Veracruz: U.S. Invasion of Mexico 1847
Veracruz: U.S. Invasion of Mexico 1847 Rulebook
Table of Contents
Table of Contents
- 2.0 General Course of Play
- 3.0 Game Equipment
- 4.0 Sequence of Play
- 5.0 Movement
- 6.0 Zones of Control
- 7.0 Stacking
- 8.0 Combat
- 9.0 Leaders
- 10.0 Morale
- 11.0 Supply
- 12.0 Sieges
- 13.0 La Vomito: Disease and Attrition
- 14.0 Limited Intelligence
- 15.0 Division and Army Organization
- 16.0 Mexican Guerrillas
- 17.0 Mexico: The Political Climate
- 18.0 U.S. Navy Gunboats
- 19.0 Reinforcements
- 20.0 Victory Conditions
- 21.0 Initial Placement of Units
- 22.0 Reinforcement/Turn Record Track
- Charts and Tables
2.0 General Course of Play
Veracruz is basically a two-Player game in which one Player controls the United States forces, while his opponent controls the Mexican forces. The game is played in sequenced segments called "Game-Turns." Each Game-Turn is composed of two Player-Turns (one Mexican and one U.S.) and one separate Stage. Each Player uses his Player-Turn to maneuver his forces and participate in combat for the purpose of reducing the Enemy's overall strength and/or to gain various geographical objectives.
Play proceeds through a certain number of Game-Turns, after which a victory must be declared. The winner of a game of Veracruz will be the Player who most successfully fulfills all the requirements for victory described at the end of these rules.
3.0 Game Equipment
3.1 The Game Map
The 22" by 34" mapsheet depicts the area of Mexico between its capital of Mexico City and the important port city of Veracruz. A numbered hexagonal grid is superimposed on the terrain features on the mapsheet in order to regulate the movement and positioning of the playing pieces. To make the map lie flat, fold it against the direction of the creases. Small pieces of masking tape may be used at the corners of the map to make it lie taut when laying it flat on a table prior to play. Explanations of the terrain features represented on the Veracruz map will be found on the Terrain Effects Chart.
3.2 The Playing Pieces
The playing pieces (or counters) represent all the historical military units that fought in the Veracruz campaign for both the Mexicans and the Americans. Additionally, several markers are provided in the game which have no historical bearing, but are simply necessary for the play of the game. The numbers and symbols on the playing pieces represent the strength and type of military unit simulated by the counter. "Strength" is a quantification on the part of the designer of that unit's numerical composition and military capabilities. Playing pieces will henceforth be referred to as "units."
3.21 Sample Units
Infantry Unit (Front): The sample counter is labelled as follows: Unit Designation (sample: 9-V), Unit Type (symbol), Combat Strength (sample: 3-8), and Movement Allowance.
Infantry Unit (Back): The reverse side is labelled the same way: Unit Designation (sample: 9-V), Unit Type (symbol), Combat Strength (sample: 2-8), and Movement Allowance.
Leader Unit: The sample counter is labelled as follows: Name (sample: Santa Anna), Rank (shown by stars), Leader Rating (sample: 2-10, the first figure), and Movement Allowance (the second figure).
Army Counter: The sample counter is labelled as follows: Designation (sample: Army of Mexico), Strength (dependent on composition; sample: x-7), and Movement Allowance.
3.22 Summary of Unit Types
Combat units: Mexican and U.S. cavalry, Mexican and U.S. infantry, Mexican and U.S. artillery, Mexican Militia, U.S. Navy Battery, Mexican engineers, U.S. Marines.
Combat units capable of Reconnaissance: U.S. engineer, Mexican cavalry (with an "R").
Substitute Counters: U.S. Division, Mexican Army.
Leader Units: U.S. leader, Mexican leader.
Game Markers: Fortress Indicator counter, General Supply-Demoralized units, Basic National Morale marker, Game-Turn marker, Ineffective marker, Fortifications counter, Substitute Strength counter.
U.S. Naval Units: Gunboat counter.
Supply-related units: U.S. Supply units, Pack animal unit.
Guerrilla units: Mexican Guerrilla unit.
Dummy units: U.S. Dummy unit.
3.23 Unit Abbreviations
Many of the combat units in the game have their full name abbreviated on the actual counter. The Reinforcement sections and Initial Deployment section give units by their full name (or readily identifiable abbreviation). The following is a list of the unit abbreviations and their corresponding full title, for reference purposes.
Mexican Units: All Lt unit are "Light Infantry," or Ligero; RSMB = Regular Standing Mexico Battalion; TamCst = Tampico Coast Guard Battalion; Gnjto = Guanajuato Regiment; AcBrvo = Active Bravo Battalion; Indpc = Independencia Battalion; Vict = Victoria Battalion; Hdlgo = Hidalgo Battalion; SanPat = the San Patricio Battalion (Volunteers of Saint Patrick); GrnGd = Grenadier Guards Regiment; VNG = Veracruz National Guard; PNG = Puebla National Guard; Zapdrs = Zapadores; VCM = Veracruz Militia; ONG = Orizaba National Guard; LdeP = Libres de Puebla Regiment; TlcCrs = Tulancingo Cuirassiers.
U.S. Units: U.S. State designations are fairly obvious. The V on any unit stands for Volunteer. Mgdr = Magruder's Battery; Volt = Voltigeurs; TennMR = Tennessee Mounted Rifles; Drgn = Dragoons; MtdRfl = Mounted Rifles (Mounted in name only); MosqFl = Mosquito Flotilla.
3.3 Game Charts and Tables
Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Combat Results Table (CRT), Terrain Effects Chart (TEC), Casualty Table, Loss Percentage Table, U.S. Supply Table, Siege Bombardment Table, Assault Table, Disease/Attrition Table, and the Guerrilla Attack Table. Additionally, there are various Tracks on the game-map associated with the play of the game. These are the Turn Record Track, the Fortress Track, and the Basic National Morale Track.
3.4 Game Scale
Each hexagon on the mapsheet represents five miles from side to side. Each Game-Turn is the equivalent of one week of real time. Each unit represents a relatively small body of men — from companies to battalions to regiments. Artillery units are represented in batteries.
3.5 Game Equipment Inventory
A complete game of Veracruz should include the following parts:
- One Game Map (22" by 34")
- One sheet of die-cut counters (200 counters)
- One rules folder
- One plastic die (not included in the subscription edition)
- One game box (not included in the subscription edition)
3.6 Glossary of Playing Terms
Combat Strength is the basic offensive and defensive power of that military unit quantified into "Strength Points."
Basic National Morale represents the general morale and attitude of the army as a whole in relation to the progress of the campaign. It strongly affects the outcome of a battle.
Battle Morale represents the morale of the soldiers in question on the day of the battle. This reflects training, weather, background, etc. It, too, strongly affects combat.
Leadership Rating represents the overall ability of a general officer.
Leadership Level represents the overall control exerted over troops in the battle by all the general officers on the field. It can strongly affect the outcome of the battle.
Siege is the process by which a fortress is reduced (also Assault).
Reconnaissance is the process by which certain types of units may discover the composition and strength of hidden Enemy units.
Movement Allowance is a quantification of a unit's mobility in terms of Movement Points. Basically, a unit expends one Movement Point for each hex of clear terrain it enters.
Demoralized: This is a state incurred by a force that has just been badly defeated in battle. Demoralization has strong effects on a force's ability to conduct combat in the future.
4.0 Sequence of Play
General Rule: Veracruz is composed of 25 separate Game-Turns, each consisting of alternate Player-Turns and intermittent special Stages. During each Game-Turn the Players maneuver their units and resolve combat in sequence according to the outline described in Case 4.1 and within the limits of all the rules which follow. At the conclusion of the last Game-Turn, the Victory Conditions are consulted and a winner is determined. The Player whose turn is in progress is called the Phasing Player.
Game-Turn Sequence of Play
Prior to starting the game Players should consult the Initial Disposition of Forces in Section 21.0. There are 25 Game-Turns in the entire game; each Game-Turn consists of the Sequence of Phases listed below. The Mexican Player always moves first.
A. Mexican Player-Turn
- Mexican Supply Phase: The Mexican Player determines the Supply status for all his combat units (see Case 11.4).
- Mexican Reinforcement Phase: The Mexican Player checks his Reinforcement Schedule (22.1) to see if he is due any reinforcements this Game-Turn. If so, they are placed on the game-map in the designated hex. After the U.S. Player gains control of Veracruz the Mexican Player rolls to see if he gets any Militia units (see 14.15). These are treated like regular reinforcements.
- Mexican Guerrilla Phase: The Mexican Player replaces any "activated" Guerrilla units used during the previous U.S. Player-Turn. He may relocate any other Guerrilla units already on the game-map. Note that Guerrillas do not enter the game until after the U.S. Player controls either Jalapa, Orizaba, or Puebla (see Case 16.1).
- Mexican Political Phase: During Game-Turns Ten through Fifteen (inclusive) the Mexican Player must roll to see whether Santa Anna reacts to the Mexican elections (see Case 17.1).
- Mexican Movement Phase: The Mexican Player may move all, some, or none of his units as he desires. Armies may be formed or disbanded (15.1). Overwhelming Attacks (5.4) and Reconnaissance (14.3) may be made in this Phase.
- Mexican Rally Phase: The Mexican Player removes Demoralized markers from all his units.
- Mexican Combat Phase a. Siege Segment: The Mexican Player may conduct Siege Bombardment (12.2) against U.S. units in a Fortress. Before conducting bombardment, the Mexican Player must ask for Surrender (12.4). b. Combat Segment: The Mexican Player may Assault (12.3) Fortress hexes and/or engage in combat with any adjacent Enemy units (8.0).
B. United States Player-Turn
- U.S. Supply Phase: The U.S. Player refers to the U.S. Supply Table and rolls a die to see whether he receives any Supply Units this Game-Turn. He then rolls another die to see if he gets any Pack Animals (see 11.1). The U.S. Player then determines the Supply status for all the combat units, removing any expended Supply units.
- U.S. Reinforcement Phase: The U.S. Player checks his Reinforcement Schedule (22.2) to see if he is due any reinforcements. Any reinforcements are placed in a controlled Fort hex or in a vacant coastal hex (see 19.12). Reinforcements may enter as Divisions if a Division may be formed that Game-Turn (see Case 14.1).
- U.S. Movement Phase: The U.S. Player may move all, some, or none of his units as he desires. Mexican Guerrilla Attacks may be triggered by U.S. Movement (see Case 16.23). Overwhelming Attacks (5.4) and Reconnaissances (14.3) may be made in this phase. Divisions may be formed or disbanded (15.1).
- U.S. Rally Phase: The U.S. Player removes Demoralized markers from all his units.
- U.S. Combat Phase: a. Siege Segment: The U.S. Player may conduct Siege Bombardment (12.2) against Mexican units in a Fortress. Before conducting bombardment, the U.S. Player must ask for Surrender (12.4). b. Combat Segment: The U.S. Player may Assault (12.3) Fortress hexes and/or engage in combat with any adjacent Enemy units (8.0).
C. Disease and Attrition Stage
Starting with Game-Turn Seven, and occuring every fourth Game-Turn thereafter (see Turn Record Track) both Players must check certain stacks of units for the effects of Disease and Attrition on their forces. Note that although the dieroll takes place every fourth turn, the effects of such attrition remain throughout the Game-Turns in-between (see Section 13.0).
5.0 Movement
General Rule: During the Movement Phase, the Phasing Player may move as many or as few of his units as he wishes. During his Friendly Movement Phase, each unit may move as many or as few hexes as desired as long as its Movement Allowance is not exceeded in a single Movement Phase. Unused Movement Points may not be accumulated or transferred.
Procedure: Move each unit or stack of units individually, tracing the path of its movement through the hexagonal grid. Once the Player's hand is removed from the unit, movement of that unit is considered completed (Exceptions: See 5.4 and 14.3). As each unit enters a hex, it pays a certain number of Movement Points from its Movement Allowance.
Cases:
5.1 How to Move Units
5.11 During a Player's Movement Phase all, some, or none of his units may be moved. Combat may not occur during the Movement Phase, with the exception of Overwhelming Attacks (see Case 5.4).
5.12 Movement is calculated in terms of Movement Points. Each hex costs a certain number of Movement Points to enter, and some hexsides cost additional Movement Points to cross. See the Terrain Effects Chart (5.34) for details. As a unit or stack of units is moved, the number of points it costs to enter a hex or cross a hexside is subtracted from its total Movement Allowance. When the units' Movement Allowance has reached zero it may move no further. (See also 5.33).
5.13 All units have their Movement Allowance printed on their counter, with the exception of Artillery, Supply units and Naval units. (Sample counters on the rules page show a U.S. cavalry unit labelled "Sherman" with a movement allowance of 2-0, and a U.S. Navy unit labelled "6 (1)".)
5.14 All artillery batteries (with the exception of the U.S. Navy battery) have no Movement Allowance (see 5.18). They may move only if they are assigned to and stacked with a Divisional or Army Counter. (See Organization, case 15.1). When attached to a Division or an Army the Artillery batteries may move with the Movement Allowance of that Division or Army. Artillery batteries may never move by themselves (see Case 5.15).
5.15 As an exception to 5.14 the U.S. Navy battery has a Movement Allowance of one. The Navy Battery may move only one hex per Game-Turn, regardless of whether it is attached to a Division or not. It may never, under any circumstances, move more than one hex in a Game-Turn. Furthermore, the Navy battery may never enter a rough terrain hex (with or without a road), a swamp hex, or any normally impassable hex. It may cross rivers only through bridge hexsides.
5.16 U.S. Naval units (the two gunboat counters) have an unlimited Movement Allowance. They may move anywhere in the Gulf of Mexico into any all-sea or coastal hex. They may not enter or use rivers, nor may they enter all-land hexes.
5.17 U.S. Supply units have no Movement Allowance. They may move only if they are transported by Pack Animals (see Case 11.24).
5.18 Certain U.S. Infantry regiments have "artillery" designations: e.g., 1 Arty, 2 Arty, etc. These regiments are not in any way to be considered Artillery batteries. These are Infantry units. (Actually they were suposed to be Artillery, but were fighting as Infantry).
5.2 Movement Inhibitions and Prohibitions
5.21 A Friendly unit may never enter a hex occupied by an Enemy unit.
5.22 A unit must stop upon entering an Enemy Zone of Control (ZOC) (see Section 6.0). It may move no further during that Movement Phase. (Exceptions: 5.23 and 14.34).
5.23 If a unit begins its Movement Phase in an Enemy ZOC it may leave that ZOC. However such unit may not move directly into another Enemy ZOC; it must move first to a hex that is not in an Enemy ZOC. The ability to leave an Enemy ZOC under this case applies only to units starting their Movement Phase in an Enemy ZOC.
5.24 A unit may not expend more Movement Points than it has in its Movement Allowance. Movement Points may not be accumulated or transferred from unit to unit.
5.25 Units may move only during their own Movement Phase. Advances and retreats due to combat are not considered movement in this sense and do not require expenditure of Movement Points.
5.26 Friendly units may move through hexes occupied by other Friendly units at no extra cost to their Movement Allowance. There is no limit to the number of Friendly units that may pass through or remain in a single hex in a Game-Turn, with the exception of the Perote Fortress (see Case 12.14).
5.27 Friendly ZOC's never affect Friendly units' movement.
5.28 The Movement Allowance of all units may be affected by the Supply status of those units (see 11.53). All units that are in General Supply have a Movement Allowance of four regardless of their original Movement Allowance. This does not apply to the Navy battery (see Case 5.15) or to units that are not affected by supply considerations.
5.3 Effects of Terrain
5.31 A unit must expend one Movement Point to enter a clear terrain hex. To enter other types of hexes, a unit may expend more or, in the case of some roads, less than one Movement Point. When the Terrain Effects Chart calls for a Movement Point expenditure to cross a terrain hexside (i.e., +1 to cross River hexside), this cost is in addition to the terrain cost for entering that hex.
5.32 A unit which moves from one road, trail, or National Highway hex directly into another road, trail or National Highway hex through a hexside crossed by one of these terrain features receives certain movement benefits. These benefits negate the terrain in the hex moved through if this movement is carried out along the road, trail, or National Highway. See the Terrain Effects Chart for details (5.5).
5.33 A unit may not enter a hex if it does not have sufficient Movement Points remaining to pay the Movement Point cost to enter the hex itself and/or the hexside being crossed.
5.34 Terrain Effects Chart (see map)
5.4 Overwhelming Attacks
An Overwhelming Attack is a special type of combat that is treated as Movement. It may occur during the Movement Phase only and is considered a function of movement for game purposes, although it is, in reality, combat.
5.41 During any Movement Phase, if a Player moves a Friendly unit or stack of units adjacent to an Enemy unit(s), he may choose to attempt an Overwhelming Attack against that Enemy force — at his option. A Player is never forced to attempt an Overwhelming Attack.
5.42 When attempting an Overwhelming Attack, the attacking Player must announce this fact to the Enemy Player. The Attacking Player then reveals the strength with which he is "attacking." The Enemy Player checks the total strength of his force, and if the attacker has a 7-1 or greater ratio against the defender the attack is successful. The defender must remove all his units, including any Leaders. If the odds are less than 7-1 the Overwhelming Attack is unsuccessful, and the defender need not reveal his strength. (Try to be honest folks; it's only a game...)
5.43 If the Phasing Player achieves a successful Overwhelming Attack, his units must enter the hex formerly occupied by the defender, at a cost of one Movement Point (in addition to any terrain costs). An Overwhelming Attack may not be made if the attacking units do not have enough Movement Points to make such a move.
5.44 If an Overwhelming Attack is unsuccessful, the attacking units must remain in the hex from which they attempted the Overwhelming Attack. They may move no further during that Movement Phase. They may attack during the ensuing Combat Phase. In an unsuccessful Overwhelming Attack the defender does not have to reveal his strength, although the Phasing Player may use Reconnaissance (14.3) to discover this strength.
5.45 Leadership and Morale effects on combat are not taken into account when determining the ratios for Overwhelming Attacks. There is simply a comparison of basic combat strength, without adjustments.
5.46 Units may make more than one Overwhelming Attack in a single Movement Phase, if they have the necessary Movement Points to do so. Enemy units may be the target of more than one attempted Overwhelming Attack during a single Movement Phase.
5.47 If a Player moves adjacent to two or more Enemy-occupied hexes and declares an Overwhelming Attack, this attack must be directed at only one of those hexes. The other Enemy-occupied hexes are ignored. If the Overwhelming Attack is successful the attacking player must advance his units into the hex as per 5.43. However, he may ignore Enemy ZOC's for this advance. The moving units may then, after advance, attempt an additional Overwhelming Attack against the second hex, if they have the necessary Movement Points.
6.0 Zones of Control
General Rule: The six hexagons immediately surrounding a hex constitute the Zone of Control (ZOC) of certain types of units in that hex. Hexes upon which a unit exerts a Zone of Control are called Controlled Hexes and inhibit the movement of Enemy units: All units must cease movement for that Movement Phase when they enter an Enemy controlled hex. (See, however, Reconnaissance, 14.34).
Cases:
6.1 Which Units Exert a Zone of Control
6.11 All combat units exert a Zone of Control (ZOC).
6.12 Informational markers do not exert a Zone of Control. Supply units and Pack Animals exert no Zone of Control, nor do Leader units in a hex by themselves.
6.13 Guerrilla units exert a special type of Zone of Control (See Case 16.21).
6.14 Demoralized units do not exert a Zone of Control. Units in Fortress hexes (e.g., Veracruz) do not exert a ZOC (however, see Case 12.15).
6.2 The Effects of Zones of Control
6.21 ZOC's extend into all hexes on the game-map. However, they do not extend through mountain hexsides, all-lake, all-sea or river hexsides.
6.22 It costs a unit one Movement Point (in addition to any Terrain costs) to enter an Enemy Zone of Control.
6.23 All units must cease movement upon entering an Enemy-controlled hex. They may move no further in that Movement Phase (see Cases 5.22, 5.23, 14.34).
6.24 Units may never move directly from one Enemy ZOC to another, except if forced to by retreats (see Cases 6.32 and 8.65).
6.25 Friendly units may move freely through hexes that are adjacent to Enemy units that are not in an Enemy ZOC. This occurs mainly where the intervening hexside is a river (see Case 6.21).
6.26 For the purposes of movement and retreat, the presence of a Friendly unit in an Enemy-controlled hex does not negate that Enemy control; it is still considered an Enemy-controlled hex. However, for the purposes of supply the presence of a Friendly unit in an Enemy-controlled hex does negate such control.
6.27 Friendly ZOC's never affect Friendly units.
6.28 If an Enemy unit and a Friendly unit are adjacent they are both considered to be in each others ZOC (exception: see Case 6.21). If a Friendly unit and an Enemy unit both extend a ZOC into the same hex they are considered to both control that hex for the purposes of this section.
6.29 There is no additional effect of having more than one unit exert its ZOC into a given hex.
6.3 Zones of Control and Combat
6.31 Units which are in an Enemy Zone of Control at the beginning of their Friendly Combat Phase must attack one adjacent Enemy-occupied hex during this Phase. It is not necessary to attack all adjacent Enemy units—only one adjacent hex (the choice of which hex to attack is left to the Phasing Player). The other adjacent Enemy-occupied hexes may be ignored (see Case 7.2).
6.32 Units may retreat through Enemy Zones of Control as a result of combat. For each and every ZOC entered while retreating, the retreating stack would lose one Strength Point.
6.33 Friendly units do not negate Enemy ZOC's for the purposes of retreats.
6.4 Effects of Zones of Control on Supply
Supply lines may not be traced through Enemy-controlled hexes. However, Friendly units do negate the presence of Enemy ZOC's for the purpose of tracing supply.
7.0 Stacking
General Rule: An unlimited number of units of any type—of the same nationality—may occupy a single given hex at any one time during the game (Exception: see Case 12.14).
Cases:
7.1 Stacking and Movement
7.11 There is no additional cost in Movement Points for one Friendly unit to stack (be in the same hex) with another.
7.12 Combat and non-combat units may stack in the same hex, and the position of any given unit in a particular stack has no effect on play.
7.13 Units stacked together in a given hex may be moved together if they possess the same Movement Allowance (see Organization, 15.1). For a stack of units to move together they must begin the Movement Phase in the same hex.
7.14 Stacks of units may split during Movement. However, the units "left behind" are considered to have finished their movement for that Phase. If stacks split at the beginning of a Phase there is no such penalty (units may always be moved separately.)
7.2 Stacking and Combat
Units stacked together in the same hex may split their force and attack different adjacent hexes (in separate attacks) during the Combat Phase. Do not confuse this with Case 8.22, which forbids attacking two hexes at once. Players should note, however, that all units in a Division or Army must attack as one unit; they may not be split (even though there is more than one combat unit in that Division or Army). Units stacked in the same hex must defend as one unit; they may not be split for defensive purposes. Remember: a leader must be present for each separate attack (see Case 9.31).
8.0 Combat
General Rule: Combat occurs between adjacent opposing units during the Combat Phase of the Phasing Player. Friendly units in an Enemy ZOC must attack one hex containing Enemy units exerting this control. A Friendly unit adjacent to an Enemy unit without a ZOC may attack at the Phasing Player's discretion. The Phasing Player is considered the attacker and the non-Phasing Player the defender, regardless of the overall strategic situation.
Procedure: Each Player totals the Combat Strengths of his forces involved in a particular combat. The attacker then compares this strength with that of the defender. This comparison is expressed as a simple ratio (2-1, 1-3, etc.) always rounded off in favor of the defender (i.e., 29 to 10 rounds off to 2-1). Both Players then determine their Leadership levels (9.0) and Morale levels (10.0), each Player adding these together to obtain his Combat Adjustment Figure (CAF). Then, the defender subtracts his CAF from the attacker's CAF to obtain a plus or minus number (or a zero). This figure is called the Final Combat Adjustment Figure. This final CAF shifts the ratio column of the Combat Results Table (previously determined) to the right or left. Then, organizational bonuses are taken into account and a final ratio column is declared for this combat. The die is rolled, with terrain effects being taken into account, and a result is immediately applied.
Caveat: The above procedure will be unfamiliar and unwieldy the first time it is attempted. A specific sequence is given in Case 8.38, and, after following that for a few times, Players will find that the method of determining the final combat ratio will be second nature to them.
Cases:
8.1 Which Units May Attack
8.11 Any unit with a Combat Strength printed on its counter may engage in combat. These are called combat units, as compared to non-combat units such as Supply counters, Pack Animals, Leaders, Information Markers, etc.
8.12 Units moving without the presence of a Leader may not attack Enemy units. They may also not enter Enemy Zones of Control. Demoralized units may not attack Enemy units. Combat units in General Supply only (as opposed to Combat Supply) may attack Enemy units but at a reduced effectiveness (see Case 11.54).
8.13 Friendly units may attack adjacent Enemy units, whether the latter are in the former's ZOC or not. However, a Friendly unit in an Enemy ZOC must attack one Enemy unit (or stack) that is exerting that ZOC. As long as one of the controlling Enemy units is attacked, the Friendly attacker is fulfilling the provisions of this case. Thus, if the attacking unit is adjacent to two Enemy stacks, both of which are exerting a ZOC upon the attacker, the attacker need attack only one of those units to fulfill the provisions. The choice of which to attack is his (see Case 8.22).
8.14 Attacks may be resolved in any order that the attacker wishes, as long as he complies with all the Combat rules.
8.15 No unit may attack more than once in a given Combat Phase. (Remember, Overwhelming Attacks are considered Movement and thus do not constitute an attack for the purposes of this rule.) No Enemy unit may be attacked more than once per Combat Phase.
8.16 An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes.
8.17 Attacks made at less than 1-4 result is an automatic "F-4" result for the attacker and no effect on the defender.
8.2 Multiple Unit and Multi-Hex Combat
8.21 Units in two or more different hexes may combine their Combat Strengths to attack Enemy units in a single hex.
8.22 Each individual attack declared by the Phasing Player may only be directed at a single hex occupied by units of the Enemy Player. The Phasing Player may not attack two or more Enemy-occupied hexes in a single combat.
8.23 All units that are attacked in a given hex must total their Combat Strengths into a single Combat Strength. The defender may not withhold a unit in a hex under attack. An attack on that hex involves all the units in that hex (exception: see Case 13.36). If the defending hex contains an Army or Division counter, all the units comprising this formation must be totaled into a single Combat Strength.
8.24 When the Phasing Player is attacking from a hex that contains more than one unit, those units may make separate attacks on different adjacent Enemy-occupied hexes at the Owning Player's discretion. Note that a Division or Army is considered to be a single Combat unit—it may not split its units in order to attack different Enemy-occupied hexes.
8.3 Combat Procedure
As explained previously, the combat procedure for Veracruz is moderately complex. Players should carefully read the sections on Morale and Leadership before attempting to completely fathom this procedure. There are several steps that must be followed rigidly before rolling the die to resolve combat.
8.31 The first step in the procedure to resolve combat is for each side to total the Combat Strengths of all units participating in the given combat. The attacker then compares his total Strength to that of the defender, expressing it as one of the simple ratios found on the Combat Results Table (rounding off in favor of the Defender). Note that there is a 3-2 column on the CRT; this is used when the attacker is at least 150% stronger than the defender but less than 200%.
8.32 Both Players now determine their respective Leadership Levels, as per the instructions in Case 9.32.
8.33 Both Players now determine their respective Morale Levels, as per the instructions in Case 10.2.
8.34 Each Player now adds his Leadership Level to his Morale Level. For example, the U.S. Player has a Leadership Level of +2 and a Morale Level of -1; the addition of these two numbers would result in a figure of +1. This is his Combat Adjustment Figure. This CAF may be increased by an Organizational bonus (see Case 15.2) or presence of Fortifications (Case 8.9).
8.35 The defending Player now subtracts his Combat Adjustment figure (as obtained in 8.34) from that of the attacker. The result is the Overall Combat Adjustment Figure—either a plus or minus number (or a zero).
Example: The U.S. Player's Combat Adjustment Figure is +1; the Mexican Player's CAF is -2. The Mexican is defending, so +1 - (-2) = +3. (Hope you folks did well in this area of math!). The Overall Combat Adjustment Figure for that battle is thus +3.
8.36 The Overall Combat Adjustment Figure is now used to adjust the combat ratio (8.31) to either the right or left (increase or decrease). If the Overall CAF is a positive number the Combat Ratio is shifted that number of columns to the right before resolving combat. If the Overall CAF is a negative number, the Combat Ratio is shifted that number of columns to the left. However, Players should note that there are columns on the Combat Results Table that contain several ratios (e.g., 4-1, 5-1, and 6-1). Those columns can absorb three shifts, as it were. Thus a ratio of 3-1 with an Overall CAF of +3 would still be in the same 4-1, 5-1, and 6-1 column, as 3-1 would shift three to the right by going first to 4-1, then 5-1, then 6-1, remaining, in effect, within the same column. In addition, the final column (7 - 1 +) is considered to contain all the ratios above 7-1 (i.e., 8-1, 9-1, 10-1, etc.) and operates in the same manner as the 4-1, 5-1, etc., column.
Example: The U.S. is attacking a Mexican force at a basic Combat Ratio of 1-2. Without considering terrain or supply (see rules below), the Overall CAF is determined to be +3 for the attacking U.S. forces. The Combat Ratio of 1-2 is now shifted three to the right to 2-1, at which ratio the battle is fought.
8.37 The effects of terrain (8.52), supply (8.53) and Organization (15.2) are taken into effect after the determination of the effect of the Overall CAF on the Basic Combat Ratio.
8.38 Here is a brief review of the procedures for determining the Final Combat Ratio:
A. Both Players total Strengths; then B. Attacker compares strength to defender to obtain a preliminary combat ratio; then C. Each Player adds his Morale level with his Leadership level to obtain a Combat Adjustment Figure; then, D. The defender subtracts his CAF from that of the attacker to obtain a Final CAF; then, E. The Final CAF is used to adjust the preliminary combat ratio (also organizational bonuses are taken into account); then, F. The die is rolled (taking terrain effects into account), and a result immediately applied.
8.4 Resolution of Combat
8.41 Using the Final Combat Ratio determined in Section 8.3 the attacker rolls one die and consults the Combat Results Table (8.71). Each combat is resolved separately, and the results of each combat are implemented immediately, before proceeding to the next combat.
8.42 Combat results on the CRT are expressed in two categories: a Position Result and a Loss Possibility. Both attacker and defender suffer both of these types of results.
8.43 There are five types of Position Results:
- A = Advance; the units affected may advance one hex into the hex vacated by the Enemy units. Increase Basic National Morale (BNM) by one (see Case 10.14).
- H = Hold Position; the units affected do not move.
- R = Retreat; the units affected must Retreat the number of hexes rolled on one die roll. Decrease BNM by one (10.13).
- RD = Retreat Demoralized; the units affected must Retreat the number of hexes on two die rolls. They are then Demoralized. Decrease BNM by one (10.13).
- F = Flight; the units affected must retreat the number of hexes on three die rolls. They are then Demoralized. All Artillery is automatically eliminated. Decrease BNM by one (10.13).
8.44 There are four different Loss Possibilities: 1, 2, 3, or 4: 1 gives the least possibility for losses; 4 represents the possibility of highest losses. Losses are always taken before the Position Result is applied.
8.45 Losses are determined as follows: First, the attacking Player reads his loss Possibility number on the Combat Results Table. He notes his Battle Morale figure used in the determination of his Combat Adjustment Figure for this combat (see Case 8.34) and proceeds to the Casualty Table (8.72). He rolls the die, consulting the proper Battle Morale and Loss Possibility numbered columns. The result is the percentage of Combat Strength Points that are eliminated as a result of this combat from the attacking stack. Players need not compute this percentage loss by themselves—the Loss Percentage Table (8.73) is provided for easy computation. Simply cross-reference the Strength Point total of the stack with the percentage loss as called for by the Casualty Table. The resultant number is the number of Strength Points that must be removed by the attacking Player (see Case 8.46). Next, the defending Player follows the exact procedure just described in order to determine his losses for this combat.
Example: The U.S. Player has attacked the Mexican Player with two Divisions worth 35 Strength Points. The U.S. Player receives a result of H-2 on the CRT. Their Battle Morale for this combat was +1. The U.S. Player proceeds to the Casualty Table, referring to the +1 Morale column and the 2 sub-column (representing his Loss Possibility figure). The U.S. Player rolls a 3. The result calls for a 5% loss of U.S. Strength Points involved in this combat. The U.S. Player refers to the Loss Percentage Table, cross-referencing 35 with 5% loss. The final result calls for a 2 Strength Point loss, which the U.S. Player must immediately fulfill.
8.46 Combat units in Veracruz are front and back-printed. The side representing the greater Combat Strength is the side on which these units enter the game (or start on the map). Combat units may be reduced due to the demands of a Strength Point loss in a combat (see Case 8.45). A one Strength Point loss for an individual unit is incurred simply by flipping the unit over to its weaker side (always one Strength Point less than its stronger side). The reduction of a combat unit to zero always results in the elimination of that unit. If a unit that has already been reduced to its weaker combat side is required to lose another Strength Point as a result of combat, numbered chits are provided with which the Owning Player will indicate the new Strength of this reduced unit. These chits are simply front and back-printed with the numbers "1" and "2". When a unit must be reduced in Strength below its weaker combat side, simply place one of these chits, with the appropriate number facing upward, directly underneath the unit in question. This will indicate that the unit now contains the number of Strength Points shown on the numbered chit.
Example: The Mexican Tulancingo Cuirassiers (original Strength of 4) must lose 2 Strength Points as the result of a combat. The first Strength Point loss is represented by flipping the counter over to its side with a 3 Combat Strength. The next Strength Point loss must be incurred by placing a numbered chit—showing the figure 2—directly underneath the counter representing the Tulancingo Cuirassiers. This unit now has a Strength Point total of 2.
8.47 The Mexican Player may remove Strength Point losses from his units as he sees fit. He may eliminate an entire unit before eliminating any Strength Points from other units if he so chooses.
8.48 The U.S. Player may remove losses from his units as he sees fit unless his stack contains both Regular and Volunteer units participated in the combat (see Case 19.31). In this case, the U.S. Player must remove one Volunteer Strength Point for every Regular Strength Point he eliminates. If the number of Strength Points to be lost is an odd number, the odd-numbered loss must be a Regular unit if at all possible.
8.49 Units which are reduced in Strength to zero are removed from play and set aside. Players may not use eliminated units as "dummies" or false units to confuse the Enemy Player.
8.5 External Effects on Combat: Terrain, Supply & Organization
8.51 If either side is using one of their higher organizational formations (Divisions or Armies) they are eligible for a bonus increase to their Combat Adjustment Figure (see Case 15.2 for details).
8.52 After determining the Final Combat Ratio the Players check to see whether the defending units are in a hex for which they obtain a defensive benefit. These hexes are noted on the Terrain Effects Chart on the game-map. If the defending units are in such a hex, the attacker must subtract one from his combat die-roll (or two, if in a city). One is the maximum subtraction the attacker must make for a defensive benefit from any terrain, unless the hex is a city.
8.53 Supply affects the Combat Ratio only in that it affects the Morale Level. If an Attacker or Defender has any units in his forces that are in General Supply he must subtract two from his Morale die roll. See Supply Rules, 11.54.
8.6 Retreats and Advances
8.61 The explanations for all retreat results are covered in Case 8.43.
8.62 Retreats are expressed in terms of hexes retreated—not Movement Points! Retreating units may retreat through or into any hex into which they may normally enter. Furthermore, as an exception to the above, a force may stop retreating if it enters a Friendly Controlled city (Mexico City, Puebla or Veracruz).
8.63 Retreats are conducted by the Player whose units are retreating. Each stack of units must be moved as a whole; they may not be split for purposes of retreats.
8.64 Players must attempt to retreat towards their supply source: Mexicans = Mexico City or western edge of map; U.S. = Veracruz or wherever their supply is coming in. Players also must retreat along and through road hexes if possible. Players should choose the most direct route, using the above criteria, as possible.
8.65 Units may retreat through Enemy ZOC's. However, for each Enemy ZOC entered in a retreat that force loses one Strength Point. Players must avoid Enemy ZOC's whenever possible, and may retreat through them only when there is no other route available. Retreating units may retreat through Friendly-occupied hexes; however, the units originally in the hex are then automatically demoralized (even if the retreating units are not!). Retreating units may never enter the same hex more than once.
8.66 If a Flight ("F") result occurs, all affected artillery units are automatically eliminated. If an "R" or "RD" result occurs and the retreat causes an Artillery unit to cross an unbridged river hexside the Player rolls for each Artillery unit crossing such a hex. If he rolls a 1, 2, or 3 the Artillery unit crosses safely; if the result is a 4, 5, or 6 the Artillery unit is eliminated.
8.67 If a force receives an "A" Position Result that force must advance into the hex vacated by the Enemy units. This advance must occur before any other combat takes place.
8.68 Note that all units stacked with units that have engaged in combat are affected by the results of that combat, whether or not those units actually participated in the combat.
8.7 Combat Tables
8.71 Combat Results Table (see page R14)
8.72 Casualty Table (see page R14)
8.73 Loss Percentage Table (see page R14)
8.8 Demoralization
Units become Demoralized as a result of receiving an "RD" or "F" result in combat. Demoralization is indicated by placing a Demoralized marker on top of all the affected units. Demoralized units suffer certain penalties.
8.81 While Demoralized, a stack may not be split. It must remain intact until it reverts to a normal state.
8.82 Demoralized units may never enter an Enemy Zone of Control voluntarily. If they begin their Movement Phase in an Enemy ZOC, they must leave that ZOC in that Movement Phase. If, for any reason, they cannot leave they are eliminated.
8.83 If there is one Demoralized unit in a hex all units in that hex are also Demoralized.
8.84 Demoralized units always have a Morale Level of -2. They never roll for Morale or consider the effect of BNM.
8.85 Demoralized Markers—and the effects of Demoralization—are removed in the Rally Phase, after Movement.
8.9 Mexican Fortifications
8.91 Starting with the Mexican Movement Phase after the U.S. has either taken Puebla or advanced to within 12 hexes of Mexico City, the Mexican Player may construct fortifications.
8.92 The fortifications must be constructed within four hexes of Mexico City. The Mexican Player may construct no more than three fortifications during the game.
(Fortification under Construction counter: crossed-tools symbol.)
8.93 To construct a fortification the Mexican Player must start his Movement Phase with at least four Strength Points (not including Artillery) in the hex. This hex may not be in an Enemy Zone of Control. He places a fortification counter—construction side up to indicate building in progress—on top of the units. These units may not move during the Movement Phase. Other Friendly units may move through them or enter into and stay in that hex.
(Completed Fortification counter: star-burst symbol.)
8.94 At the end of that Movement Phase the fortification counter is turned over to indicate completion of construction. Any units in that hex gain the benefit of that completed fortification.
8.95 There is no Movement cost to enter or leave a fortified hex (other than the restrictions of Case 8.93).
8.96 Once placed fortification hexes may not be moved or destroyed. Either side may use them.
8.97 If a unit or stack of units defends in a fortification hex the defender adds one to his Combat Adjustment Figure.
9.0 Leaders
General Rule: Leader counters represent the most important commanders on both sides that took part in the Veracruz campaign. In Veracruz leaders have a great effect on both movement and combat—mostly the latter. Each leader is rated by number (with a possible range of one through four). This rating reflects tactical and strategic leadership, along with personality. Note that no counter for Winfield Scott is provided because the American Player is considered to represent this General.
(Sample leader counters on the rules page are labelled "Morales" (2-10) and "Worth" (4-10).)
Cases:
9.1 Use of Leaders
9.11 Leaders may be placed anywhere on the game-map. They need not be stacked with combat units and may operate freely.
9.12 Leader units have no combat value in and of themselves. If an Enemy combat unit moves adjacent to a Leader unit which is alone in a hex (other than a fortress) that Leader is eliminated. The only other way a Leader may be eliminated is for every unit in the stack to be eliminated also (as in Overwhelming Attack).
9.13 Whenever a Division (US) or Army (Mexican) is placed on the game-map there must be at least one Leader assigned to that Division or Army.
9.14 Leaders have a Movement Allowance of 10. This is used only when they are moving alone. Whenever they are stacked with other units they assume the Movement Allowance of the slowest of these units.
9.2 Leaders and Movement
Friendly units without a Leader may not enter an Enemy Zone of Control. If a stack of units without a Leader begins its Movement Phase in an Enemy ZOC it must leave that Zone. If it cannot do so, for any reason, it is automatically eliminated at the end of the Movement Phase. This is the only effect Leaders have on Movement of combat units.
9.3 Leaders and Combat
The ability of the individual Leaders is used as a factor to determine the final Combat Ratio between two opposing sides. Each Leader is rated for his general ability; this rating is based more on tactical than strategic ability, but elements of both are included. The higher the rating, the better the Leader. Furthermore, units may not attack other units without a Leader to direct the attack.
9.31 In order for a Friendly unit or stack of Friendly units to attack Enemy units there must be a Leader with the Friendly units. Units without Leaders may not attack; they may defend. Units defending without a Leader have a Leadership Level of zero.
9.32 The Leadership rating of each Leader is used to determine the Leadership Level of that force, by means of the Effective Leadership Table (9.4). The means of determining the Leadership Level for a given force in a battle is as follows:
- Player totals the Leadership Rating of each Leader in the battle. No Leader may be excluded; then,
- The Player divides the total by the number of Leaders, rounding to the nearest whole number (i.e., 1.49 = 1 and 1.50 = 2). This is the Preliminary Leadership Level; then,
- The Player takes his Preliminary Leadership Level and consults the Effective Leadership Table, rolling one die and cross-referencing that die roll with his Preliminary Leadership Level. The result is the Leadership Level for that force for that battle.
9.33 Example: The Mexican Player has two Armies with a total of three Leaders: Santa Anna, Valencia, and Alvarez. He adds together their Leadership Ratings (2 + 1 + 1 = 4) and divides by the number of Leaders (3) to get 1.33, or a Preliminary Leadership Level of 1. He now rolls a die and consults the Effective Leadership Table under the 1 column. He rolls a 6, so his Leadership Level for the battle is +2.
9.34 The Leadership Level is combined with the Morale Level to obtain the Adjusted Combat Ratio (see Case 8.34).
9.35 Leaders may be eliminated as a result of combat only if all other units in the hex are eliminated. Eliminated Leaders are not replaced.
9.36 As a corollary to 9.13, a Division or Army may not be formed unless there is a Leader present.
9.37 Effective Leadership Table (see page R14)
10.0 Morale
General Rule: Morale refers to the general spirit of the troops in a given situation. Depending on many circumstances—training, frustration, previous losses or victories, etc.—an army's morale will fluctuate within certain limits. In the Mexican War, both sides had problems maintaining high morale, although the U.S. had much greater success in this area than did the Mexicans. Morale thus plays a crucial role in Veracruz. In any given combat situation the units involved have a Morale Level; this Morale Level is combined with the Leadership Level to produce a number that will either increase the combat ratio or decrease it. Thus, a force that has excellent Morale and Leadership could, for example, increase a 1-to-1 combat ratio to, say, 5-to-1! The Morale Level is a combination of the Basic National Morale and the Battle Morale at the instant of combat; i.e., the player determines his Morale by rolling on the Battle Morale Table and using the Basic Morale Level to affect that die roll.
Cases:
10.1 Basic National Morale
(Sample counter on the rules page labelled "Mexican BNM".)
All the forces controlled by each Player possess a Basic National Morale (BNM). While BNM varies from turn to turn it is rigid in that it is not affected by a die roll. BNM reflects the cumulative effects of a campaign on an entire army. BNM is used to alter the die roll determination for the Morale Level.
10.11 At the start of the game, both Players have a Basic National Morale of zero. Each Player places his BNM marker in the '0' space on the BNM Track to so indicate that status.
10.12 As the BNM of a given Player changes, the Player moves his BNM marker into the appropriate box on the BNM Track to reflect the change. The maximum BNM Level is +3, the Minimum is -3. The levels may never fall below or rise above those numbers, regardless of the circumstances. Furthermore, a -3 (or +3) BNM Level is always to be considered to be exactly that; i.e., if the Mexican BNM is -3 and, during a given Game-Turn he engages in combat with an "RD" result (see Case 8.4) he would not lower his BNM to -4 (even theoretically). It would stay at -3. And if on the next turn he received an "A" result in a combat his new BNM would rise to -2.
10.13 Any "Position" Combat Result (see Case 8.4) of "R", or "RD", or "F" received by a Player in a given combat in which he has used either a Division (U.S.) or an Army (Mexican) results in a loss of one point from his BNM, regardless of whether that Player was attacking or defending. Thus, if the U.S. 2nd Division attacked the Tulancingo Cuirassiers Regiment and the U.S. received an "A" Position Result and the Mexican an "R" the U.S. Player would add one to his BNM (he was attacking with a division); however, the Mexican would not change his BNM despite the "R" result, as his unit was only a regiment and not an Army.
10.14 Any "Position" Combat Result of "A" received by a Player in a given combat in which he has used either a Division (U.S.) or an Army (Mexican) results in the addition of one point to his BNM. This addition is awarded regardless of whether the Player was attacking or defending in the particular battle.
10.15 A Position Combat Result of "H" has no effect on BNM.
10.16 The BNM of a given Player is used to affect that Player's die roll for his Morale Level prior to engaging in combat. For example, say the U.S. Player starts a Game-Turn with a BNM of +2. He engages in combat that turn and, as per the rules for such, must throw a die to determine his Morale Level for that battle. The Player would consult the Battle Morale Table and throw a die, adding his +2 BNM to that die roll. If his BNM were -1 he would have subtracted one from his die roll for determining Morale. This subtraction or addition to the die roll for determining Morale for a given battle is the only effect BNM has in the game.
10.17 The effects of combat on the BNM are applied immediately after the combat. Thus, if a Player has two combats in one Game-Turn his BNM may be different in the second combat than in the first. Players should remember this rule when planning the order of their combats.
10.2 Determining the Morale Level for Combat
10.21 Before each and every combat, both Players must determine their Morale Levels for that particular battle. A Player's Morale Level for a given Combat is determined by that Player rolling a die and consulting the Battle Morale Table (under his side), modifying that die roll by his Basic National Morale Level (see Case 10.16). Thus, in the example given in Case 10.16, if the U.S. Player with a +2 BNM rolled a 3 on the die when determining his Morale Level, his Morale Level for that battle would be +2. Players should be careful not to confuse the Morale Level determined from a die roll and the Battle Morale Table with the BNM.
10.22 Players determine their Morale Level whether they are attacking or defending.
10.23 The Morale Level for a given combat applies to all units (from a given side) involved in that combat, regardless of how many different stacks of units are participating.
10.24 In determining Morale Level, the Mexican Player refers to the Mexico column on the Battle Morale Table and the U.S. Player on the U.S. column.
10.25 If a defending Player's force contains any Demoralized units that force has an automatic Morale Level of -2; he does not roll for Morale (or bother with BNM).
10.26 If any units involved in combat are in General Supply (as opposed to Combat Supply) the Player must subtract two from his die roll when determining his Morale Level (in addition to any subtractions or additions from BNM).
10.27 The Morale Level for a given battle is added to the Leadership Level for that battle to determine any shift in the Combat Ratio for that Battle (see Case 8.3).
10.28 In determining the Mexican Player's final Morale Level, any stack containing the San Patricio Battalion adds one to the final Morale Level (not to the die roll or to the BNM.) The San Patricio Battalion was comprised, to the greatest extent, of U.S. deserters (mostly Catholics who objected to invading a Catholic country) who had a remarkable record in combat.
10.29 Battle Morale Table (see page R15)
11.0 Supply
General Rule: In Veracruz, Supply plays an important role in determining the effectiveness of the combat forces, especially those of the U.S. Player. There are two states of supply: Combat Supply and General Supply. In order for combat units to use their full Movement Allowances and Combat Strengths they must be in Combat Supply. Units in General Supply are penalized as to Movement and Combat (the latter by reducing the Morale).
Procedure: Each Player determines the Supply status of all his combat units during his Friendly Supply Phase. Whatever status is determined for individual units or stacks of units remains with those units until the next Friendly Supply Phase. To be considered in Combat Supply a unit must be able to trace a Supply line to a Supply source.
Cases:
11.1 U.S. Supply
11.11 The U.S. Supply sources are his Supply units. These constitute the only source of Supply for the U.S. Player.
11.12 To be considered in Combat Supply a U.S. combat unit must be able to trace a Supply line to a Supply unit. This Supply line may be no longer than two hexes. Players should trace the line from the combat unit to the Supply unit, and not vice versa. The hex occupied by the combat unit does not count as one hex; the hex occupied by the Supply unit does count.
11.13 Supply lines may be traced through any terrain through which an infantry unit could move. They may not be traced through any Enemy-occupied hex or any Enemy ZOC (except those occupied by a Friendly unit).
11.14 In order for a unit to become Combat Supplied (after successfully tracing a Supply line to a Supply unit) the Supply unit must be expended and removed from the game. A single Supply unit may supply each and every U.S. unit within the two hex radius described, as long as the requirements of Case 11.13 are met. Expended Supply units are eligible to be brought back into the game via the U.S. Supply Table.
11.15 Any U.S. combat unit that cannot trace a Supply line to a Supply unit (and expend that unit) is in General Supply.
11.16 The U.S. Player is not forced to expend a Supply unit to place his combat units in Combat Supply. The choice is his, and he may choose to leave his units in General Supply even though Supply units are available. In this way the U.S. Player may conserve his Supply.
11.17 All U.S. units are considered to be in Combat Supply for the Game-Turn in which they enter the game, without expending a Supply unit.
11.2 U.S. Supply Units
11.21 The U.S. Player receives Supply units through the U.S. Supply Table; he receives an additional 3 Supply units and 1 Pack Animal with the first Game-Turn Invasion Force.
11.22 At the beginning of every U.S. Supply Phase the U.S. Player rolls a die and refers to the U.S. Supply Table under the "Supply" Column. The number appearing under that column for that die roll is the number of Supply units available to the U.S. Player that Game-Turn. These Supply units may be placed on the game-map in his Reinforcement Phase.
11.23 Supply units may be placed on the game-map only in a Friendly-controlled (see Case 20.12) port hex. Veracruz and Alvarado are the only ports on the game-map. However, if the U.S. Player does not control either Veracruz or Alvarado he may place his Supply units in any clear terrain coastal hex which is not in an Enemy ZOC. This exception occurs only if the U.S. Player does not control a port; it is not an option that the U.S. Player may choose anytime he wishes.
11.24 Supply units may never move on their own; they have no Movement Allowance. Supply units may move only when carried by Pack animals (11.3). When carried by Pack animals they assume the Pack animals' Movement Allowance.
11.25 Supply units have no Combat Strength (they are not Combat units). If a Supply unit is alone in a hex (i.e., not stacked with Friendly Combat units; Pack animals are not Combat units) and a Mexican Combat unit moves adjacent to that Supply unit (providing the intervening hex-side is not impassable) the Supply unit is eliminated. Supply units stacked with Combat units may be eliminated only if all Combat units are eliminated. Supply units may be eliminated by Guerrilla action. Supply units may retreat with retreating Combat units, providing the necessary Pack animals are present.
11.26 Expended Supply units may be re-used and brought back via the Supply Table.
11.27 Note that there is no limitation on the U.S. Player in terms of how many Supply units (and Pack animals) he may deploy on the map at any one time. The U.S. Player may "coin" his own units if he runs out of those provided in the countermix.
11.28 U.S. Supply Table (see map)
11.3 Pack Animals
Pack animals represent the various mules and horses needed to pull the supply transports for the U.S. Army. While Scott often found that he had ample ammunition and other supply, he often found himself without the means of transporting it. Severe storms in the Gulf of Mexico sunk several transport fleets carrying horses and mules, and this storage grew acute during the campaign.
11.31 Pack animals are used to carry U.S. Supply units. They have no other function in the game; they are not combat units.
11.32 Pack animals have a Movement Allowance of ten when not carrying Supply units. When carrying Supply units they have a Movement Allowance of seven. Pack animals move like any other unit in the game. There is no Movement Point cost to pick up or drop off Supply units. For a Pack animal to pick up a Supply unit it must simply be in the same hex as the Supply unit.
11.33 Pack animals have no Zone of Control nor Combat Strength. They are eliminated in the same fashion as U.S. Supply units.
11.34 Each Pack animal counter may transport up to three Supply units at one time.
11.35 Pack animals enter the game via the U.S. Supply Table. The U.S. Player rolls a die in his Supply Phase (in addition to rolling for Supply units) and consults the Supply Table under the "Pack animal" Column to see how many Pack animal counters he receives in that Reinforcement Phase.
11.36 Pack animals may be placed on the game-map in any Friendly-controlled port. If, and only if, the U.S. Player does not control a port they may be placed in any coastal hex not in an Enemy ZOC. However, if they are placed in such coastal hex they may not move in the Movement Phase of the Game-Turn they are so placed. They must wait until the next Game-Turn to move.
11.37 Eliminated Pack animal counters may be recycled via the U.S. Supply Table.
11.4 Mexican Supply
To be considered in Combat Supply a Mexican unit must be able to trace a Supply line, free of Enemy units, Enemy ZOC's or impassable terrain, of any length to either Mexico City or the road hexes 0142, 0531, and 2751. However, any Mexican combat units inside a Fortress are automatically in Combat Supply. Mexican combat units that cannot trace such a Supply line are considered to be in General Supply.
11.5 The Effects of General Supply
11.51 Combat units have two states of Supply (Combat Supply and General Supply). All other units are always in Combat Supply at all times. Note, that Division and Army counters, Mexican Militia units with a zero Combat Strength, and U.S. Dummy units are considered to be combat units for this purpose.
11.52 Any combat unit that is not in Combat Supply is automatically in General Supply.
11.53 A combat unit in General Supply has a Movement Allowance of four, regardless of its original Movement Allowance. The U.S. Navy battery counter always moves one hex, regardless of supply status.
11.54 If a force in combat contains any units in General Supply the owning Player subtracts two from his die roll on his Battle Morale Table to determine his Morale Level (see Case 10.26).
11.55 When determining the effects of Disease/Attrition, if there are any units in the stack that are in General Supply the Player adds one to his die roll (see Case 13.3).
11.56 The U.S. Navy gunboats are always in Combat Supply.
12.0 Sieges
General Rule: Scott's invasion of Mexico opened with a siege of the fortified city of Veracruz (and the adjacent San Juan de Ulua). Fortresses are treated differently from other hexes on the game-map. Fortresses have special rules for Zones of Control, Supply, and Combat; they must be taken either by Assault (quick, but costly) or Siege (lengthy—possibly too much so—but with fewer casualties).
Cases:
12.1 Fortresses
12.11 There are three fortresses on the game-map: Veracruz, San Juan de Ulua (actually a fort on a small reef which guarded the approach to Veracruz), and the castle of Perote.
12.12 Each fortress has a built-in Defensive Strength, which is operable only if the fortress is occupied by combat units. The maximum and original Defensive Strength is printed next to the name of the fortress on the game-map. This Strength may be reduced through Siege Bombardment, and the Players may keep track of the current level of a fortress' Defensive Strength by placing the appropriate fortress counter on the Fortress Strength Track in the appropriate box. Thus, if San Juan de Ulua had been reduced to a strength of 6, the San Juan de Ulua counter would be placed in the six box.
12.13 The Defensive Strength of a Fortress is also its Counter-battery Strength (see Case 12.27).
12.14 Units in a fortress hex are considered to be inside that fortress. There is no restriction to the number of units that may be placed in Veracruz or San Juan de Ulua. However, a maximum of five combat strength points may occupy Perote during a Combat Phase. Any number of Friendly Strength Points may pass through a Friendly-controlled Perote hex (see Case 20.12).
12.15 Units in Veracruz or San Juan de Ulua do not exert any Zone of Control. Units in Perote do exert a normal Zone of Control; if a Friendly unit enters a hex controlled by an Enemy Combat unit inside Perote it must attack Perote by Siege or Assault. Enemy Zones of Control never extend into any fortress hex; units inside a fortress are never required to attack units adjacent to them.
12.16 Units inside a fortress are always in Combat Supply.
12.2 How to Conduct a Siege
12.21 Sieges — as opposed to Assaults — may be conducted by Friendly combat units against any Enemy-occupied Fortress hex. Friendly units may always enter a non-Combat-unit occupied Fortress hex without attacking it.
12.22 Friendly combat units may conduct a Siege — and bombard the Enemy-held fortress — only when they have besieged that fortress. A fortress is said to be besieged (under Siege) when the attacking Player satisfies the Siege requirements for the given fortress:
- Veracruz: all land hexes surrounding the fortress must be either occupied by attacking units or controlled by their ZOC's. In addition, a minimum of two Divisions at minimum strength (see Section 15.0) are required.
- Perote: The attacker must have at least six combat Strength Points adjacent to the fortress.
- San Juan de Ulua: No requirement; Player may bombard at will.
If the above requirements are not met — and the besieging Player must show the defending Player that the minimum requirements are met — the attacker may not bombard the fortress.
12.23 Siege Bombardment is conducted during the Siege Segment of the Friendly Combat Phase. The ultimate aim of Siege Bombardment is the reduction of the Fortress' Defensive Strength to zero. The attacker totals his Artillery Strength Points (only) adjacent to the Fortress. He then consults the Siege Bombardment Table (12.28) and rolls a die, cross-referencing the die roll with his Artillery Strength Points. The result is the number of Defensive Points by which the Fortress is immediately reduced. The Fortress counter on the Fortress Strength Track is adjusted to reflect the loss.
12.24 When a fortress' rating is reduced to zero (0) all units inside the fortress are eliminated. If this happens, the victorious player may advance into the fortress.
12.25 To conduct Siege bombardment at full strength, the besieging units must be in Combat Supply. In such a case, one Supply unit may supply all bombarding units, regardless of ZOC's or length of Supply line (if the units are American). If the units are in General Supply their Bombardment Strength is halved, rounding up.
12.26 Units defending in a fortress under Siege may never leave the fortress hex, regardless of Zones of Control.
12.27 Immediately after each Siege Bombardment die roll the defending Player — if the fortress still stands — may roll for Counter-battery using the current Counter-battery Strength of the fortress (12.13). He consults the Siege Bombardment Table under the column for his Counter-battery Strength and rolls a die. The Player ignores the numbers; however if there is an asterisk (*) next to a number the besieging Player loses one Strength Point (this Strength Point does not have to be Artillery; the besieging Player decides which Strength Point will be lost).
12.28 Siege Bombardment Table (see page R15)
12.3 Assaults
Players who do not satisfy the requirements of Case 12.22, or are too impatient, may attempt to assault the fortress and take it by storm. San Juan de Ulua may not be assaulted. Assault is quick (hopefully), but quite costly. In the actual campaign Scott decided against an assault on Veracruz; the resultant siege cost the U.S. fewer than 50 casualties.
12.31 Players may assault an Enemy-occupied fortress in the Combat Segment of the Combat Phase. Thus, a Player may Bombard in the Siege Segment and then Assault in the very next Combat Segment in the same Friendly Combat Phase! There are no requirements to Assault a fortress, with the exception that no Assault may be conducted at less than a 1-1 ratio. Leadership and Morale effects are not taken into account in an Assault.
12.32 To determine the Defensive Strength of a fortress for an assault, the defending Player totals the Combat Strengths of all units inside the fortress. He then multiplies that total by four if the Defensive Strength of the Fortress is six or more, or by three if such strength is five or less. Thus, the strength of the Mexican garrison (8 strength points) in Veracruz at the beginning of the game — when Veracruz has a Defensive Strength of 10 — is 8 x 4 = 32.
12.33 To Assault, the attacker compares the Combat Strength of all Assaulting units that are adjacent to the fortress with the strength of the units inside the fortress as determined by Case 12.32. (Note that the actual Defensive Strength of the fortress is not added into the Combat Strength of the defending units.) A ratio is determined and the attacker rolls one die, consulting the Assault Table. The results are applied immediately.
12.34 Assault Table (see page R15)
12.4 Surrender
12.41 Prior to any Siege Bombardment or Assault, the attacker must ask the defender to surrender. If the defender does not surrender, the Bombardment or Assault proceed. If the defender does surrender he must vacate the fortress; however, he may relocate all non-Militia units to another city, (the Veracruz Militia unit is considered militia for this purpose). Artillery, Militia, Supply units and Pack animals all are eliminated if they surrender. They may not relocate.
12.42 If Veracruz is surrendered, San Juan de Ulua is automatically surrendered, too.
12.43 If the surrendering Player is Mexican, and the surrendered city is Veracruz the units may relocate to either Orizaba or Jalapa. If both cities are occupied, the units are eliminated. If the fortress is Perote, units relocate to Mexico City. If the surrendering Player is U.S., units are relocated to any Friendly occupied hex not within 10 hexes of the city. If there is no such hex, the units are eliminated.
12.44 If a surrender is accepted, the attacker may enter the fortress immediately.
12.5 Rebuilding Fortresses
12.51 Once a fortress whose rating has been reduced is occupied by the opposing Player, its rating may be built back up again. Each fortress adds two points per full Game-Turn of occupation to its fortress rating even if it is left unoccupied. Adjust the Fortress Track markers appropriately.
12.52 A fortress may never be rebuilt to a rating higher than its original figure.
12.6 San Juan de Ulua
The island fortress of San Juan de Ulua has some special characteristics which players should note.
12.61 Combat units may never occupy San Juan de Ulua (actually, there was a garrison, but its effect was negligible). There is no movement between San Juan and the mainland, and the fortress may not be assaulted; it may only be reduced by Bombardment.
12.62 U.S. Navy units (gunboats) must stop when they enter a hex adjacent to a Mexican-controlled San Juan de Ulua.
12.63 San Juan de Ulua may fire Counter-battery either at U.S. gunboats or combat units in an adjacent land hex.
12.64 Remember, if Veracruz surrenders, so does San Juan de Ulua.
13.0 La Vomito: Disease and Attrition
General Rule: The most crucial aspect for the campaign — at least for the Americans — was the effect of disease (usually Yellow Fever, known as La Vomito, but also including dysentery and other endemic diseases). More casualties occured from disease than any other source. Thus, at certain points in the game both Players must roll to see what effect Disease (in the form of Attrition) has on their forces. As a result of this die roll a varying percentage of the forces affected will be ineffective — unable to engage in Combat, Siege or Assault — for a month.
Cases:
13.1 How to Determine Disease/Attrition
13.11 Starting with Game-Turn Seven and continuing every fourth Game-Turn thereafter, both Players must roll the die during the Disease/Attrition Stage of the Game-Turn.
13.12 Each Player must roll the die once for each stack of combat units on the map (exception: see Case 16.13). Non-combat units are never subject to Disease/Attrition.
13.13 If only one combat unit occupies a hex at the beginning of this Stage, this unit is exempt from rolling for Disease/Attrition. Note that Division and Army units comprise more than one combat unit, so that these substitute counters are not exempt from Disease/Attrition.
13.14 For each die roll during this Phase, consult the Disease/Attrition Table (13.15). Both Players must make sure to take all modifiers into account when rolling on this Table.
13.15 Disease/Attrition Table (see page R15)
13.2 Effects of Disease/Attrition
13.21 Results on the Disease/Attrition Table will call for a certain percentage of a stack to be "Ineffective." The Owning Player must immediately consult the Loss Percentages Table (8.73), cross-referencing the Combat Strength of his stack with the result in order to determine the number of Strength Points in that stack that will be considered Ineffective. The Owning Player then places a marker corresponding with the Disease/Attrition result (e.g., 5% (ineffective), 10%, etc.) affected.
13.22 Note that Disease/Attrition results are not in terms of units. They are in terms of Strength Points. It never has to be specified which units in a stack are suffering from Disease/Attrition — it is simply noted that a certain number of Strength Points in that stack are considered to be Ineffective.
13.23 If a stack of units suffering from Disease/Attrition splits — each individual unit moving its own path — each of those units that originated in that stack automatically suffer the same percentage of Ineffective units at the moment they leave the original stack. Place appropriate Disease/Attrition markers on all these units.
13.24 If two stacks with differing Ineffective Percentages combine, the units in that stack adopt the highest percentage ineffective. They retain this percentage even if they split later on.
13.25 The effects of Disease/Attrition last until the beginning of the next Disease/Attrition Stage, four Game-Turns later. At the moment a stack of units is to roll for Disease/Attrition — regardless of whether or not that stack previously suffered Disease/Attrition — it is always considered to have none of its Strength Points ineffective. Disease/Attrition effects are never accumulative.
13.26 Strength Points considered to be Ineffective function normally in all ways except that the Owning Player may never include their Combat Strengths when totalling the Strength of a stack for combat, Siege, or Assault — either attacking or defending.
Example: A U.S. stack of 10 Strength Points occupies a clear hex east of the Yellow Fever Line. The U.S. Player rolls a 3 during the Disease/Attrition Stage. This is modified to a 5 because his stack is east of the Yellow Fever Line. This result indicates 20% of his stack to be ineffective. The U.S. Player places a "20% Ineffective" marker. During the ensuing U.S. Combat Phase, one of these stacks attacks a Mexican stack. The U.S. Player consults the Table of Percentages, cross-referencing 10 Strength Points with 20% Ineffective. This indicates that 2 Strength Points are considered to be Ineffective, so the U.S. Player would only have a Combat Strength of 8 for this attack.
13.27 If, in combat, all effective units are eliminated, the Ineffective units are also eliminated. Ineffective units may retreat (with effective units) normally.
14.0 Limited Intelligence
General Rule: There are several rules in Veracruz which attempt to simulate the limited intelligence capability of both armies engaged in this campaign. The first is Mexican Militia, which is "untried," neither Player knowing their strength until combat. Also, the U.S. Player is provided with several Dummy units, with which he may confuse the Mexican Player. Most importantly, the Enemy Player may never examine Friendly stacks of units unless he goes through a rigid procedure called a Reconnaissance.
Cases:
14.1 Mexican Militia
14.11 Mexican Militia units are front and back-printed. The front side shows no Combat Strength; this is the "untried" side. Mexican Militia units are placed on the game-map in this state and are not flipped over to reveal their true strength until they enter combat or are probed by reconnaissance.
14.12 The Mexican Player should place all his Militia units (except for "named" Militia, such as the Veracruz Militia) untried side up in a group. When he has to place these units on the game-map, he draws them from this untried pile, unaware of their strengths.
14.13 Militia units remain in an untried state until the Mexican Player commits them to combat, or the U.S. Player reveals one through reconnaissance (see Case 14.3).
14.14 Revealed Mexican Militia units remain in the game regardless of their strength. Zero-Strength Militia may be used to confuse the U.S. Player.
14.15 Starting with the first Mexican Player-Turn after the U.S. Player enters and occupies Veracruz, the Mexican Player rolls a die in his Reinforcement Phase to see if he receives a Mexican Militia unit, in addition to any he may receive from the Reinforcement Schedule.
| Die Roll | Mexican Militia |
|---|---|
| 1 or 2 | 1 unit in Mexico City |
| 3 | 1 unit on hex 2751 |
| 4 | 1 unit on hex 0351 |
| 5 or 6 | No unit |
14.16 Eliminated Militia units may be placed back in the unpicked pool. Remember, zero-strength Militia are not removed simply because they are revealed. However, they may not be removed to satisfy a loss of combat strength. They are eliminated if all Mexican units in the hex are eliminated. Otherwise, revealed zero-strength Militia may be removed at the Mexican Player's option and placed in the unpicked pool.
14.17 Untried Militia units have a normal Zone of Control. Revealed zero-strength Militia units do not have a ZOC if they are the only combat unit(s) in the hex.
14.2 U.S. Dummy Units
(Sample Dummy counter on the rules page.)
The U.S. Player receives eight Dummy units in his initial invasion turn. These units have no meaning or effect on the game other than to confuse the Mexican Player as to the strength of an American Division. U.S. Dummy units must be assigned to a Division, but there is no limit as to the number of Dummies that may be assigned to a given Division. Dummies move with the Movement Allowance of the Division. Dummies remain in the game even after they are revealed as Dummies; the U.S. Player may shift Dummies from one Division to another if both Divisions are in the same hex.
14.3 Reconnaissance
14.31 During the course of a game of Veracruz, both Players will often have large stacks of units deployed in various areas of the map. The Owning Player may always examine all of his units on the map at any time. However, there are certain restrictions as to how the Enemy Player may examine the units of the Opposing Player during the course of the game. The only time that the Enemy Player may examine the units of the Friendly Player is during Reconnaissance, a combat (see Case 8.3), or if the Friendly Player is making an Overwhelming Attack (see Case 5.4). (Note that the top unit in a stack will always show — it cannot be hidden. Thus, the Enemy Player will always know the identity of the top unit in a Friendly stack. The inability to examine units described above applies only to units below the top unit in a stack.)
14.32 During any Friendly Movement Phase, a U.S. Engineer unit may make a Reconnaissance ("Reconnoiter") against adjacent Mexican units. There is no additional MP cost to Reconnoiter. The U.S. Player must announce the Reconnaissance at the moment the Engineer unit enters a hex adjacent to a Mexican unit if the Reconnaissance is to be made. If so, the U.S. Player rolls the die, doubling the result (i.e., a "2" becomes a "4"). The resultant figure is the number of Mexican units in that stack that may be examined by the U.S. Player (see Case 14.34). This Reconnaissance only represents an interruption in the unit's movement. The U.S. Player may continue the movement of the Engineer unit, but it costs two additional MP's to leave a Mexican ZOC (the unit may still not move from one ZOC directly to another). Note that the Engineer would not be able to leave the ZOC unless he performed a Reconnaissance.
14.33 During his Friendly Movement Phases, the Mexican Player may Reconnoiter with his Cavalry units possessing an "R" on the counter. This is performed exactly as described in Case 14.32, but the Mexican Player does not double his Reconnaissance die roll (i.e., a "2" remains a "2"). The Mexican Cavalry units may also continue their movement as described in Case 14.32.
14.34 When either Player is permitted to examine the Opposing Player's units as a result of a Reconnaissance, the Opposing Player simply takes the proper number of units (as called for by the Reconnaissance die roll) from the top of the affected stack (not including the topmost unit) and reveals them to the Opposing Player. After a short period of examination, they are placed back in the stack in their former positions. Note that the placement of units in a stack is important because the order of examination is rigidly performed from the top of the stack downwards. All units (including Dummies) count towards the number of units examined. However, if two Reconnaissances are made against the same stack in the same Phase, the second Reconnaissance may begin to examine the Opposing Player's units where the first Reconnaissance left off in the stack (see Case 14.36).
14.35 If a Division or Army counter (see Section 15.0) comprises a part of a Reconnoitered stack, this counter does not count towards the number of units examined. Rather, the stack of units comprising this Division or Army in the appropriate Organization Box is considered to be in the hex. Thus, the units stacked in the Organization Box are examined just as if they formed part of the stack on the map, in the position occupied in the stack by their substitute counter.
14.36 A single unit may only Reconnoiter once from a single hex in a single Movement Phase. If the unit has the necessary MP's to do so, it may Reconnoiter more than once from different hexes in the same Movement Phase.
14.37 Dummy units and zero-Strength Militia units are not removed from the game simply because they are revealed. Dummy units always remain in the game. Zero-strength Militia units may be removed, at the option of the Mexican Player, when revealed. However, if all the units in a hex are revealed to be zero-strength Militia units, then all these units are removed.
15.0 Division and Army Organization
General Rule: Both players may combine their regiments, battalions, etc., into larger formations for the purposes of ease in handling and increased combat benefits derived from the better organization. The U.S. Player has four Divisions which he may form (at varying times) while the Mexican Player has four Armies which he may form. The Divisions and Armies are represented by counters, and the units forming such Divisions and Armies are placed in the appropriate Organizational Box on the game-map. Divisions and Armies have certain minimal requirements for their make-up, requirements which must be maintained at all times.
Historically the U.S. used four Divisions in the Veracruz expedition, two of which were Volunteer Divisions. Actually, the Divisions were initially brigades which were raised to greater status during the campaign. Mexican organization was much looser (almost chaotic) as units were shuffled from one Army to another; Mexican units themselves were often haphazard as to size, with some companies being larger than battalions! Historically, the Mexicans fielded what amounted to three Armies in this campaign; the designated Army of Mexico is quasi-fictitious but does represent an actual, if somewhat loose, formation.
Cases:
15.1 How to Form Divisions/Armies
15.11 The minimum requirement for forming a U.S. Division is five combat units (excluding Artillery) and one Leader. The minimum requirement for a Mexican Army is six combat units (including Militia but excluding Artillery) and one Leader. See Case 8.11 for definition of combat unit. No Division or Army may have more than three Artillery units of any size.
(Sample counters on the rules page: a U.S. Division Marker "1st Div X-7" and a Mexican Army Marker "Army of the East X-7", with sample U.S. and Mexican units shown in the Division and Army organizations.)
15.12 At any time during a Friendly Movement Phase that the above requirements are met, the Phasing Player may form the units into the appropriate organization. He simply removes the units from the game-map and places them in the appropriate box for the organization he is forming. He then places a Divisional or Army counter in that hex. Players should note that certain Armies and Divisions may not be formed until specific Game-Turns. Consult the Turn Record Track and Reinforcement Schedules.
15.13 U.S. Dummy units and revealed zero-strength Mexican Militia will not satisfy the requirements of Case 15.11. However, they may be assigned to a Division or Army above and beyond the minimum, as may any other combat units (remember the artillery limits).
15.14 The following units may not form part of a Division or Army, and may not be placed in an Organizational Box; they must always remain on the game-map: Informational markers, Supply counters, and Pack animals.
15.15 All units in a Division or Army have a Movement Allowance (in Combat Supply) of seven MP's, regardless of their original allowance. Army and Division counters assume the Combat Strength of the units that comprise such formation, and to that extent they are considered Combat units. However, for the purposes of Reconnaissance, the Army or Divisional counter (itself) is not considered a combat unit. All units in the Army or Division must be in the appropriate organizational Box. Odd regiments, battalions, etc., in the same hex as an Army or Division are not part of that Army or Division.
15.16 Players may disband formations as they wish, reversing the procedure described in Case 15.12. Furthermore, if, for any reason, the unit strength of the organization falls below the requirements of Case 15.11, the organization is automatically disbanded.
15.17 Players may withdraw units from a Division or Army (and still retain the organizational integrity) if Case 15.11 is satisfied. Simply place the solitary unit(s) on the game-map in the same hex as the Division or Army counter.
15.18 A Division or Army counter may never be eliminated from play, as the counter is only representative of its related force. If the force is eliminated, the counter is simply placed aside. It may be used again with other units.
15.19 The U.S. Player may never mix Volunteer (see Case 19.31) and Regular units in the same Division, with the exceptions of the Ky and La Volunteer companies.
15.2 Division/Army Combat Bonuses
When either a U.S. or Mexican force engages in combat and at least 75% of that force is a Division or Army, the affected Player may add one to his Combat Adjustment Figure (see Case 8.34). Thus, after figuring out Morale and Leadership effects, the U.S. CAF is -2, if 75% of the force is a Division then the CAF is increased to -1 (-2 + 1 = -1). Both sides may receive this bonus in the same combat (which would, in effect, cancel the bonus).
16.0 Mexican Guerrillas
Commentary: Following the capture of Veracruz and the U.S. victory at Cerro Gordo, the Mexicans made extensive use of guerrillas. These units varied widely in effectiveness, but they tended to disrupt the flow of supplies from the coast to such an extent that Scott eventually cut his supply line altogether.
General Rule: The Mexican Player may deploy Guerrilla units at certain states of the game in order to disrupt the U.S. Player. Guerrilla units may perform a special type of attack called a Guerrilla Attack. This takes place during the U.S. Movement Phase as U.S. units move adjacent or onto the Guerrilla unit. Guerrilla units may eliminate U.S. Strength Points, although their prime purpose is to eliminate U.S. Supply units and Pack animals.
Cases:
16.1 How Guerrillas Are Used
16.11 The Mexican Player receives a total of six Guerrilla units in his counter-mix. The front of the Guerrilla unit simply informs the Player what type of unit it is; the reverse side gives the Player its Combat Strength. Guerrilla units are always placed "untried" side up until they are used. Neither Player knows what the unit is worth until it is actually activated much the same as Mexican Militia.
16.12 Guerrilla units have no Movement Allowance; once placed they may not be moved until the next Guerrilla Phase.
16.13 Starting with the Mexican Guerrilla Phase of the first Game-Turn after a U.S. combat unit occupies either Jalapa, Orizaba, or Puebla (any one will do) the Mexican Player may place two Guerrilla counters picked at random on the game-map. They must be placed in separate hexes. They may be placed in any non-clear terrain hex at least three hexes from the nearest U.S. combat unit. They may not be placed in a village, town, or city (or fortress).
16.14 The maximum number of Guerrilla counters the Mexican Player may have on the game-map is two.
16.15 During the Guerrilla Phase the Mexican Player may change the location of any Guerrilla units on the game-map and/or place new units on the game-map to satisfy Case 16.14. Players should note that the three-hex radius requirement described in Case 16.13 is only in effect for placement. If a U.S. combat unit should move nearer than three hexes this, in itself, does not mean the Mexican must remove the Guerrilla.
16.16 Guerrilla units have no effect on any game function until they are activated by the Mexican Player. Thus, the U.S. Player may pass right through them without any effect if the Mexican Player so chooses (see Case 16.2).
16.17 Activated Guerrilla units are removed from the game-map immediately after their activation (and subsequent "combat"). They are then placed untried face up in the Guerrilla unit pool for further random picking.
16.2 The Effect of Guerrillas
16.21 Each Guerrilla unit is considered to occupy the hex it is in as well as the six hexes around it, as long as none of those hexes are separated from the hex the unit is actually in by an impassable hexside. This is not truly a Zone of Control; the Guerrillas are figuratively in all seven hexes.
16.22 Each Guerrilla unit has on its reverse side a number, representing its Guerrilla Combat Strength. This number corresponds to one of the columns on the Guerrilla Attack Table (see Case 16.26). The Guerrilla unit with a zero Guerrilla Combat Strength may not attack and is simply removed when revealed.
16.23 Each and every time a U.S. unit enters one of the hexes occupied by a Guerrilla unit, the Mexican Player may "activate" the Guerrilla unit and launch a Guerrilla Attack on the unit(s) in that hex. If this occurs, the U.S. Player stops in that hex and the Mexican Player flips over the Guerrilla, revealing its strength. He then rolls a die, cross-referencing it with the Guerrilla Attack Table and the appropriate strength column. If the resultant number is higher than the number of U.S. Combat Strength Points being attacked the Mexican Player may exercise one of two options: a) eliminate one U.S. Combat Strength Point; or b) eliminate all Supply Counters and Pack animals in that hex.
Example: Two Supply Units (and a Pack animal counter) are being escorted by a U.S. regiment worth 3 Combat Strength Points. It enters a hex occupied by a Guerrilla and the Mexican Player activates the Guerrilla unit and attacks. The Guerrilla strength is 2 and the die roll brings a result on the Guerrilla Attack Table of 4. As this number (4) is greater than the total U.S. Combat Strength in the hex, the Mexican Player may eliminate all Supply units (or 1 Strength Point). The Guerrilla unit is then set aside, untried side face-up. If the number result on the Guerrilla Attack Table had been a 3 the attack would have been unsuccessful and the Guerrilla unit would still have been removed. Activation is always voluntary.
16.24 Regardless of the result of the attack, any remaining U.S. units may continue their movement, at no loss in Movement Points.
16.25 A given U.S. force may be attacked by more than one Guerrilla unit in a Game-Turn, but the attacks must be separate; the Guerrilla units may not add their strengths together.
16.26 Guerrilla Attack Table (see map)
17.0 Mexico: The Political Climate
Commentary: The rather volatile and quicksilver Mexican political situation resulted in some strange performances by the Mexican generals — Santa Anna in particular. This rule is an attempt to infuse some of that flavor into the game.
General Rule: The Mexican Player has a Political Phase which comes into effect at a certain time during the game. The Leader counter representing General Santa Anna (and the force he controls) can be affected by die rolls taken by the Mexican Player during this Phase.
Cases:
17.1 Santa Anna and the Presidency
(Sample leader counter on the rules page: "Santa Anna", rank four stars, 2-10.)
17.11 Beginning with Game-Turn 10 and continuing through Game-Turn 15 (inclusive) the Mexican Player, in his Mexican Political Phase, rolls a die to determine how Santa Anna will react to the political situation (election time).
17.12 If the Mexican Player rolls a one or two during the Mexican Political Phase, Santa Anna, in the ensuing Movement Phase; must head immediately for Mexico City. He must take with him at least twenty effective Combat Strength Points, not including Militia units. He must take the most direct route to the capital (unless he has to pick up additional troops). He may not enter an Enemy Zone of Control on the way to Mexico City.
17.13 While he is travelling to Mexico City, the die roll is suspended (17.11). When he reaches Mexico City he must remain in the hex for the remainder of the Game-Turn in which he reaches that hex. However, the Game-Turn following the arrival of Santa Anna in Mexico City the Election die roll resumes. If a one or two is rolled while Santa Anna is in Mexico City, he must remain in the city that Game-Turn.
17.14 There is no Mexican Political Phase after Game-Turn Fifteen.
17.15 If, for some reason, Mexico City is either occupied by U.S. units or unreachable because of U.S. Zones of Control Santa Anna may ignore the die roll for that Game-Turn.
17.2 Defending in Mexican Cities
The cities of Mexico were — and still are — some of the loveliest in the world. The Mexican citizenry was justifiably proud of these cities, and the Mexican generals knew it. They were thus quite reluctant to defend inside a city. To reflect this situation, the U.S. Player receives one Victory Point for each time a Mexican force defends inside either Puebla or Mexico City. Players may ignore this rule if they feel it hinders the Mexican Player; however, it is reflective of the situation.
18.0 U.S. Navy Gunboats
General Rule: The U.S. Player receives two Navy units: The Ohio and the Mosquito Flotilla. These counters have an unlimited Movement Allowance. They may move into any all-sea or coastal hex, although they may not enter river hexsides. They may not enter the San Juan de Ulua hex if it is controlled by the Mexican Player. Gunboats are not affected by land units' ZOC's. However, they must stop upon entering a hex adjacent to San Juan de Ulua if this hex is controlled by the Mexican Player.
Cases:
18.1 Use of Gunboats
Gunboats have a Combat Strength that may be used for Siege Bombardment only. To use their Combat Strength, the U.S. Player simply places the gunboat in a hex adjacent to the target hex and adds this strength to the other Bombarding Strength Points in the attack. Gunboats may bombard by themselves. Gunboats adjacent to both Veracruz and San Juan de Ulua may bombard either city.
18.2 Combat Against Gunboats
The Mexican Player may fire Counter-battery against a gunboat. If the gunboat takes a loss (an asterisk result — see Case 12.27), it is removed from play for two Game-Turns. Gunboats are never eliminated from play permanently.
19.0 Reinforcements
General Rule: Both Players receive Reinforcements during the game, according to the Reinforcement Schedules (22.0). Reinforcements appear during the Reinforcement Phase. On the first Game-Turn, the U.S. Player receives a modified type of reinforcement — his initial invasion force — with which he must make an invasion. Furthermore, the U.S. Player must withdraw certain units during the game. Mexican Militia are rolled for and received during the Reinforcement Phase (see Case 14.1).
Cases:
19.1 How to Receive Reinforcements
19.11 The Mexican Player receives reinforcements as per the Reinforcement Schedule. During his Reinforcement Phase he places his new units on the indicated hex, moving them during the ensuing Movement Phase if he wishes. The reinforcements do not pay a movement cost for the initial placement hex. The Mexican Player may withhold reinforcements until a later Game-Turn if he wishes (although Militia must enter if rolled for). However, if reinforcements are unable to enter because their entry hex is controlled by the U.S. Player, they must be withheld until the hex becomes vacant. Reinforcements may enter into an Enemy ZOC.
19.12 The U.S. Player receives reinforcements from the Reinforcement Schedule (for combat units) and the Supply Table (for Supply units and Pack animals). All reinforcements must arrive at a port, unless the U.S. Player does not control one. In the latter case they may be placed on any coastal hex not in an Enemy ZOC. (Remember units in Veracruz do not exert a Zone of Control.) Units arriving elsewhere than in a port may not move in their turn of arrival.
19.13 Both Players may allocate reinforcements to Divisions or Armies that have been formed previously (if the counter is in the entry hex) or are forming the turn of arrival, in which latter case the organizational counter is simply placed on the game-map instead of the arriving units, which are placed instead in the appropriate Organizational Box. An example of this would be the Mexican reinforcements for Game-Turn Sixteen.
19.14 Players should note that they may not form Divisions or Armies until the Reinforcement Schedule or Turn Record Track so indicate (for example, the U.S. Player may not form the 4th Division until Game-Turn 17).
19.2 U.S. First-Turn Invasion
19.21 On Game-Turn One, the U.S. Player must choose one coastal hex into which he will make an invasion. This may not be an Enemy-occupied hex. Furthermore, it may not be a land hex adjacent to San Juan de Ulua. The hex may be in an Enemy Zone of Control.
19.22 All invading units must enter in the same invasion hex, including Supply units and Pack animals (see 11.21 for available first Turn Supply).
19.23 Regardless of terrain, all U.S. units have a Movement Allowance of three hexes (not Points) the first Game-Turn. The hex of invasion counts as one of those hexes. Overwhelming Attacks and Reconnaissances may be made on the first Game-Turn.
19.24 All U.S. units are in Combat Supply for the first Game-Turn without expending a Supply unit.
19.25 The U.S. Player must land all his units available on the first Game-Turn. He may form Divisions before landing.
19.26 The Mexican Player may not place a combat unit in any non-city coastal hex at the end of his first Movement Phase. (This somewhat arbitrary rule is based on the historical Mexican reaction to the invasion. If it bothers you, see the next Case.)
19.27 (Optional) If Players wish to ignore Case 19.26, allow the U.S. to make Overwhelming Attacks against Mexican Coastal hexes in the opening Game-Turn. If the attack fails, the invading units may not land that Game-Turn. This option will help the Mexicans somewhat.
19.3 U.S. Withdrawal of Volunteers
Most of the Volunteer (non-Regular) U.S. units had signed up for a year's duration. Unfortunately for Scott, this year was up in the middle of the campaign. In an interesting comment on the patriotism of the time, less than 10% of these Volunteers decided to stay — and there was no legal way for Scott to keep them in Mexico. So they were shipped home. This rule reflects that situation.
19.31 Volunteer units are those with a "V" designation on the counter. For easier clarification, all units with state designations (e.g., 1 Tenn) or that arrive on or after Game-Turn Fourteen are Volunteer units. For the purposes of this section (and others) Artillery units (i.e., those units capable of firing as Artillery — not the Infantry units labelled 1 Arty, etc.) are neither Regular nor Volunteer. They may not be withdrawn and they can be assigned to any Division — Volunteer or Regular (see Case 15.19).
19.32 During the Reinforcement Phase of Game-Turn Thirteen, the U.S. Player must remove from the game-map thirteen Combat Strength Points worth of Volunteer units. These points are eliminated for the remainder of the game. If there are less than thirteen Volunteer Strength Points (see Case 8.4), he must remove all Volunteer units.
19.33 To withdraw the units, simply remove them from the game-map, regardless of their position.
20.0 Victory Conditions
General Rule: At the end of the game, victory must be awarded to either the U.S. or the Mexican Player. Victory is decided by Victory Points, which can only be awarded to the U.S. Player. The number of Victory Points amassed by the U.S. Player at the end of the game will determine who has won the game.
Cases:
20.1 Victory Point Schedule
20.11 The U.S. Player — and only the U.S. Player — receives Victory Points for controlling certain cities and towns at the end of the game. In addition, there is a possibility he will receive Victory Points if the Mexicans choose to defend in a city hex (see Case 17.2).
20.12 To "control" a city or town, the U.S. Player must have been the last Player to have a combat unit pass through that hex. The U.S. Player does not have to have a unit in the hex (although he may, if he so wishes); he simply has to have been the last Player to move a combat unit into or through the hex.
20.13 At the end of the game, the U.S. Player consults the Victory Point Schedule (20.14) and totals his Victory Points. He then checks the level of Victory (20.2) to see whether he has won, and the extent of his victory or defeat.
20.14 Victory Points are awarded as follows:
| City/Town Controlled | Victory Points |
|---|---|
| Mexico City | 6 |
| Puebla | 4 |
| Veracruz | 3 |
| Jalapa | 2 |
| Alvarado | 1 |
| Orizaba | 1 |
| Perote | 1 |
20.2 The Levels of Victory
| Total U.S. Victory Points | Level of Victory |
|---|---|
| 16 or more | U.S. Decisive |
| 13-15 | U.S. Substantial |
| 9-12 | U.S. Marginal |
| 8 or less | Mexican Victory |
Historically the U.S. amassed 18 points in their campaign, and their victory was overwhelming (and ended the war). Therefore, if the Mexican Player can hold the U.S. Player to less than 16 points he can consider it a moral victory. If he holds the U.S. Player to less than 10 points he can consider himself the historical winner. Actually, had the "gringos" not taken Mexico City and, perhaps, Puebla, the war would have dragged on for a considerably longer time — and the U.S. might have had to settle for a great deal less than they got.
21.0 Initial Placement of Units
General Rule: Prior to beginning play the Mexican Player places his initial forces (listed below) on the game-map. The U.S. Player does not have any units on the game-map at the beginning of play. As a result of this, the Mexican Player has one Game-Turn to "react" to the impending invasion in whatever fashion he sees fit.
The numbers after the unit name (see Abbreviations, 3.23) are the strengths of those units (for easy identification).
Mexican Initial Deployment
| Location | Units |
|---|---|
| Veracruz (1708) | Veracruz Militia (1), Veracruz National Guard (3), Zapadores (1), Orizaba National Guard, Libres de Puebla (1), Oaxaca Infantry (1); Brig General Morales |
| In any city or town west of the Yellow Fever Line | Five Mexican Militia units (see Case 14.1); one unit per city or town |
In addition to the above, the Players place one Pack animal counter on hex 2406. This unit may not be moved until a combat unit (from either side) enters that hex. If the Mexicans enter that hex, the unit is eliminated; if the U.S. enters the hex, he may use those animals for transporting Supply.
22.0 Reinforcement/Turn Record Track
(The Reinforcement Schedules and the Turn Record Track are printed on the game map; see game map.)
Charts and Tables
8.71 Combat Results Table
Columns (attacker strength / defender strength): 1-5, 1-4, 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1, 5-1, 6-1 | 7-1. Each cell is the attacker result / defender result, separated by a slash. Result to the left of the slash is the attacker result; result to the right is the defender result.
| Die | 1-5, 1-4, 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1, 5-1, 6-1 | 7-1 |
|---|---|---|---|---|---|---|---|---|
| 0 | F-4/A-1 | F-4/A-1 | F-4/A-1 | F-4/A-1 | RD-4/A-1 | R-3/A-2 | R-3/H-2 | A-3/F-3 |
| 1 | F-4/A-1 | F-3/A-1 | RD-3/A-1 | R-3/A-2 | R-3/H-2 | H-2/H-2 | H-1/H-3 | A-1/F-3 |
| 2 | RD-4/A-1 | R-3/A-2 | R-2/H-1 |
Key:
Position Results
- A = Advance one hex (increase Basic National Morale by one)
- H = Hold Position (affected units do not move)
- R = Retreat (affected units must retreat number of hexes rolled on one die; decrease BNM by one)
- RD = Retreat demoralized (affected units must retreat number of hexes rolled on two die rolls; decrease BNM by one)
- F = Flight (affected units must retreat number of hexes rolled on three die rolls; affected units are demoralized; all artillery units are eliminated; decrease BNM by one)
Loss Possibility: # = Loss Possibility (see Cases 8.44 and 8.45); use this figure coupled with Battle Morale to determine casualties on Casualty Table.
Modifiers to Die Roll: See Terrain Effects Chart (on map). Note that "0" is the lowest possible die roll, even with modifiers.
Column Shifts: See Sections 9.0, 10.0, and 15.0.
8.72 Casualty Table
Columns are grouped by Battle Morale Level (-2, -1, 0, +1, +2), each with four Loss Probability Number columns (1-4, taken from the CRT). Entries are the percentage of losses; "x" means the affected force loses 1 Strength Point; "–" means no effect.
| Die | -2: 1 | -2: 2 | -2: 3 | -2: 4 | -1: 1 | -1: 2 | -1: 3 | -1: 4 | 0: 1 | 0: 2 | 0: 3 | 0: 4 | +1: 1 | +1: 2 | +1: 3 | +1: 4 | +2: 1 | +2: 2 | +2: 3 | +2: 4 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 5 | 10 | 10 | 5 | 5 | 5 | 10 |
Key: # = Percentage of losses; – = No effect; x = Affected force loses 1 SP. Note that a force receiving a # result must lose 1 SP.
8.73 Loss Percentage Table
Read across the Strength of Affected Force to the Percentage Loss (taken from Casualty Table) column. Entries are Strength Points lost.
| Strength of Affected Force | 5% | 10% | 15% | 20% | 25% | 33% |
|---|---|---|---|---|---|---|
| 1-2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | 0 | 0 | 0 | 0 | 0 | 1 |
| 4 | 0 | 0 | 0 | 1 | 1 | 1 |
| 5 | 0 | 0 | 1 |
Key: # = Loss in Strength Points. For losses above 20 add numbers together to reach total. Thus for 20% losses for 44 SP's, add the losses for 20% under 20, then 20, then 4; or 4 + 4 + 1 = 9 SP's lost.
9.37 Effective Leadership Table
Columns are the Preliminary Leadership Level (0 to 4); rows are the die roll.
| Die | 0 | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| 1 | -2 | -2 | -1 | 0 | 0 |
| 2 | -2 | -1 | -1 | 0 | 1 |
| 3 | -1 | 0 | 0 | 1 | 1 |
| 4 | -1 | 0 | 1 | 1 | 1 |
| 5 | 0 |
Key: # = Force's Leadership Level (either positive or negative). Explanation: The Preliminary Leadership Level is determined as described in Case 9.32. Leadership Level is added to Morale Level in order to determine any shifts in the combat ratio for the upcoming battle.
5.34 Terrain Effects Chart
This chart is printed on the game-map (scan page 26); transcribed here from the printed chart.
| Terrain | Movement Cost | Effect on Combat | Notes |
|---|---|---|---|
| Clear | 1MP | None | |
| Jungle | 3MP | -1 to die roll | +1 to Disease die roll |
| Rough | 2MP | -1 to die roll | |
| Mountain or Mountain Hexside | Impassable | None allowed | No ZOC through |
| Swamp | 3MP | -1 to die roll | +2 to Disease die roll |
| River Hexside | +1MP to cross | -1 to die roll if any unit attacking across | Artillery units may cross only at bridges |
Note: The Terrain Key (hex symbols for clear, jungle, rough, swamp, roads, rivers, coastal, mountain and fortress hexes) and the map itself are printed on the game-map and are not transcribed here.
10.29 Battle Morale Table
| Die | U.S. Player | Mexican Player |
|---|---|---|
| 1 or less | -1 | -2 |
| 2 | 0 | -1 |
| 3 | 1 | 0 |
| 4 | 1 | 0 |
| 5 | 2 | 1 |
| 6 or greater | 2 | 2 |
Key: # = Battle Morale Level for the current combat.
Explanation: Morale Level must be determined by both Players before every combat (see Case 10.2). Note that Morale Level can be either a positive or a negative number. Morale Level is added to Leadership Level in order to determine any shifts in the combat ratio for the upcoming battle.
Modifiers: Both Players must add or subtract their Basic National Morale from their die rolls on this Table (i.e., a die roll of 2 with a BNM of 2 becomes a die roll of 4). Units in General Supply must subtract two from their die roll (see Case 11.54).
Note: If a defending Player's force contains any demoralized units, he does not roll for Morale; he has an automatic Morale Level of -2.
12.28 Siege Bombardment Table
Columns are Artillery Strength Points Bombarding (1-4, 5-8, 9-12, 13-16, 17+). Entries are Defensive Strength Points subtracted from the fortress' Defensive Strength; "–" means no effect.
| Die | 1-4 | 5-8 | 9-12 | 13-16 | 17+ |
|---|---|---|---|---|---|
| 1 | – | – | 1 | 1 | 2 |
| 2 | – | 1 | 1 | 2 | 3 |
| 3 | – | 1 | 2 | 3 | 3 |
| 4 | – | 1 | 2 | 3 | 4* |
| 5 | 1 |
Key: # = Number of Defensive Strength Points subtracted from fortress' Defensive Strength (see Case 12.23). * = Besieging Player removes one Strength Point (counter-battery fire only). – = No effect.
Explanation: If a Player has fulfilled the requirements for besieging a fortress (see Case 12.2), he may conduct Siege bombardment during the Siege Segment of the Friendly Combat Phase. The besieging Player totals the number of artillery points adjacent to the fortress and rolls the die. The besieged Player may fire Counter-battery (see Case 12.27) as well.
12.34 Assault Table
Columns are Ratios (attacker to defender). Result to left of slash is attacker result; result to right of slash is defender result. A Player may assault a fortress instead of besieging it (see Case 12.3). The assaulting (attacking) Player's results are expressed as a percentage of losses incurred. Proceed to the Loss Percentage Table (8.73) to calculate this loss. Results for defending Player are expressed by a letter (indicating whether or not the assault is successful) and a number (indicating the number of Strength Points lost).
Key: U = Assault unsuccessful (defending units may remain in fortress). S = Assault successful (all defending units eliminated). 0 or 1 = Number of Strength Points lost by defender in unsuccessful assault. #/ = Percentage of losses incurred by attacker.
| Die | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 |
|---|---|---|---|---|---|---|
| 1 | 50/U-0 | 33/U-0 | 33/U-0 | 25/U-1 | 20/U-1 | 25/S |
| 2 | 33/U-0 | 33/U-0 | 25/U-1 | 20/U-1 | 25/S | 20/S |
| 3 | 33/U-0 | 25/U-1 | 20/U-1 | 25/S | 20/S | 15/S |
| 4 | 25/U-1 | 20/U-1 |
13.15 Disease/Attrition Table
| Die | Percent Ineffective |
|---|---|
| -1 | No Losses |
| 0 | 5 |
| 1 | 5 |
| 2 | 10 |
| 3 | 10 |
| 4 | 15 |
| 5 | 20 |
| 6 | 20* |
| 7 | 25* |
| 8 | 33* |
Key: # = Percentage of affected force rendered Ineffective (see Case 13.3). * = One Strength Point must be eliminated from affected force.
Modifiers: All Mexican die rolls: subtract 2. All stacks east of Yellow Fever Line: add 2 (Exception: stacks in Veracruz add only 1). All stacks in swamp hexes: add 1. All stacks in General Supply: add 1.
Note: Modifiers are cumulative, although a die roll can never be greater than 8 or less than -1.
16.26 Guerrilla Attack Table
Columns are Guerrilla Strength (1, 2, 3). Entries are the resultant number for the attack; "–" means no result.
| Die | Guerrilla Strength 1 | Guerrilla Strength 2 | Guerrilla Strength 3 |
|---|---|---|---|
| 1 | – | – | – |
| 2 | – | – | 1 |
| 3 | – | 1 | 2 |
| 4 | 1 | 2 | 3 |
| 5 | 2 | 3 | 4 |
| 6 | 3 | 4 | 5 |
Explanation: When a U.S. unit enters a hex occupied by a Mexican Guerrilla unit, the Mexican Player may launch a Guerrilla Attack on the U.S. unit(s) (see Case 16.2). The Mexican Player flips over his Guerrilla unit, revealing its strength. He then rolls the die. If the resultant number is higher than the number of U.S. Combat Strength Points in the hex being attacked, the Mexican Player may either eliminate one U.S. Strength Point in that stack or eliminate all Supply and Pack animal units in that stack. If the resultant number is lower than the number of U.S. Combat Strength Points in the hex, then nothing further is done.
11.28 U.S. Supply Table
| Die | Supply Units | Pack Animals |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 0 | 0 |
| 3 | 1 | 0 |
| 4 | 1 | 0 |
| 5 | 1 | 1 |
| 6 | 2 | 2 |
Key: # = Number of specified units made available.
Explanation: U.S. Supply units and Pack Animals are made available to the U.S. Player by die rolls at the beginning of each U.S. Supply Phase (see Cases 11.2 and 11.3). Roll once for Supply units and once for Pack Animals.