SANTA ANNA RULES SKIRMISH VERSION (SAS)
1.Introduction SANTA ANNA TACTICAL RULES (SAT) by Buck Surdu will be Published in MWAN SANTA ANNA RULES INTRODUCTIONSANTA ANNA, THE MAN: In both the Mexican-American War and the War of Texas Independence the predominant military and political leader of Mexico was General Antonio Lopez de Santa Anna. General Santa Anna fought the Spanish for Mexican independence, fought the Texans in their bid for independence, fought the Americans, and was involved politically and militarily for and against the French during the Pastry War of 1842 and the Maximilian Adventure 1861-1867. SANTA ANNA, THE ERA: Histories of Mexico often refer to this period as the Age of Santa Anna. As the self-styled Napoleon of the West, he modeled his armies on that of Napoleon Bonaparte, but he enjoyed little of the Corsican's success. SANTA ANNA, THE RULES: This booklet covers several of Santa Anna's wars, focusing on The Mexican-American War and the War of Texas Independence and The French Intervention in Mexico. These first two of these wars, like the American War of 1812, were essentially Napoleonic wars on the North American continent. While generally overlooked by gamers, these two wars provide an interesting array of battles and skirmishes. While there are no battles in these wars to compare with the scope and scale of Austertlitz, Jena, Eylau, etc., the battles are nonetheless interesting. Because the scale of these two wars is very different from those in Europe, the scale of the rules is different as well. Within these covers, you will find two complete sets of rules: at tactical set and a skirmish set. Between the two sets of rules, the reader can recreate the smallest skirmishes of these wars or the largest battles. While the tactics are essentially Napoleonic, we have gone to great lengths to build into the rules those characteristics that make these two wars unique and interesting. We spent a great deal of time in numerous histories and memoirs in order to capture the feel of the period. We think that you will be pleased with the realism and playability of the two systems. We sincerely hope that you have as much fun using these rules as we did developing them. "Adelante!" PS We enthusiastically look forward to publishing a series of Scenario Books, Army Books, and Campaign Books on each era to supplement "Santa Anna Rules!" SANTA ANNA RULES Santa Anna [Skirmish] Rules (SAS) [this is the version I printed for Cold Wars'98, the SAS playtest version ] by Pete Panzeri Santa Anna Skirmish Rules is a simple system based on two principles: #1 "In combat absolutely ANYTHING can happen, and it can happen before you know it, without your knowing it." #2 Human events are infinitely unpredictable, and WAR is the utmost in chaotic human events. Game Scale
1 cannon casting = 1 gun 1 artillerist figure = 10 men 1 inch = 2 yards for 25mm (1yard for 54mm, 4 yards for 15mm) 1 turn = 1-5 minutes SAS is designed to replicate the most unpredictable unreplicatable in a game, a wargame. The chaotic lack of control, the requirement for quick decisions and the speed of play ARE the tools of the game. Everything else, fire tables, move distances, etc. are irrelevant to everything but themselves. Jim Getz recently noted in MWAN "Since warfare does not have 'turn sequences,' 'move distances,' 'morale checks' or 'standard unit sizes' then the ultimate realistic wargame would be one that does without any of these." I took that as a challenge. SAS is one version of my RULES OF ENGAGEMENT system, CRAZY HORSE RULES! and small and large engagements during the 50 year period from 1820 to 1870 including the Mexican War for Independence, Texan War for Independence, the Mexican American War, and the French Intervention in Mexico. Most U.S. infantry regiments consist of between 18 and 22 castings, and most Mexican infantry regiments consist of between 8 and 16 castings. SAS CHARTSAt a 1" = 2 yards ground scale, SAS has only three effectiveness ranges for all weapons*
Medium 12.1-48" and Long 48.1-100"
SAS FIRE MODIFIERSMultiplied times the number of D6 rolled.
AIMED FIRE (D6 spent to aim) RESTED FIRE (Aimed Fire with weapons rest/wall) FIRST VOLLEY (of firing unit) MASSED TARGET/ENFILADE (w/in 30 degree side arc OR over 4 ranks deep) x1/2 Half the number of dice rolled
OBSCURED(dark/smoke; both inside) HALF COVER (wall, barricade) FIRER MOUNTED OPEN ORDER (Targets not formed 1" apart) PRONE (Targets cannot reload) UNIT DISORDERED (Only Medium Range self defense)
FULL COVER (Parapet, Trench, Window, doorway) AMMO DEPLETED TARGET MOVED OVER 36" (Except into contact with firer) SKIRMISH ORDER TARGET (Targets not formed and over 2" apart) UNIT WAVERING (only in self defense)
TARGET LOOPHOLED except artillery shot* UNIT BREAKS (only in contact, in self defense)
CANISTER SPREAD HITS Additional 2D6 Per figure* in line until first formed unit (or target) hit. *any leaders, indiv figures, and skirmishers w/in 4" from the line of fire. DICE FRACTION NOTES:
2. All fire at less than one die requires 2 sixes on 2D6. [BOX-CARS on two dice] MOVEMENT
SAS MOVEMENTBasic movement per function (D6) spent per unit. FOOT 6" per function (D6) spent Maximum 3' a turn
MORALE-RALLY ATTEMPTS"COMMAND DICE" (CD): D6 Dice which are rolled during the command phase at the beginning of each turn. Only the D6's that result in a "SIX" are counted as "Command Dice." Place these "sixes" next to the senior leader as command or initiative points or and remove when used or "burned." Command Dice dictate the number of actions a unit can take per turn. The entire SAS game system, fire, movement, morale, command control depend on the leaders and their "COMMAND DICE." "Nothing happens without a SIX!" RED CD's: "AUTOMATIC SIXES." Certain assigned Red CD's (any distinctive designated color will do) are always read as a "six." Red CD's provide a "free six" or CD on every roll. "COMMAND DICE RATING" (CDR): LEADERS EFFECTIVENESS expressed in number dice. Red CD's and D6's rolled each turn. CDR is the total number D6 dice that leader will roll in the command phase. These should be kept low, with only a few exceptional high CDR Leaders or the game will develop like a Superman episode. CDR is designated as: CD, the number and Red CD's in parentheses. Examples:
Average Sergeant/Corporal: CD1(+0) One CD and NO Red CD's. A surviving Corporals (usually one per 20 regulars) one may rise lead becoming a CD1(+0). If he rolls a Six on his first CD roll, he will become a 1(+1) leader. "UNIT COMMAND DICE" (UCD): Combined "command dice" of the top two rated leaders formed with that unit (normally a Platoon or Company). If two or more units are combined into a mass formation (Company or Battalion in column line or square formation) then the CDR becomes the combined "command dice" for all of cumulative leaders AND the two senior leaders of the Company or Battalion. Example: An average Company of 40 men lead by a Captain, [CD2(+1)], and a Sergeant [CD1(+0)] is four. A surviving Corporals (usually one per 20 regulars) one may rise lead becoming a CD1(+0). If he rolls a Six on his first CD roll, he will become a 1(+1) leader. Which would be doubled if leading in front of the unit, and reduced to two dice if they are leading from behind the unit (see leader modifiers) but the ULR would not change. IMMEDIATE CASUALTIES (IC): All current turn Hits on a unit which include KIA (killed) WIA (wounded) MIA (missing) and Captured men, also includes horses hit for mounted and artillery units. TOTAL CASUALTIES (TC): A The total cumulative number of soldiers not-present in a unit which include KIA, WIA, MIA and Captured, but does not include horses hit for mounted and artillery units. LEADERLESS: A unit's #1 and #2 Leaders are
WIA: Wounded in Action, the Soldier is hit and immediately knocked down. The severity and effect of his wound is on his Casualty card. POW: CAPTURED! as in Prisoner of War. This soldier was either knocked down and dragged away or surrendered outright to the enemy. His POW Status is on his Casualty Card. MIA: Missing in Action, What happened to this Soldier you don't know. He may be a straggler, he may WIA, POW, and he may be just plain old dead. (He could also have become an emergency Courier for General Santa Anna himself!) DISORDER: (1st yellow Marker, "Y'all boys go get yourselves back in line there!" )
WAIVER: 2nd YELLOW Marker "Se parece mal senior!"
BREAK: 1st RED marker "We best get the hell away from this whole mess!"
ROUT: 2nd RED MARKER "Todo el mundo es kaka!"
LEADERS may "spend" command dice to remove disorder/retreat markers their own movement phases. Or a he may use a Rally/Reform Order to remove disorder/route markers during the LEADER PHASE. Morale Modifiers POSITIVE: add 1 six to command points during leader Phase
Really POSITIVE: double command points (sixes)
Negative: subtract 1 D6 [command point] immediately
Really Negative 4
IRREGULAR Evade = 1 Hit IRREGULAR Scatter = 2 Hits (can take no more than 2 hits in any one fire or melee phase) IRREGULAR Evade = 1 Hit IRREGULAR Scatter = 2 Hits Irregular can take no more than 2 hits in any one fire or melee phase. *MELEE*Roll 1xD6 per 1st rank participant (modified.). The Difference between the two = one enemy 'hit' each. Loser=flees 12" disordered. Winner can use command dice to pursue. A tie is one hit each, Infantry both back off to 6". CAV tie will pass full move thru each other. Melee Modifiers*unit Modifier[-m]
Positive: x2
Really positive x 4
Negative: x 1/2
Disordered Fighting uphill Dismounted vs. Mounted vs. Half-Cover (wall etc.) Leader hit this turn Muskets unloaded REALLY Negative: x 1/4
Routed or fleeing vs. Full Cover (stone building etc.) SAS Glossary:Break POINT: The number of casualties or Stragglers causing a unit to loose cohesion. When a unit reaches it's BREAK point it immediately moves assumes a Disorder marker and moves 1 move away from the enemy. Units may break as a result of fire or melee but never as a result of movement. Casualties: Casualties are soldiers who are dead or wounded. Casualties may not be recovered during a game. Command: Those units under the direct command of a given leader. Normally the Commander must be in base-to-base contact to be commanding that unit. D6: a six-sided die having values of one to six. ONLY a "SIX" means anything in SAS. 1d6 means roll one six-sided die; 2d6 means roll two six-sided dice; and so on. Effectives: Effectives are soldiers of a unit who are neither stragglers nor casualties. Formed Unit: Infantry or cavalry units in line, column, or square. Also limbered artillery is considered a formed unit. Fortification Points: A measure of how difficult it is to reduce a given section of fortifications by artillery. Losses: Losses are the sum of all casualties and all stragglers taken by a unit. Mission: A general task that commanders must attempt to accomplish. Higher-level leaders may change the Missions of their subordinate leaders. Mob Formation: A formation other than one of the five legal formations. Units who break or retreat are placed in a mob formation until they rally. Stragglers: Stragglers are men who have fled the unit or dropped out of the unit during movement. Stragglers may be recovered by issuing a RALLY order to the unit. Orders: Commands LEADERS attempt to give units by placing order cards behind the LEADER during the LEADER phase of each turn. Unformed Unit: An infantry or cavalry unit that is in open skirmish formation. Unlimbered artillery is considered to be an unformed unit. Unit: A unit is the basic element of SAS. A unit is generally a squad, platoon, or artillery section, but a unit may also be a detached sniper/skirmisher section, a massed company, cavalry squadron, etc. Leader figures are not units. Back to After Action Bonus Article Table of Contents Back to After Action Review List of Issues Back to Master Magazine List © Copyright 1998 by Pete Panzeri. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |