While the Great War raged in Europe, a
smaller "hot" war was taking place along the
Amercian Southwest border. Here is where
many famous leaders of later WWI and WW2
fame literally "cut their teeth" and learned the
biz. Author Perry Moore takes us a tour of
some of the hot spots. Enjoy! - Editor.
Scenario General
Rules:
Foot Troop units are listed in each scenario by
their Fire Strength (FS), Weapons Range
(WR), and Morale Ratings (MR). A "4-6-5
infantry platoon" is one with a FS of 4, a WR
of 6, and a MR of 5.
When reinforcements are called for, it may
be specified that they may be taken only from
units previously lost or from Vehicles that
have suffered permanent Break Downs (pick
them up off the map). If the correct unit type is
not yet available, those reinforcements may
enter only they do become available.
Otherwise, reinforcements may be taken from
unused units or from previously lost units.
If the scenario indicates that the cavalry
units enter in Trot or Charge Mode, all cavalry
units must begin that turn Trotting or Charging
respectively. On the following turn, the player
selects the movement rate per each group of
three units, moves them and then selects the
movement rate for the next three units and so
on as per Landships! Rule 6.35.
9.41 Mexico Attacks America: Columbus, NM:
Mar. 9, 1916
Pancho Villa with some 500 men crossed
the border in the dead of night with the
purpose of raiding and looting the town of
Columbus, about three miles from the Mexican
border. What ensued was a confused mess.
As the Mexicans advanced toward the US
Army base, Camp Furlong, their surprise was
complete.
Map Set Up:
Set up Map 10 as shown.
Terrain Modifications: The
river and wood hexes do not exist, treat them
as clear terrain in this scenario. Camp Furlong
is the large building formed by hexes 1906-
2105-2206-1907.
Place a strongpoint marker on each of the
seven building hexes in this area (these hexes
are considered to be strongpoints, and not
two-story building hexes.
Weather Conditions: Poor
(due to the battle being fought at night).
Ground Conditions: Good
Trench Status: None
Wire Status:
None
Game
Length: 6 turns.
American elements of the 13th
Cavalry (Blue) set up first, move
second:
Place six 4-6-5 infantry platoons
anywhere inside the area designated as
Camp Furlong.
Place one 4-6-4 infantry platoon each in
hexes: 1708, 1613, and 2011.
Place five Benet LMG counters in hex 1805.
Reinforcements:
Turn 1: US player receives one Ford AC plus
four Morale 5 cavalry platoons at hex 3106,
Mexicans under Pancho Villa
(White) set up second, move first:
Place one 3-6-3 infantry platoon each in:
1414, 1614, 2108, 2112, and 2408.
Place one 4-6-4 infantry platoon each in:
1507, 1608, 1707, and 2412.
Reinforcements:
Turn 2: Three Morale 4 cavalry platoons enter
at any hex along the south map edge.
Special Rules: Neither side
may break down into squads during this
scenario. Units that exit from the map may not
return. This battle took place at night so Poor
Weather visibility rules are in effect. Spotting
ranges are reduced to 2 hexes in all cases.
Mexican cavalry has a MR of 3, not 4 in this
scenario. Units that begin the scenario
occupying two-story buildings may set up on
any floor or the rooftop. The Ford AC may not
fire directly ahead, use the Seabrooke Truck
fire arc (in Landships!) instead.
Victory Conditions
The Mexican player wins by capturing
(solely occupying) all hexes of Fort Furlong at
the end of the game (Turn 6). The American
player wins by avoiding this condition.
Aftermath
Pancho Villa and his men killed many US
troops in their quarters (after first killing many
more horses by initially attacking the wrong
building) and elsewhere before being tied
down in a bitter firefight. Just when it seemed
that Pancho Villa would take over Columbus,
the boys in Camp Furlong managed to reach a
guard shack containing some Benet light
machine guns. It was this weapon, coupled
with the tenacity of the American 13th Cavalry
defenders, which would stem the tide. The
machine guns proved too much for the morale
of the Villa's men who eventually fled. They
did loot what they could and set a few fires,
fleeing across the border into the barren hills.
Villa too lost a good number of men but posed
a continuing threat to the bordering states.
9.42 Chasing Villa: Mar. 28th, 1916
After the Columbus incident, in response,
the US enlisted General Pershing to lead an
expedition into Mexico to hunt down the bandit,
Pancho Villa. Pershing was prepared to use
his 7th and 10th Cavalry Regiments, plus other
formations, to strike deep into Mexico to find
him. Intelligence pointed to Guerrero, a small
town some 11,200 ft. high in the mountains.
Pershing closed in.
Maps Used: Set up Maps 1
and 2 as shown. Only part of Map 2 (the
unshaded portion) is used. Connect the road
between the maps at hexes 5529 (Map 2) and
4009 (Map 1).
Terrain Modifications:
None Weather
Conditions: Fair
Ground Conditions:
Good Trench
Status: Hasty
Wire Status:
None
Game Length:
7 turns.
Mexican Forces (White) set up first,
moves second:
Place one 4-6-3 infantry platoon each in
hex 2212 and 2211. Place one 4-9-4 MG and
six 4-6-4 infantry platoons, plus one Infantry
Leader (Villa) anywhere in the town of
Chambley (Guerrero).
Reinforcements: None
American Forces (Blue) set up
second, move first:
No units on the map at
start.
Reinforcements:
Elements of the 7th
Cavalry:
Turn 1: Two Morale 5 cavalry
platoons with one Benet LMG between
them, plus a Tank Leader (Patton) enter
on Map 1 at hex 2817 using the Trot
movement rate.
Turn 2: Seven Morale 4 cavalry
platoons with two Benet LMGs between
them enter at hex 1617 on Map 1, using
the Trot movement rate. One Mack AC
enters anywhere along the south edge of
Map 1 on any road. One JN-2 B aircraft
becomes available this turn.
Special Rules
Neither side may break down into
squads during this scenario. Units that
exit from the map may not return. The
American Tank Leader counter functions
as a Cavalry Leader and provides the
same benefit to cavalry units as an IL
provides to FT units. The CL moves as a
CT piece when stacked with any CT unit.
If the CL dismounts, he acts as an IL.
The JN-2 "Jenny" recon aircraft was
seldom used as a bomber, but a few
times during this campaign it was. In this
scenario, this aircraft may be used once
per game to bomb with a strength of 10
(instead of its normal 1). Once used,
remove it from play. Also, the JN-2 was
underpowered and subject to dramatic
flight characteristics (i.e., uncontrollable)
at high altitudes. When in play, after
placing it on the map, roll a ten-sided die.
If the result is 1-3, the pilot has lost
control and the aircraft can take no
actions this turn. Try again on the next
turn. If a 10 is rolled at any point, the
plane crashes.
Victory Conditions
The Mexican player wins by solely
occupying all hexes of Chambley (check
at the end of his portion of the turn) for at
least three consecutive turns and by
having at least four FT units and the IL
(Villa) reach any hex of Frontenac by the
end of the game.
It's a draw if the Mexican player he
does not hold Chambley the required
number of turns, but the IL Villa and the
four FT units reach any hex of Frontenac
by the end of the game.
The American player wins marginally
by preventing a Mexican win or draw by
the end of the game. The American
player instantly wins big time (game
stops) if the IL Villa piece is eliminated at
any point.
Aftermath
Villa proved to be a fox and, while
wounded, slipped away. It was at
Guerrero that the 7th Cavalry came as
close to finding Villa as Pershing ever
would (thanks to a recon aircraft that had
flown over that day).
In the coming year, Villa was never
located even though in a few cases, US
forces passed to within a few miles of
his base. All in all, this invasion would
lead US forces some 700 miles into
Mexico, only ending at Parral.
9.43 Right of Way Denied: June 21st, 1916
One of the most dramatic battles of
the US Mexican war (or more aptly called,
the Chasing of Pancho Villa) was a
bravado attack by the US 10th Cavalry.
This attack came about due to the macho
attitude of American leaders at the time.
Gen. Pershing had ordered a certain
Capt. Boyd to conduct a reconnaissance
of the area to determine the strength of
the Mexican troops in the area under
Gen. Felix Gomez. This recon force from
the 10th Cavalry consisted of about 80
men from Troops C and K. The troopers
approached the town of Carrizal, which
lay between them and their prime
objective. The 300 Mexicans inside had
orders not to allow the Americans
through. Capt Boyd insisted on an attack
despite some other officers suggesting
using other methods to get the Mexicans
to leave.
Maps Used
Set up Maps 1 and 6 as shown. Fold
both maps and use the sides with the
numbered map sections. Join the roads
between the two maps.
Terrain Modifications:
There are no woods hexes on
Map 6, and the river on Map 1 is dry and
considered a trench line instead. Place a
Trench marker (symbolizing a deep
ravine) in hex 4127 on Map 6.
Weather Conditions:
Roll
Ground Conditions:
Good
Trench Status:
Prepared
Wire Status: None
Game Length: 6 turns.
Mexican Forces (White) set up
first, move second:
Place one 4-6-4 infantry platoon
each in hexes 2411, 2410, 2409, 2408
and 2407 on Map 1. Place one 5-9-4 and
one 4-9-4 MG platoon in either hex 2414
or 2309 on Map 1.
Reinforcements:
If any American unit enters the dry
riverbed, then three Mexican Morale 5
cavalry platoons enter at hex 2202 on
Map 1 on the following Mexican player's
phase.
American Forces (Blue) set up
second, move first:
1Oth Cavalry recon
patrol:
Place one 4-6-5 infantry platoon and
one Infantry Leader each in hexes 4324
and 4325. Place one 3-6-4 infantry
platoon and one Infantry Leader in hex
4329 on Map 6.
Reinforcements:
If the Mexican cavalry reinforcements are
triggered, then all American unit MR
values drop one point permanently
during that phase and for the rest of the
game.
Special Rules
Neither side may break down into
squads during this scenario. Units that
exit from the map may not return.
Victory Conditions: If at
least one American FT unit (ILs don't
count) reaches the town of Carrizal
(defined as hexes 1908, 1909 and 1910
on Map 1) by the end of the game, the
American player wins, otherwise the
Mexican player does.
Aftermath: Some of the
American troops reached the dry riverbed
and pressed hard against the Mexicans.
However, Gen. Gomez flanked the
Americans using his own cavalry that
routed the American troops, the men
taking cover where they could. American
morale dropped as a result and as the
Yankees fled, the Mexicans simply
watched. Pershing, when told was
dumbfounded as to why Capt. Boyd
attacked. Later, it was said Boyd hated
Mexicans in general.
Curiously, the Germans, by 1916,
already had thought about what would
happen if America entered WW1. To
combat this, they offered Mexico ammo
and explosives in exchange for a
diversionary attack from Mexico. Machine
guns, rifles and explosives were sent to
Mexico, some were intercepted. Mexico at
best, was lukewarm about the idea,
although, Pancho Villa did raid the
depots and obtained some of the
machine guns.
9.41
The Last Gasp of Villa:
June 14, 1919
Pancho Villa made his last attack
into the United States crossing the Rio
Grande near El Paso. After his attack, he
fled back across the border to Juarez,
feeling immune from retaliation. The US
Army's 7th Cavalry was incensed at the
audacity of Villa and during the night
conducted a surprise attack on Villa,
moving into Mexico one last time.
Maps Used: Set up
Maps 2 and 6 as shown. Fold both maps
and use the unshaded sides of the
numbered map sections.
Terrain Modifications:
As the Rio Grande was a tad
shallow at this time of year, treat the river
as Clear terrain (no additional MP costs).
Ignore the trenches or shellholes printed
on the maps, there are none in this
game. All town hexes of Frontenac
(Juarez) are flimsy wooden buildings so
apply only a +1 modifier on the SACRT
for units occupying these Town hexes.
Weather Conditions:
Poor, due to the battle being
fought at night. Spotting ranges are
reduced to 2 hexes in all cases.
Ground Conditions:
Good
Trench Status:
Not Applicable
Wire Status:
None
Game Length: 7
turns.
Mexican Forces (White) set up
first, moves second:
Place five 3-6-3 infantry and three 4-6-
4 infantry platoons plus one Infantry
Leader (Villa) in any town hex of
Frontenac.
Reinforcements:
None
American Forces (Blue) set up second, move first:
Elements of the 7th Cavalry:
Place one 4-6-5 infantry platoon each in
hexes: 5022, 5123, 4925, 4827, 5021
and 5025 all on Map 2. Place one 4-9-4
MG platoon each in hexes 4925 and
5022 on Map 2. Place one 75mm ART
Gun and a Crew each in hexes 5326 and
4928 on Map 2.
Reinforcements:
Turn 4: One Ford AC, one Mack AC and
five Morale 5 cavalry platoons in Gallop
mode enter at hex 6032 on Map 6.
Special Rules: Neither
side may use Gas or Smoke ammo in
this scenario. Neither side may break
down into squads during this scenario.
Units that exit from the map may not
return. No Mexican unit may exit
Frontenac until Turn 4.
As this is a night battle, all Spotting
ranges are reduced to 2 hexes in all
cases. However, all hexes in the town of
Frontenac are automatically spotted and
may be attacked by any American unit
with a LOS to the hex. American ART
guns can only fire in direct mode and use
the SACRT to resolve attacks.
The Ford AC may not fire directly
ahead, use the Seabrooke Truck fire arc
(in Landships!) instead.
Victory Conditions:
Starting Turn 2, the Mexican player
receives 2 VPs for each turn that the
Mexican player has control of (no enemy
units occupying) all of each town hex of
Frontenac. Starting Turn 3, the Mexican
player receives 4 VPs for each Mexican
FT or IL unit that exits the map from hex
4618 on Map 2. At the end of the
scenario, the Mexican player needs a
minimum of 28 VPs to win, otherwise the
American player wins. The American
player instantly wins big time (game
stops) if the IL Villa piece is eliminated at
any point.
Aftermath:
The bulk of the 7th Cavalry attacked
directly across the Rio Grande, meeting
some resistance. Meanwhile, other
cavalry crossed further north in an
enveloping movement and swung
around south of the town to trap Villa.
Pancho Villa escaped once more but he
would never attack the United States
again. Assassinated in 1923, Pancho's
deeds and exploits still live on in folklore,
myth and song. Pershing is more rarely
remembered....
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