral which the Mexicans deemed impenetrable: a perfect place for an ambush.
There were two approaches to the resaca crossing, and Arista's deployment emphasized the wrong one. Even more importantly, Arista's men, tired, hungry (no meal in 24 hours), scared of the gringo guns, and distrustful of their leadership, were ill-prepared for battle. Despite several hours of staunch defense the Mexicans were forced again to withdraw. This time they withdrew all the way to Monterey.
Initial Historical Deployments
These set-ups cover the historical battle and can be used for either solitaire play or face-to-face. There are no Reinforcements.
The Mexican Army of the North
| Hex(es) | Unit(s) |
|---|---|
| 5915 | Arista (In Tent; see Special Rules) |
| 6017 | (2) 4-pounder and (1) 8-pounder artillery |
| 5015, 5218, 5921, 5623, 5205 | (5) Detachments, one per hex |
| 5416 | (1) 4-pounder artillery |
| 5818-20 | 4th Line Infantry |
| 5816 | Tampico Veterans |
| 5815 | Guardacosta de Tampico |
| Any above hex | Diaz de la Vega (the above are his units) [b] |
| 5215, 5315 | 2nd Ligero Infantry [a] |
| 5513 | 6th Line Infantry (all) |
| 5511-12 | 10th Line Infantry |
- a = The 2 Ligero started here; it moved to what would be 5507-8, but it is not quite clear when.
- b = Diaz de la Vega was the general captured during the charge of the 2nd Dragoons that was much beloved by artists and the contemporary media alike. Much fame for Charles May, captain of the dragoons. Unfortunately, despite taking the credit for this, it wasn't he who effected the capture.
The USA Army of Observation
| Hex(es) | Unit(s) |
|---|---|
| 4522 | Garland; 1/3, 2/3, 3/3 Infantry |
| 4423 | 1/4, 2/4, 3/4 Infantry |
| 4424 | Ridgely; C, 3 US Artillery (all) |
| 4324 | Belknap; 1/5, 2/5, 3/5 Infantry |
| 4225 | 1/8, 2/8, 3/8 Infantry |
| 4226 | Duncan; A, 2 US Artillery (all) |
| 4126 | May's 2nd Dragoons |
| Any hex | Taylor (OC) |
Historical Note: Child's Artillery/Infantry regiment, Churchill's guns, and Ker's Dragoons (see Palo Alto) had been left behind to guard the train.
Variable Deployment Scenario
This scenario allows players to explore the what-ifs of the battle. It probably results in a somewhat more balanced game.
US Entry Determination: The USA Player determines (by writing down) whether his entire army will enter through 4126 or 4408.
Initial Mexican Deployment: The Mexican Player now sets up. All units (including the 5 Detachments) listed in the Historical Deployment are available. He may deploy his units in any hex(es) south of (and including) the 5100 row.
Hidden Mexican Deployment (Optional): To (possibly) recreate some of the atmosphere of Taylor's approach to the Resaca, this option also gives the Mexican's a "leg-up."
To be deployed "hidden," a Mexican unit must start in a chaparral or light woods hex. Do not place the unit on the map until it is revealed; note its location on a piece of paper. Hidden units may move and remain hidden, as long as they don't do anything to become Revealed (a process requiring a modicum of honesty and some record-keeping).
Revealing Hidden Units. A Mexican Hidden unit is placed on the map as soon as one of the following occurs:
- It fires.
- It moves more than one hex in an activation.
- It is Spotted.
Once revealed, units may not become Hidden again.
Spotting Hidden Units. A US unit that ceases movement within two hexes and a clear LOS of a Hidden unit spots that unit, even if it is in chaparral. Example: a US unit in 4819 could not see a Hidden Mexican in 4916. However, if moves into 4918 and stops, it has spotted the Mexican unit.
Special Rules
(4.0) Command
[4.25] Mariana Arista. The Mexican commander, Arista, was not a bad general; he wasn't a good one either. What he was at Resaca was an uninformed general, sitting in his tent doing paper work as his Iago-like second-in-command, Pedro de Ampudia, kept telling him that all that gunfire he heard was just some scattered skirmishing. To reflect this, Arista starts the game Unaware. The effect of that status is:
- He may not use his Leadership DRM.
- He may not move.
- Canales and Torrejon may be activated only by die roll (no freebie).
When Arista is Alerted all of the above ceases. To Alert Arista the player must use a "freebie" activation. He may do this only after either player has undertaken Fire or Shock for the first time. Instead of activating a command, the Mexican Player rolls to Alert Arista.
- 7 - 9 and Arista is Alert.
- 0-6, he's still writing his memoirs.
Regardless of the result, the Mexican Player may, after the attempt, go to die roll for a Mexican activation.
Arista is also Alerted the instant a US unit moves within three hexes of his hex.
[4.29] The USA has one (1) "Detachment" Leader. This leader may be assigned to any one regiment (one or both battalions; e.g., 1/3 and 2/3, or just 1/3). The assignment must be made when the units in question are In Command. Once assigned, that assignment may not change. The Detachment leader is activated when the units he commands are activated. The Detachment leader functions as any other leader, except that he is not used for activation.
Play Note: This covers the US flanking maneuver through the chaparral, to the west. Stops them from being in Out of Command status.
[5.0] Movement
[5.15] The chaparral was extremely difficult to move through. To that extent, only infantry (and leaders; no cavalry, mounted or dismounted, or artillery) may enter chaparral hexes. See 5.13. Moreover, if at any time during an activation, an infantry unit enters a chaparral hex, at the conclusion of movement the player rolls the die.
- If the DR is higher than the unit's Morale, it takes a Hit.
- If the same as or lower, there is No Effect.
The DR requirement does not apply to Detachments (6.9).
Design Note: Units moving through the chaparral tended to get fragmented, with manpower wandering off and getting lost.
[5.16] The Resacas - the two "channels" north and south of the "lagoons" - were what was left of an old river: a wide depression filled with pond-like muddy water, bounded by slippery, shrub-riddled banks running 3-5 feet in height. They were, for the Mexican's, de facto trenches. Therefore:
- Units in a Resaca hex being fired at from a non-Resaca hex get a -1 DRM. There is no DRM for the opposite.
- Artillery in a non-Resaca hex may not fire at any unit in a Resaca hex unless the guns are adjacent to a resaca hex. However, artillery may not fire "down" at an adjacent unit.
- There is no DRM for firing at a non-resaca hex from a resaca hex.
Example: Guns in 5417 could not fire at a unit in 5417; they could fire at one in 5717. Guns in 5317 could not fire at any unit in a resaca hex.
[6.0] Combat
[6.17] The following items block LOS:
- Light Woods and Chaparral. Units may fire into these, but not through them.
- Combat units. Range may not be traced through a hex occupied by another combat unit, unless the firing unit is on a hex of higher elevation.
- Conversely, units may not fire at a resaca hex unless it is adjacent to a resaca hex. And see 5.16 for further artillery restrictions.
Play Note: There are only two "levels" of elevation: the Resaca (low) and non-Resaca (high).
[6.53] CHANGE: Mexican units that reach (not exceed) their Hit Levels are eliminated. This reflects the dispirited state of Mexican troops.
[6.82] Units in a chaparral hex may not Rally.
[6.9] Mexican Detachments
The Mexicans have five detachment units, contingents of about 25 men each drawn from the other units. Detachments are treated like infantry, with the following exceptions:
- They are activated by any In Command leader, except they may not be activated in two consecutive Mexican activations (ignoring any US activations).
- They incur a -2 Fire DRM.
- They incur a -2 DRM to their Shock die roll when defending.
- They may not move adjacent to an enemy unit.
- They may not Shock Attack.
- They stack freely, even with other units.
- If it is the only unit in hex that is target of Artillery fire, -1 DRM.
- If a Detachment starts an Activation stacked with an infantry unit, and the Mexican player undertakes a Rally action, the player may remove 1 Hit from the infantry and permanently remove the Detachment (in addition to any other effects of Rally).
[8.0] Victory
The USA player incurs BL points for the following:
- 2 Points for each infantry or cavalry unit eliminated.
- 1 Point for each gun unit eliminated.
- 1 Point for each Disordered unit on map at the moment of rolling.
The Mexican player incurs BL points for the following:
- 2 Points for each infantry or cavalry unit, other than one listed below, eliminated.
- 1 Point for each Presidiales or Ranchero unit eliminated.
- 1 point if two or more Detachments are eliminated.
- 1 Point for each gun unit eliminated.
- 1 Point for each Disordered unit - but not Detachments - on map at the moment of rolling.
- If the US Player has entered through 4126, the Mexican Player incurs two (2) BL at the end of any activation in which a USA unit occupies any road hex from 5814-7020. This applies only to activations in which there is occupancy.
- If the US Player has entered through 4408, the Mexican Player incurs two (2) BL at the end of any activation in which a USA unit occupies any road hex from 5806-7020. This applies only to activations in which there is occupancy.
The Player with the lower number of BL Points subtracts one (-1) from his die roll.
The Mexican Army Withdraws when its adjusted Victory die roll exceeds 20.
The USA Army Withdraws when its adjusted Victory die roll exceeds 15.
Balance
The USA is favored, mainly for two reasons. It has better leaders (and thus more frequent activations), and, with that command edge, it can concentrate its power on a single point. Players can level that playing field with some, or all, of the following:
- For each time the USA Player rolls for Activation after the first such DR, add one (+1). Thus, the third straight DR attempt would incur a +2 DRM.
- Use Hidden Deployment.
- Ignore the Arista restrictions.
Rio Sacramento
Chihuahua; February 28, 1847
Background
The Doniphan Expedition was an off-shoot of Stephen Kearney's Army of the West. When Kearney headed for California, Doniphan, a talented military neophyte, headed south to take Chihuahua.
After defeating a Mexican force at El Brazito, Doniphan waited in El Paso for his artillery and then headed south. Just north of Chihuahua, the Mexicans set up a very well-designed series of defenses, blocking the road. Unfortunately, that road was not the only access. Moreover, the Mexican force gathered was mostly amateur, poorly armed, and unreliable. It took very little expertise for Doniphan's Missouri Volunteers to win.
Mexican Deployment
Mexican units are deployed after the US Player has chosen his entry hex. All Mexican units start on the map.
The Mexican Defense force includes the following units:
- Heredia (OC), Garcia Conde, Ugarte, and Governor Trias.
- Infantry: (1) 7th Line Infantry, (10) Chihuahua National Guards.
- Cavalry: (5) Conde's Cavalry; (3) Presidiales, (2) Durango Squadron, (8) Rancheros.
- Artillery: (2) 4-pounders, (1) 6-pounder, (1) 8-pounder, (3) Musketoons.
All cavalry units and Garcia and Conde start in any Level 2 hex within one of 3246, all units of each different type in one hex. (Units may overstack to deploy.)
All infantry and artillery, plus Heredia, Ugarte and Trias, start in any of the following:
- Any hacienda or Redoubt Hex.
- Any hex with a wall hex side.
- Any level 4 hex east of the Road.
The Doniphan Expedition
The units of Alexander Doniphan's expedition include: Doniphan, Mitchell, Reid and Owens; all units of the 1st Missouri Volunteers, the Chihuahua Rangers (Independent), (2) Civilian infantry; Clark's artillery battery; and (6) Wagons.
No USA units start on the map. They all enter through the Entrance hex the US player chooses before the Mexicans deploy. All units must enter through the same hex: 1637, 2536, 3736, or 3937.
Design Note #1: The chances that Doniphan would have "arrived" by the last two hexes are very slim. The approach from that way was most difficult. However, we let you try, if you want.
Design Note #2: The expedition's Train contained 315 wagons. Most likely this extended more than six hexes. However, we didn't think you'd like to spend too much time pushing wagons around, and the six you do have should provide enough flavor.
Special Rules
(3.1) The Sequence of Play: The first activation of the game is a full Movement (only) Turn for all US units. Following that, play passes to the Mexican Player, who gets a Free Activation. The activation of commands then proceeds as per 3.0.
[4.0] Command
Historical Note: This was really Amateur Night in Chihuahua. The only regular Mexican unit was the detachment from the 7th Line, although Conde's Cavalry were probably close to regulars. Trias was a politician who hated North Americans, and Heredia was out of his element at anything more involved than a dicing table. Granted, the US troops were volunteers, too. However, the 1st Missouri was a very good state-raised regiment.
Owens commands the US Wagon Train. As long as Owens is stacked with a wagon, and all wagons are adjacent, they are In Command.
[5.0] Movement
[5.15] There are four levels of elevation, as noted on the Terrain Legend. The change may be between one level (2438-9), two levels (3741-3842), or 3 levels (2738-9). Roads negate all movement costs of elevation; trails do not.
[5.16] The arroyo secco, a dried-up river bed, with banks of up to 30+ feet, is very difficult to cross, as the Terrain Chart shows. For the Mexican Army, it was like a natural moat.
[5.17] There are several ravines (2643-4), hex side indentations in the elevation. There is also one spur (2944-3045), a thin, ridge-like extension of that level. All are covered on the Terrain Chart.
[6.0] Combat
[6.12] The Mounted Rancheros may not Fire. (They were armed with machetes.)
[6.14] The 1st MO units have Rifles when dismounted (only). Rifles do not incur a -2 DRM when firing at 2 hexes range. They may fire at 3 hexes, with a -2 DRM.
[6.14] and [6.38] The Defender will get a Shock and Fire benefit when behind a Redoubt or Wall hex side. The defending unit must be in the hex part of which is the hex side in question.
Exception: Redoubts and Wall hex sides have no effect on artillery fire at ranges that produce a '0' or '-2' DRM.
Design Note: The term "walls" covers a multitude of Mexican works: breastworks, abatis, even a stone wall.
[6.17] The following items block LOS:
- Elevation. Units may not fire at a unit when there is an intervening hex higher than the target.
- Combat units. Units may not fire through a hex occupied by another combat unit, unless the firing unit is on a hex of higher elevation.
[6.22] Mexican artillery incurs a -2 DRM when it fires.
Historical Note: The cannon had been hand-made for the battle, except for the ancient "musketoons". The gunners had only several weeks of training. When they tried to fire at the Missouri Volunteers, the only reaction they got was laughter. The DRM should have been -5, but we're trying to keep things competitive here.
[6.54] Mexican Melt-Down. As many of the locals found out that this sort of thing could be dangerous to life and limb they started deserting in droves. Even though his position was still defensible, Governor Trias was forced to work with a rapidly shrinking army. To reflect this, each time a Mexican unit (other than the 7th Line or a Presidiales unit) takes a Hit, the Mexican Player rolls the die.
- If the DR is higher than the printed (not the adjusted) Cohesion rating, take another Hit. Otherwise, No Effect.
[6.55] The Heredia Bug-Out. General Heredia, no Santa Anna he, soon realized that the Mexican position was becoming untenable. Late in the afternoon, he simply got on his horse and rode away (joining the ever-growing crowd of soldiers who felt pretty much the same). To reflect this, as soon as the Mexican Player has incurred enough BL points so that, when added to the die roll, a Mexican Withdrawal is possible, Heredia may go hors de combat. At the end of any Mexican Activation in which this is the case and the Mexicans have incurred a Hit, roll the die; if you roll a '9' Heredia has taken off.
[6.9] Dismounted Cavalry
The 1st Missouri Volunteers was more a mounted infantry unit than cavalry. They can move/fight mounted or dismounted, with a counter for each status. (The Chihuahua Rangers are mounted, only.)
A unit may mount or dismount only when activated and only before undertaking any movement.
- Units adjacent to an enemy may not Mount/Dismount.
- It costs 2 MP to Mount/Dismount, subtracted from the newly assumed status.
Historical Note: Anton Adams insists that only two of the 1st Missouri companies had horses. However, nowhere else did we find reference to this. If you wish to go with Adams, allow only two of the 1st MO units to mount/dismount; the rest are on foot.
[8.0] Victory
The USA player incurs BL points for the following:
- 2 points for each Wagon "captured".
- 2 Points for each 1st MO or Ranger unit eliminated.
- 1 Point for each gun unit or Civilian infantry eliminated.
- 1 Point for each Disordered unit on map.
The Mexican player incurs BL points for the following:
- 1 Point for each combat unit eliminated.
- 1 Point for every US Wagon that exits the map through 1552.
- 2 Points for every US Wagon that exits the map through 3253.
Design Note: The El Torrejon Road (named for the hacienda at 1350) does not appear to have been the direct route to Chihuahua. The Chihuahua Road passed alongside Hacienda Sacramento (3052).
The Player with the lower number of BL Points subtracts one (-1) from his die roll.
The Mexican Army Withdraws when its adjusted Victory die roll exceeds 20.
The USA Army Withdraws when its adjusted Victory die roll exceeds 15.
If the US Player exits all six wagons and there are no eliminated Mexican units, the battle is a Draw.
Balance
Players can level the playing field:
- For each time the USA Player rolls for Activation after the first such DR, add one (+1). Thus, the third DR attempt would incur a +2 DRM.
- Ignore Mexican Melt-down and Heredia Bug Out.
Charts and Tables
Artillery Fire Resolution
| Adj Die roll | Result |
|---|---|
| 4 or less | Nothing |
| 5-7 | a. DR; if > Adj Morale = Disorder. b. No Effect on Arty. |
| 8-10 | All units in hex Disordered |
| 11+ | All units in hex Disordered, plus 1 Hit. |
| DRM | Reason |
|---|---|
| +? | Number of combining counters over 1. |
| +1 | Target is non-phasing, mounted cavalry |
| -/+? | Range (see table above) |
| -/+? | Terrain; see the Terrain chart |
| -1 | Target is Detachment, only. |
| -1 * | Mexican artillery firing |
| -2 | Mexican Artillery at Rio S. firing |
* = This DRM was inadvertently left off the Resaca map chart.
Artillery Range DRM
| Gun Type | Max Range | DRM +2 | DRM 0 | DRM -2 |
|---|---|---|---|---|
| 2-pounder | 9 | NA | 1-2 | 3-9 |
| 4-pounder | 14 | 1 | 2-5 | 6-14 |
| 6-pounder | 16 | 1-2 | 3-9 | 10-16 |
| 8-pounder | 17 | 1-2 | 3-10 | 11-17 |
| 12 lb Howitzr | 11 | 1-3 | 4-7 | 8-11 |
The Shock Result Table
| Die roll | # of Hits on Enemy |
|---|---|
| 1 or less | 0 |
| 2-5 | 1 |
| 6-8 | 2 |
| 9+ | 3 |
DRM for Shock
Attacker DRM
- Cavalry Charge (+2)
- Attacker is Lancer (+1)
- Position (+1)
- Terrain (-1?)
- Strength Comparison (+?)
- Higher Morale (+1)
- All Detachments Defending (-2)
- Defenders stacked with Wagon (-1)
Defender DRM
- Cavalry Counter-Charge
- Defender Disordered (-1)
- Strength Comparison (+?)
- Higher Morale (+1)
Source note: the source file also contains an annotated bibliography of books and maps consulted by the designer. It is not rules text and is omitted here.
Terrain Effects Chart: All Battles
| Terrain | MP Inf | MP Cav | MP Arty | MP Ldr | Fire DRM [a] | Shock DRM [b] |
|---|---|---|---|---|---|---|
| Road | 1 | 1 | 1 | 1 | 0 | 0 |
| Clear, Trail | 1 | 1 | 2 | 1 | 0 | 0 |
Palo Alto and Resaca de la Palma
| Terrain | MP Inf | MP Cav | MP Arty | MP Ldr | Fire DRM [a] | Shock DRM [b] |
|---|---|---|---|---|---|---|
| Light Woods | 2 | 2 | 2 | 1 | 0 [f] | 0 |
| Chaparral | 3 [d] | 4 [d] | NA | 3 | -1 | -2 |
| Lagoon | 2 | 3 | NA | 2 | 0 | -1 [e] |
| Resaca | Treat as either Clear or Light Woods |
Palo Alto
| Terrain | MP Inf | MP Cav | MP Arty | MP Ldr | Fire DRM [a] | Shock DRM [b] |
|---|---|---|---|---|---|---|
| Tall Grass | 2 | 2 | 2 | 2 | 0 | 0 |
| Marsh | 2 | 3 | NA | 2 | 0 | -1 [e] |
| Marsh hex side | +1 | +1 | NA | +1 | 0 | -1 [e] |
Rio Sacramento and El Brazito
| Terrain | MP Inf | MP Cav | MP Arty | MP Ldr | Fire DRM [a] | Shock DRM [b] |
|---|---|---|---|---|---|---|
| Hacienda | 2 | 2 | 3 | 1 | -1 | -1 |
| River | +2D | +4D | NA | +2 | 0 | -3 |
| Ford | +1 | +1 | +2 | +1 | 0 | -1 |
| Arroyo | +2D | NA |
NA = Not Allowed.
- a = Applies to target hex.
- b = DRM applies to Attacker's die roll if defender is in that type of hex, or a unit has attacked across that hex side.
- c = Applies only to small-arms fire and artillery firing at "+2" range.
- d = Roll for Hit at end of Movement.
- e = Applies only when attacker has done so directly from a Lagoon hex or directly from or across a Marsh hex(side).
- f = Does block LOS through.
- g = Units may not fire through a Spur hex side.
- h = See 5.16.
Shock Results Table (repeated in the source; identical to the table above)
DRM for Shock (second listing, as printed in the Charts section)
Attacker DRM
- Cavalry Charge (+2)
- Attacker is Lancer (+1)
- Position (+1)
- Combined flank/rear attack (+2)
- Terrain (-?)
- Strength Comparison (+?)
- Higher Morale (+1)
- All Detachments Defending (-2)
Defender DRM
- Cavalry Counter-Charge
- Defender Disordered (-1)
- Strength Comparison (+?)
- Higher Morale (+1)
Artillery Fire Resolution (second listing, as printed in the Charts section)
| Adj Die roll | Result |
|---|---|
| 4 or less | Nothing |
| 5-7 | a. DR; if > Adj Morale = Disorder. b. No Effect on Artillery. |
| 8-10 | All units in hex Disordered |
| 11+ | All units in hex Disordered, plus 1 Hit. |
| DRM | Reason |
|---|---|
| +? | Number of combining artillery counters over 1. |
| +1 | Target is non-phasing, mounted cavalry |
| -/+? | Range (see table below) |
| -/+? | Terrain; see the Terrain chart |
| -1 | Mexican artillery firing |
Artillery Range DRM (second listing, as printed in the Charts section; the errata below gives the missing 18-pounder data)
| Gun Type | Max Range | DRM +2 | DRM 0 | DRM -2 |
|---|---|---|---|---|
| 4-pounder | 14 | 1 | 2-5 | 6-14 |
| 6-pounder | 16 | 1-2 | 3-9 | 10-16 |
| 8-pounder | 17 | 1-2 | 3-10 | 11-17 |
| 12 lb Howitzer | 11 | 1-3 | 4-7 | 8-11 |
| Musketoon | 8 | 1 | 2-4 | 5-8 |
The Small-Arms Fire Table
| Adj. DR | Result |
|---|---|
| 2 or less | Nothing |
| 3-7 | 1 Hit |
| 8+ | 2 Hits |
| DRM | Reason |
|---|---|
| -1 | Disordered unit Firing |
| -1 | Mexican infantry firing |
| -2 | Mexican cavalry firing |
| -1 | Mounted US cavalry firing |
| -2 | Unit firing at 2 hexes range |
| -/+? | Terrain; see the Terrain chart |
Errata and Clarifications
Errata and Q&A compiled by the publisher, as of 27 January 2003, appended at the end of the Living Rules. Items marked below as added on 29 October 2003 are the bold/red additions of that update.
- The Palo Alto map is "upside down;" US units enter from the north map edge.
- The Resaca de la Palma map ought to have a compass rose showing north where the US troops arrive.
- Different units can stack to form a square only if they are all from the same regiment.
- Missing data for the Churchill/18 Pounder on "Artillery Range DRM" is Max 21; at 1-3 hexes (+2), at 4-11 hexes (0), at 12-21 hexes (-2).
- The reference to rule 5.16 on the TEC, footnote H, should be deleted - there is no rule 5.16.
Q. Are there counters for the US leaders Ridgely and Duncan? I can't seem to find them anywhere. If they are missing what are their Activation, Range and Movement values?
A. Artillery has no command leaders (the battery commander names should not have been in bold face). See 4.28 for how they are activated. (Ignore the last sentence of the 1st para of 4.1, the one that starts "This includes artillery . . . " (that should have been excised.)
Q. The set-up has Belknap (Red) with the Fifth (White or Blue) and Eight (Red) Infantry. Should he set up with the Fourth (Red) Infantry or is there a set of counters for the Fifth (Red) Infantry that I cannot find? This is not a show-stopper, but I'm just curious what is really going on.
A. The blue-banded 5th US should be red-banded. (Twiggs is blue, yes, but he commands only cavalry.) The OoBs on p.7 of the article are very helpful in this respect.
Q. During the grass fire units can't move within four hexes of the enemy. If they start within four hexes are they stuck in place? Or can they move away from the enemy?
A. The Grass Fire produces an Intermission, during which players are allowed to re-arrange/redeploy their units, including moving away from the fire (which, if you want a visual, is approaching; it is not everywhere all at once.)
Q. Can the grass fire happen more than once?
A. No.
Q. Am I correct in assuming that an overall leader can never activate a unit or command?
A. Correct.
Q. Both scenario instructions state that only infantry and leaders may move through chaparral, but the TEC gives an MP cost for cavalry, along with a footnote to roll for it at the end of movement, just like the infantry. Which is correct?
A. Cavalry may not enter chaparral hexes.
Q. What does the big "D" mean on the TEC? For example: River is +2D on infantry cost in the Rio Sacramento & El Brazito chart.
A. Units crossing these are automatically disordered. This is an addition to 6.61.
Q. Can I assume that the "H" on some of the artillery units means 12 lb Howitzer?
A. Yes.
Q. On the TEC, El Brazito is mentioned. Will there be a scenario to cover this?
A. No, this is some print from the original version of this game (published by BSO) that somehow got past the proofers. El Brazito was a battle (well, a "battle" by the strict definition of the word, but no much of a contest in any way, shape or form) for Doniphan's expedition as he headed south. It was a "freebie" for gamers who bought the first 100 copies of LAS BATALLES DE LOS GRINGOS, the name of the original game. Or, to be somewhat more specific, Ignore It.
Q. The rules say all independent units in a single hex can be activated at the same time. Does this mean one die roll for all the units in the hex, or does each get an activation die roll?
A. One die roll, total.
Q. In which scenario do the Mexican 2-pounder and the North American LaCl Rangers appear?
A. The LaClede Rangers are a leftover from that phantom "El Brazito" battle (which trust me, was not worth wasting good paper on). Same for that 2-pounder.
Q. Is there any cost for entering or exiting a Resaca? That is going to from a Resaca hex to a non-Resaca hex?
A. Yes, as listed specifically on the Terrain Chart on the map. Take a look at footnote "e."
Added 29 October 2003 (bold/red in the original):
Q. Do all units across the board check for Commitment first before resolving shock? Or is the commitment and resolution of each shock attack completed before moving on to the next shock attack?
A. I think it's best if the players resolve Commitment as part of Shock, not as a separate phase.
Q. OK...I may be dumb or just confused. The blue-banded 5th should be red. What about the white banded 5th? Are they also red? Is the 5th Inf 6 units strong? Help me someone!
The white-banded 5 US should be red (under Belknap at Resaca); the blue banders are correct (under Twiggs, at Palo).
You are now a knowledgeable gringo.