Santa Anna Skirmish Rules ™

Warfare in Mexico 1820 - 1870

by Pete Panzeri and Buck Surdu

SANTA ANNA RULES SKIRMISH VERSION (SAS)

1.Introduction
2.Sequence
3.Units and Leaders
4.Formations and Movement 5.Firing
6.Melee
7.Morale
8.Artillery and Cavalry
9.Bugle Calls and Orders
10.Leader Casualties
11.Morale and Rallying
12.Fortifications and Cover
13.Glossary

SANTA ANNA TACTICAL RULES (SAT) by Buck Surdu will be Published in MWAN SANTA ANNA RULES

INTRODUCTION

SANTA 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!"
"Remember the ALAMO!"
Pete Panzeri, [email: peter-panzeri@usma.edu] and Buck Surdu

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 infantry or cavalry figure = 1 to 3 men
    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 CHARTS

At a 1" = 2 yards ground scale, SAS has only three effectiveness ranges for all weapons*

    Short is less than 12"
    Medium 12.1-48"
    and Long 48.1-100"

Weapon Effectiveness (die per firer)
Weapon0-12"12.1-48"48.1-100"
Ad hoc1/21/6NA
Musket11/31/4
Rifle111/2*
Carbine11/4 1/6
Pistol1/2NANA
Shotgun21/4 NA
4lb. Arty.888 *
6lb. Arty.11212*
12lb. Arty.242424*
18lb. Arty.363648*
*Artillery and Rifle ranges exceed 100"
but few game-boards reach over 8 feet.
If you have artillery or rifle shots
over 100" half the effect.

SAS FIRE MODIFIERS

Multiplied times the number of D6 rolled.
*No element may fire more than twice per turn regardless of Command Dice.

    x2 Twice the number of dice rolled.
      SUPERIOR MARXMANSHIP
      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

      AVERAGE MARXMANSHIP
      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)
    x1/4 One fourth the number of dice rolled
      INFERIOR MARXMANSHIP
      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)
    x1/8 rarely worth rolling
      UNFIT MARXMANSHIP
      TARGET LOOPHOLED except artillery shot*
      UNIT BREAKS (only in contact, in self defense)
    *ARTY SHOT x1/2 *ARTY SHOT PASS-THRU BONUS
      Half dice but Rolls for each 4 formed ranks passed thru. Counts loophole as full cover
      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:

      1. All Fractions are rounded down in favor of the target.
      2. All fire at less than one die requires 2 sixes on 2D6. [BOX-CARS on two dice]

MOVEMENT

per function(D6 spent)
Formation foothorseGun (Limbered/unlimbered)
REGULAR6"12" 6/12"
IRREGULAR6"24" 6"/6"

SAS MOVEMENT

Basic movement per function (D6) spent per unit.

FOOT 6" per function (D6) spent Maximum 3' a turn
REG HORSE 12" per function (D6) spent Maximum 6' per turn
IRREG HORSE 24" per function (D6) spent Maximum 6' per turn
4-6 lb. Gun* 12" Limbered per function or 1" per man unl. (up to 8)
8-12 lb. Gun* 6" Limbered per function or 1/2"per man unl. (up to 12)

    * This for Standard Horse/Mule Limbered Field Guns. Ox drawn and Siege-sized guns (18lb and up) or irregular mounted (jury-rigged) guns move at 1/2 standard rate never to exceed 12" per turn. Mortars, Naval and Fortress mounted guns always move as unlimbered.

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:

    Superior Captain/Lieutenant: CD2(+1) Two CD's and one Red CD.
    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

    KIA: Killed in Action, the Soldier is killed outright.
    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!" )

  • Unit DISORDERED when IMMEDIATE CASUALTIES exceed half of the combined ULR (Unit Leader Rating) rounding down all fractions.
  • Unit DISORDER MARKER: Dead soldier on yellow-edged base or one 2" yellow pipe-cleaner with leader or flag.
  • DISORDER MARKER is removed by expending one command point (1D6). One six is required (or by leader RALLY orders).
  • All Actions of DISORDERED unit (fire dice and move distances) are halved.

WAIVER: 2nd YELLOW Marker "Se parece mal senior!"

  • Unit WAVERING when IMMEDIATE CASUALTIES exceed the combined ULR, rounding down all fractions.
  • WAIVER MARKER: Two dead soldiers on yellow-edged base or two 2" yellow pipe-cleaners with leader or flag.
  • Unit Immediately withdraws 12" and away from the affecting enemy, or out of line of sight if there is nearby deadspace or cover. (Note: this could be closer to the enemy if that is the only cover available).
  • If the withdrawal movement puts the unit out of it's current cover or into a more endangered position the unit will remain wavering in place and go prone.
  • WAIVER MARKER is removed by expending command points (2D6). One D6 is required per marker (or as Modified by leader RALLY orders).
  • WAIVER MARKER must be removed before the unit may move toward the enemy.
  • All Actions of WAVERING unit (fire dice and move distances) are quartered.

BREAK: 1st RED marker "We best get the hell away from this whole mess!"

  • Unit BREAKS when IMMEDIATE CASUALTIES double the combined ULR, rounding down all fractions.
  • BREAK MARKER: Fleeing soldier with Red-edged Base or a 2" red pipe-cleaner by leader/flag.
  • BROKEN UNIT assumes a "mob" formation (i.e. not a line or column).
  • Unit immediately moves to be 36" away or out of line of sight from the affecting enemy if there is nearby deadspace or cover. Note: this CAN NOT be closer to the enemy.
  • The unit will move out of current cover to a position further away from enemy.
  • If surrounded the unit will remain broken in place and go prone.
  • BREAK MARKER is removed by expending 2 command points (D6). Two D6 are required (or as Modified by leader RALLY orders).
  • Upon RALLY units are marked as disordered.
  • BREAK MARKER must be removed before the unit may FIRE or MOVE toward the enemy.

ROUT: 2nd RED MARKER "Todo el mundo es kaka!"

    Unit ROUTS if it BREAKS while (a) LEADERLESS, or (b) While TOTAL CASUALTIES exceed ROUTE number * *15% = poor, 33% = average, 66% = elite, 90% = desperate.
  • ROUT MARKERS: TWO Fleeing soldiers with Red-edged bases, or TWO 2" red pipe-cleaners by leader or flag.
  • ROUTED UNITS assumes a "mob" formation (i.e. not a line or column).
  • ROUTING unit immediately moves a full 36" away from the enemy.
  • Leaderless ROUTING units in contact surrender unless "elite" or "desperate."
  • Surrounded unit surrenders (Minimum 6" gap to flee) unless "desperate"
  • ROUT MARKERS are removed by expending command points (D6). Two D6 are spent per marker, for a total of four. (or as Modified by leader RALLY orders)
  • Upon RALLY ROUTED units are marked permanently disordered.
  • ROUT MARKERS must be removed before the unit may fire or move toward the enemy.

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

  • REGT. Colors w/unit
  • Unit in Close Order Formation
  • Won a Melee

Really POSITIVE: double command points (sixes)

  • Inside Bldg. or Secure Fort Position
  • Leader in front Carrying Colors

Negative: subtract 1 D6 [command point] immediately

  • Top or #2 Leader KIA
  • Unit First hit by Arty

Really Negative 4

  • Building on fire
  • Colors Lost
  • Foot Fleeing CAV

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]
ADD all leaders' Leader LR

Positive: x2

    Formed CAV Charging to front

Really positive x 4

    In/Out square

Negative: x 1/2

    Leader/Unit Modifier
    Disordered
    Fighting uphill
    Dismounted vs. Mounted
    vs. Half-Cover (wall etc.)
    Leader hit this turn
    Muskets unloaded

REALLY Negative: x 1/4

    Flanked or REAR CHARGE RECEIVED
    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.


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© Copyright 1998 by Pete Panzeri.
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