by Z. B. Smith
1. INTRODUCTION1.1 Situation: It is late 1670. England and Spain are ostensibly at peace, however, treaties are not always observed in the outposts. English privateers based in Jamaica wage war upon Spain's Caribbean possessions with a particular eye toward capturing Spanish silver which passes from Peru through Panama to Spain. The most successful privateer, Henry Morgan, is their admiral and gathers a flotilla for a descent upon the Audiencia de Panama. Because the English and the Spanish governments are not at war, Morgan's raid must be profitable to the English crown. If it is not, he will be hanged as a pirate upon returning to Jamaica. 1.2 Scope: Morgan's Sack of Panama is a set of campaign rules for recreating Morgan's attack on Panama. Players begin with historical leaders, deployments, and forces. They are then free to maneuver these forces as they please (Note, however, that Rules 3.3.2, 9.4, and 10.1.2 assume a wargame campaign consistent with the historical campaign. Players may delete or modify these rules if they choose to game an unhistorical campaign). These rules provide a mechanism for provoking tabletop battles. Players may use any miniatures rules they desire for resolving these battles. The success of the campaign will depend solely upon the quantity of booty that Morgan is able to plunder from Panama. 1.3 Format: The rules are divided into 15 major categories, most of which begin with general thoughts expressing the context of the rule. These thoughts are designed to help players understand the historical precedent for the rule or to give players ideas for campaign mischief. The general thoughts are then followed by specific rules. As these rules are general in nature, players may agree amongst themselves to modifications in keeping within the spirit of the rules and the period. 2. THE MAPA sketch of Panama is shown as Figure 1. A terrain key explains the map symbols and the effect that various terrain features have upon movement.3. INITIAL DEPLOYMENTGeneral Thoughts: The campaign begins with the privateers off the eastern coast of Panama. The Spaniards have been alerted and are prepared. There are two points of entry for the privateers; Portobelo and San Lorenzo de Chagres. Historically, Morgan chose to attack San Lorenzo, the less well fortified of the two harbors. He did not want the Spanish to know how many privateers he had, therefore, he sent Col. Joseph Bradley to take San Lorenzo with an advance force of 470 men. 3.1 Basing of Forces: Players may base their miniature armies using the basing system required in their tactical rules. The historical battles involved fewer than 2000 combatants per side, so a ration of one figure per twenty combatants should put the campaign within reach of most wargamers. Any convenient figure ratio is acceptable so long as figures are in the same ration as combatants. 3.2 The Spanish: The Spanish forces in the Audiencia de Panama consist of 410 regulars and 1900 peasant militia. The regular forces in Portobelo and San Lorenzo are relatively well armed, but there are not enough weapons for the militia. At best, the Spanish regulars were of average morale, while the militia were of low morale. The forces are disposed as shown in Table 1.
3.2.1 The Spanish were equipped with artillery. Portobelo and San Lorenzo were well equipped with both landward and seaward facing artillery. There were several seaward facing guns in Panama City which could have been used by the Spanish at Mata Asnillos, but a lack of artillerists prevented this. 3.2.2 The Spanish settlements along the Chagres River (Barro Colorado, Tornomarcos, Cano Quebrado, and Barbacoas) were strengthened with shoulder-height stockades. They lacked cannon but were provisioned to withstand sieges. 3.3 The English: The privateers were disposed as shown in Table 2:
3.3.1 The privateers were armed with an assortment of weapons. Many carried muskets (which had about twice the range of the Spanish arquebuses). Morgan's privateers preferred hand-to-hand combat, so cutlasses, spears, pikes, axes, and halberds were also carried in abundance. The privateers did not carry any artillery in their advance over land. 3.3.2 Morgan's force reached San Lorenzo five days after Bradley captured it. To simulate this delay in his arrival, spin a 1 d6. The spin represents the number of days before Morgan arrives. 3.3.3 Morgan must garrison his port of entry with 300 privateers under Captain Richard Norman. If Morgan campaigns up the Chagres River in ships, the ships cannot travel further than Barro Colorado, where they must be guarded by 200 men under Captain Robert Delander. 4. LEADERSHIPGeneral Thoughts: Both Morgan and Don Juan were charismatic leaders and vigorous fighters. Morgan was the idol of his men and lieutenants. Don Juan had the confidence of his men and lieutenants. Some of his commanders showed fire, however, in the absence of Don Juan, they and their men had an almost crippling fear of Morgan. The commanders of both sides fought personally in the battles, so they were exposed to death in battles. 4.1 The Spanish Portobelo: Don Alonzo de Alcausete - skilled, experienced
4.2 The Privateers
5. SEQUENCE OF PLAYGeneral Thoughts: Each turn of the campaign represents one day. Historically, it took Morgan nine days from his departure from San Lorenzo to achieve victory at Panama City. 5.1 Phases of play: Each day consists of six phases of play which are accomplished simultaneously by the antagonists in the following sequence:
2. Movement: Players move their forces in accordance with terrain limitations and the stipulations of Rule 6. 3. Attrition: Attrition is calculated as shown in Rule 7. 4. Reconnaissance/Treachery: The antagonists may reconnoiter their opponent's positions, within the structures of Rule 8, using the procedures of their tactical rules. 5. Battle: Antagonist forces which come in contact resolve all battles. Rule 9 discusses battles. 6. Retreat/Rally: Defeated forces retreat from the battle area, while Victorious forces consolidate their gains. Rule 10 discusses retreats, and Rule 11 discusses victory. 6. MOVEMENTGeneral Thoughts: Movement is performed predominately by the privateers, as the Spanish were tied to their initial dispositions (except when they were retreating). Historically, the considerable Spanish forces in Portobelo did not emerge from their defenses, even though they could have caused much trouble against Morgan's communications with San Lorenzo. Hills, defiles, burned bridges and narrow trails provided perfect opportunities for Spanish ambushes - if only the Spanish had acted upon them. Players desiring a desultory campaign can move small parties of Spaniards through the jungles to pounce on privateer advance forces or cause other such mayhem. 6.1 Movement Rates
6.1.1: Ocean travel in ships: 10 hexes per hay
7. ATTRITIONGeneral Thoughts: Tropical heat and disease caused attrition losses to both the pruvateers and the Spanish outside of the main cities. The privateers suffered further losses, because they brought no food on their advance through the isthmus. 7.1 City Attrition: No attrition will be charged to any forces in Panama City, San Lorenzo, or Portobelo. 7.2 Spanish Field Attrition: For Spanish forces operating outside the above three cities, attrition will be charged at the rate of 1 % per day. 7.3 Privateer Field Attrition: For privateer forces operating outside the above three cities, the percentage of forces lost to attrition will be charged according to the formula:
wherein "Day #" is the number of days the privateers have been outside a city. Fractions are rounded up to the next integer. Example: On the third day out from San Lorenzo, Morgan spins an attrition die roll of 4. Attrition, therefore, is calculated as (3 + 4)/2 = 3.5%, which is then rounded up to 4 percent. If he has a force of 200 privateers, eight are lost to attrition on this day. 8. RECONNAISSANCE AND TREACHERYGeneral Thoughts: The privateers were not great scouts; however, they did send out advance parties. The Panamanian Indians provided excellent scouts for the Spanish. Small actions between Indians and privateers could, and did, occur. The privateers usually didn't know the size of the forces pitted against them, but the Spanish scouts frequently over-estimated the numbers of the privateers. This only served to make their shaky militia even more frightened of the privateers than they already were. The privateers did receive some aid. Disaffected slaves and Indians helped the privateers. This assistance was helpful, but does not seem to have helped the privateers decisively. These same disaffected souls could mislead the Spaniards as well. 8.1 Reconnaissance: Reconnaissance is to be accomplished in accordance with the tactical rules used by the players. It is to be expected that Indian scouts will be able to spot the privateers before the latter spot them, and small actions may result. 8.2 Treachery: Disaffected slaves or Indians may reveal details about trails, Spanish forces and dispositions, or other pertinent items to the privateers. Likewise, they may obscure the same details for the Spanish commanders. 8.2.1: If the tactical rules being used by the players do not provide a mechanism for treachery, it may be simulated by each player preparing several index cards, some with useful facts, other with misleading information The players then exchange cards and draw a number of them (say, two out of five, for example). They don't know whether their drawn cards contain factual information, and their opponent doesn't know which, if any, of his secrets have been exposed. 9.BATTLEGeneral Thoughts: Only two large scale battles were fought historically: San Lorenzo and Mata Asnillos. Although the Spanish had prepared fortified stockades along the River Chagres, they abandoned them as the privateers drew close. Players wishing to recreate the historical campaign may content themselves with fighting the historical battles and a few small actions between scouts. Players desiring a more sanguinary campaign may wish to stage a few extra fights. 9.1 Resorting to Arms: When Spaniards and privateers find themselves in the same hex, a battle may be fought. Battles will not be fought if Spaniards refuse to stand (Rule 9.4) or are fleeing (Rule 10.1). Small scale ambushes are an exception and may be fought at any time. 9.2 Resolution of Combat: The antagonists will resolve battles using whatever tactical rules they desire. Pike and shot era rules should be adequate. Because the privateers preferred to fire a volley or two and then charge their frightened opponents for hand-to-hand melee, rules with a strong melee and morale flavor are desirable. 9.3 Required Battles: Unless the privateer player chooses to open the campaign by attacking Protobelo, a battle must be fought at San Lorenzo. If the privateers manage to arrive at Panama City, the Spanish must fight a battle at Mata Asnillos to save their city, regardless of their morale or previous defeats. If the Spanish are defeated at Mata Asnillos, then a battle of the barricades can be fought in Panama City. This fray should be more akin to a chase than a battle, considering the low state of Spanish morale. 9.4 Optional Extra Battles: Although the Spanish did not offer any large scale resistance to the privateers on the River Chagres, opportunities for resistance were certainly present. If the players desire to fight battles along the river, the spin of a I D6 on the day that the privateers enter the relevant hex will determine if the Spanish stand and fight at any of their prepared river defenses: TABLE 3
If it is determined that a battle will occur, again spin 1d6 to determine the kind of action that will result: TABLE 4
Other actions can be fought upon the agreement of the players. 9.5 Small Scale Ambushes: Small scale ambushes may occur as the privateers advance through the isthmus. These ambushes should involve no more than 20% of the forces of either side. Rules 10.2 and 10.3 do not apply to forces defeated in ambushes or skirmishes. 10. DEFEAT, RETREAT, AND TAKING TO THE HILLSGeneral Thoughts: When the privateers defeated the Spanish at San Lorenzo, some of the Spanish took to the jungle while others retreated past all four of their prepared stockades on the River Chagres, spooking those garrisons as well. The following rules reflect the fragile nature of the Spaniards' staying power. 10.1 SPANISH DEFEAT 10.1.1: When any Spanish force is defeated in action (skirmish or battle), a certain percentage of that force will panic and take to the hills, never to be heard from again. This percentage is determined by the following formula:
10.1.2: Should the Spanish be defeated in battle on the River Chagres (not including skirmishes of scouting parties), they will retire up the river. To determine how far, spin D6. The result will reflect the number of towns up the river they travel. 10.1.3: Should the Spanish be defeated on the overland trail, they will retreat two days worth of travel towards Panama City. 10.1.4: As defeated Spanish forces retreat, they will take all intervening forces with them, regardless of the morale or state of preparation of those intervening forces. EXAMPLE: Morgan defeats a party of Spaniards at Barro Colorado. There are 470 Spanish survivors. The Spanish commander rolls 1 D6 to determine how many of the survivors take to the hills. He rolls a 2, which means that 20% of the survivors, or 94 men, take to the hills and are never heard from again. Then he spins another 1 D6 to see how far his 376 remaining men must retire up the river. He rolls a 3, indicating he falls back three towns: Tornomarcos, Cano Quebrado, to Barbacoas. There are garrisons of 50 men in Tornomarcos and 30 men in Cano Quebrado, all of whom must retire with the Barro Colorado survivors. The 456 Spaniards can now stand at Barbacoas (providing they spin the 1, 2, or 3 stipulated in Rule 9.4). 10.1.5: Spaniards retreating from defeats on the river or the overland trail can flee no further than Panama City. 10.1.6: Spaniards fleeing from Panama City have three routes of escape: the road to the northern town of Nata, small fishing boats to Osla Perla off te coast of Panama, or sailing ships to Ecuador. Spanish refugees from Panama are also trying to spirit treasure out of the city, so Rules 11 and 12 should be consulted. 10.2: PRIVATEER DEFEAT 10.2.1: If Bradley is defeated on the first day of the campaign, he will weigh anchor - if able - and sail off to find Morgan. Together, they will attack in force. 10.2.2: Should the privateers be defeated in battle during their advance on Panama City, they will retire the equivalent of two days travel. If they are defeated on their first day of travel, then they will retire to their port of entry and rethink their assault on Panama City for five days. Because they will be hanged as pirates if they return to Jamaica without treasure, they will resume their advance on Panama City on the sixth day. 11. VICTORYGeneral Thoughts: Because Spain and England are at peace, the only way Morgan and his cohorts will keep their heads on their shoulders when they return to Jamaica is if they bring enough treasure to mollify the royal agents. For this reason, the sole criterion for privateer victory is the quantity of treasure they bring back with them. Tabletop battle victories are nice, but they are only a means to the end of acquiring booty. 11.1 Privateer Victory: The privateers shall be declared victorious if they have a profitable raid (See Rule 12 for definition of profitability). 11.2 Spanish Victory: The Spaniards shall be declared victorious if they prevent the privateers from having a profitable raid. Any other result is a stalemate. 12 TREASUREGeneral Thoughts: Panama was a way station on the treasure route between Peru and Spain. The treasure houses of Panama could be empty of full, depending upon the arrival of the treasure ships from Peru. Although Morgan didn't know it, he struck Panama when there was very little treasure in the isthmus. The campaign rules reflect the variable nature of the treasure which could be in Panama at any given time. Also, the Panama City refugees carried much valueless baggage. This is reflected in the rules by using counters, some of which are blank, to denote treasure. 12.1 Profitability Chart: When, and if, Morgan's forces enter Panama City, they must spin a 1 D6 to determine the quantity of treasure available for them to loot. The quantity of treasure is shown as follows: SPIN QUANTITY OF TREASURE
For Morgan's raid to be profitable, he must recover some portion of the treasure and return with it to Jamaica. These portions, and their relative prof itabilities, are shown in Table 5. 12.1.1 Optional Profitability Rule: When Morgan reaches Panama City, the Spanish player (in the presence of an umpire, if need be) spins 1 D6. He determines how much treasure is available, but he doesn't tell Morgan. After all, Morgan could not have known in real life. As Morgan collects treasure, all the Spanish player need tell him is, "You've moved into the break even range," or whatever, thereby keeping Morgan in fits of suspense. 12.2 Representation of Treasure: Prior to the campaign, prepare 40 chits or counters to represent treasure. Mark the chits on one side only. Mark them thus: 5 chits marked 1 %"; 12 chits marked "5%"; 2 chits marked 10%"; 1 chit marked 15%"; 20 chits left blank Each chit represents its stated percentage of the total treasure. Mix the chits and leave them face down, so that neither player knows the value represented by a particular chit. The chits will be hidden as described in Rule 13.1. 13. THE SACK OF PANAMA CITYGeneral Thoughts: If the privateers win the battle of Mata Asnillos, then they will sack Panama City in search of treasure. An exciting battle of the barricades can be fought in Panama City. While the militia fights a delaying action, mule and wagon trains escape down the choked road to Nata, and ships are attempting to load treasure and set sail. In designing the tabletop battle to represent the sacking, the players should attempt to insure that the Spanish are not able to spirit all the treasure out of the city. For example, the wagon train could be delayed by chance factor (i.e., die rolls) like broken axles, mules bolting, or whatever perfidy the players desire. At the docks, a similar situation should be played out. The Spanish should only be able to load a small number of chits per battle turn, and chance factors should insure that they will be unable to load all the chits before the privateers overrun the docks. The Spanish flight from Panama City cannot be made too chaotic. 13.1 Location of Treasure Chits: The Spanish player should hide ten chits in the buildings of the city, should have ten chits loaded in wagons or mules on the trail to Nata, and should have fifteen chits on the docks being loaded into ships for Ecuador. Five chits should be set aside, and these represent treasure that is hidden in trees, wells, cisterns, etc. 13.2 Privateer Search Parties: As the privateers fight their way through the town, search parties will delay one battle turn to loot captured buildings, wagons, or pack mules - while the fighting rages around them. The number of privateers per search party depends on the number of figures the gamers are using, but it should be no more than 5% of the total privateer force per search party. 13.3 Looting Wagons and Mules: If privateer search parties capture wagons or mules, then they keep the contents after a one battle turn search. The search party then returns to the battle. 13.4 Looting Buildings: As the privateers overrun bulidings in Panama City, they must search them for treasure. As they don't know which buildings contain treasure chits, the privateers must search each building. A search takes one battle turn for a search party. For the Spanish, these searches serve two useful purposes. First, they keep the privateers away from the docks, where chits are being loaded on the ships. And second, the Spanish have mined some of the buildings and may actually kill a few greedy privateers thereby. The privateer player spins 1d6 foe each search of a building containing treasure. Search results: TABLE 6
Treasure that is lost in a mine explosion is lost to the Spanish as well as the privateers. Treasure that is otherwise lost to the privateers is recovered by the Spanish after the privateers leave the isthmus. 13.5 Treasure on the Docks: Fifteen chits of treasure are on the docks at the time the privateers storn into Panama City. As the privateers sack the city, the Spanish should attempt to load as many chits as possible onto the waiting ships. In keeping with the chaotic nature of the withdrawal, it should be unlikely that all ships will be crewed and loaded by the time the privateers overrun the docks. This can be done through mechanics such as establishing slow loading rates for chits onto ships (e.g. one chit loaded per ship per three battle turns), limiting the number of ships available, limiting the number of stevedores to load the shps, requiring the stevedores to abandon the docks upon spinning certain rolls on their morale dice, establishing minimum ship crews - the absence of which will prevent a ship from sailing, etc. Players may also berth fishing boars at the docks. These can carry human cargo but no treasure chits. 13-5.1 Optional Simplified Ship Loading Rule: If the players do not desire to design complicated ship loading rules as per Rule 13.5, this optional rule may be used. Place three ships at the Panama City docks. Each is capable of carrying five chits of treasure. Fire each ship, spin 1 d6. The resulting roll represents the number of chits loaded onto that ship. Any ship rolling a 6 must stay at dockside with all its treasure on board. Morgan captures ship and cargo intact. 14. POST-SACK RECOVERY OF THE SPANISH TREASUREGeneral Thoughts: After Morgan sacked Panama City and discovered how little treasure was available therein, he began a campaign along the coast of Panama to locate the remainder. The Spanish ships which made it to Ecuador were lost to him forever; however, some of the Spanish ships and almost all of the fishing boats docked at Isla Perla, off the coast of Panama. Morgan captured a barque, sailed to Isla Perla, and captured most of the treasure and Spaniards there. Likewise, he raided along the coast trying to find any other treasure. 14.1 Prisoners and Torture: For every 5% of the Spanish forces captured by the privateers at Mata Asnllos or in the sack of Panama City, the privateers are allowed one round of torture. The torturee reveals where one chit of treasure is hidden in Panama City (either treasure in an unmined building, or treasure represented by one of the five chits that were set aside). If there are no more chits of treasure in Panama City, or if the torturee reveals a chit that is blank, the torturee (i.e. 5% of the Spanish forces) is put to death, in whatever hideous fashion the privateers desire. EXAMPLE: At the miniature campaign Battle of Mata Asnillos, Don Juan had 1000 soldiers. After the battle and during the sack of Panama City, the victorious Morgan captures 200 Spaniards - or 20% of their original force. When he hunts for treasure, he is granted four rounds of torture. The torturees reveal four chits. If two of the chits happen to be blank, then 10% of the prisoners (2 X 5%) are put to death. 14.2 Spanish Forces at Isla Perla: Every Spanish fishing boat which escapes from Panama City must sail to Isla Perla. Ships escaping from Panama City must spin a 1 d6 to determine their destination. Ships spinning an even number will sail to Ecuador. Ships spinning an odd number will sail to Isla Perla and anchor. Inexperienced crews will keep them from sailing further. 14.2 Cutting Our Expeditions: If the privateers capture a ship or a fishing vessel, then they may sail to Isla Perla to recover whatever they can. A cutting out raid or a skirmish game is possible. If the privateers prevail, they will find everything hidden on Isla Perla. If the Spanish commander is particularly intrepid, he may attempt to destroy his ship and its contents (assuming a ships is there). 14.3 Depredations Against Nata: 14.3.1 Because of fears, justified or not, of heavy Spanish defenses, the privateers will not attack Nata. 14.3.2 If the privateers capture fishing vessels or a ship, they may sail up the coastline toward Nata to get ahead of the wagon and mule train loaded with treasure. They may land ahead of the train and plunder what they can. The Spanish may have buried some of the treasure along the trail, so the prison er/tortu re rule may be enlisted to discover it's whereabouts. 15. SPANISH REINFORCEMENTSGeneral Thoughts: When Morgan landed in Panama, the Spanish sent for reinforcements from Cartagena and Peru. Historically, these reinforcements arrived well after Morgan had departed. In this campaign, Morgan requires some motivation to get into and out of Panama City quickly; otherwise, he will simply linger and terrorize the isthmus until he has recovered all the recoverable treasure. The threat of timely, random Spanish reinforcements provides his motivation for departing quickly. 15.1 Dicing for Reinforcements: Every day of the campaign following Bradley's arrival at San Lorenzo, 3D6 are spun. If triple 1's are spun, then 1000 Spaniards in 6 galleons from Cartagena will land on that day in Portobelo. If triple Us are spun, then 2400 Spaniards in 12 galleons from Peru will land on that day in Panama City. 15.2 Privateer Knowledge of Reinforcements: Morgan will know immediately of any Spanish landing in Portobelo. He will know of the Spanish landing in Panama City only if he has captured the city; thus, while he is advancing across the isthmus, he will have no idea if Panama City is reinforced. He will advance blithely into the waiting clutches of the Spanish. Morgan's Sack of Panama 1671
Wargaming the Sack Campaign Rules Large Map (slow: 156K) Jumbo Map (extremely slow: 464K) Back to Table of Contents -- Courier #58 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1992 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |