by Henry Lubbers
The Mexican War is a controversial heroic event of North American history. Yet the war is little understood or remembered by the general public in the United States. In the gaming world, the period of 1846-1848 is gaining in popularity, and why not? The Mexican War offers small battles easily replicated on the table top with its small naval raids, exciting small unit actions, and mini-campaigns like Donniphan's March. It also has plenty of skirmish potential as American forces fight off guerilla bands threatening their line of communications. This article will concentrate on the issues surrounding the "BIG" battles of the war and a set of rules for the recreation of those battles. 3RD INFANTRY, MEXICAN WAR 1848 - ARCHAMBAULT The Mexican Army was composed of brave and patriotic men. Yet the Mexican Army, almost always outnumbering the American forces and fighting in defense of their homeland, was universally trounced. How could such things be? The fault lies not with the Mexican fighting man but with his leadership, both political and military. The Mexican government was i n disarray. Political factions were in such disagreement with each other that there was considerable undercutting of governmental authority by the members in opposition. The Mexican military was top heavy and riddled with political appointees. Generals like Valencia were appointed for duty based on their political reliability or political connections rather than any military gifts. In the ranks, the poor peon was neither uniformly nor well trained. Mexican infantry fire was particularly poor due to the poor quality of their powder and a tendency to overcompensate by doubling the charge. The resultant 'kick' of the piece caused most infantry to prefer to fire from the hip! The Mexicans put great store and precious resources in cavalry at a time when the role of cavalry was beginning to change. Although extensive in numbers and brave the cavalry was not well employed. On the other hand, Mexicans did not put as much store in artillery as the Americans. As a result, Mexican guns were more cumbersome and less numerous than those of the "Yanquis". Finally it should be obvious that the Mexican Army would be inadequately supplied during the war. Not only was the government at war with itself but the Mexican economy was not developed to the extent that it could provide sufficient materials on its own. The American Army was, of course, a different matter. While the government and the economy were more robust than that of Mexico, there was considerable opposition to the war in the New England states. Congressional opposition (led by men like Senator Thomas Corwin of Ohio and Representative Abraham Lincoln) while not of great consequence, was an additional irritant. The leadership of the American Army can be considered above that of the Mexicans but it should not be supposed that all our generals were brilliant or even good. Zach Taylor's principal qualification seems to have been his inability to understand that he could be beaten - so he wasn't. Generals Pillow (he later lost Fort Donaldson to Grant in the Civil War) and Twiggs may just qualify as fools at best, incompetents at worst. Political appointees, while not as numerous as in the Mexican Army, certainly made their feeble presence felt in Mexico. General Winfield Scott, however, can qualify as a daring leader. It was the junior officer corps where the American Army really found its quality. West Point officers like Lee, Grant, Sherman, Pickett, Thomas and others all learned to apply their trade in Mexico. The American regular infantry (including some heavy artillery regiments serving as infantry) were well led, well trained and good shots. The volunteers, however, were of a mixed quality. The volunteer's dedication to the war effort was strictly limited to their terms of enlistment. The United States Cavalry was limited to elements of the 1st and 2nd US Dragoons with a few assorted volunteer types. It would be safe to say that given their small numbers, the US horsemen were much more effective than their Mexican counterparts in fulfilling their battlefield missions. The American artillery was, in this writer's opinion, the most tellingof the combat service arms in the war. American guns were light and horse drawn. Artillery crews were well trained and well led by daring (on some occasions even foolhardy) officers. The American artillery was able to provide effective supportforthe infantry and, in some battles like Buena Vista and Palo Alto, largely determined the outcome. The rules for Chapultepec reflect all these items in an easily learned and quickly played format. Playtesting these rules for over a year has demonstrated that most games can be played in two or three hours' time. Although the rules may seem like the beer and pretzel variety, the games we have played have remained close, exciting and with the issue very much in doubt until the last few turns. I would like to give special thanks to the Lakota High School Conflict Simulation Club of West Chester, Ohio and the Buzzkrieger Historical Miniatures Re-enactment Society of Cincinnati for their efforts and advice in developing and gametesting these rules. BIBLIOGRAPHYBauer, K. Jack, The Mexican War 1846-1848, MacMillan Publishing Co., Inc.. 1974.
RulesChapultepec is a set of rules designed for use with 15mm castings for fighting the battles of the Mexican War. UNIT SIZES All US infantry figures are organized as battalions of 12 castings. There will be three figures on a stand measuring 1 "x1/2". All Mexican infantry are organized as battalions of 12 castings. There are two battalions per regiment. Each stand contains four figures on a stand measuring 1 1/4"x 1/2". All artillery batteries contain four figures and one gun per stand. Each stand measures 2"x1". All US cavalry units number between 10 and 12 figures per regiment. Figures are mounted two to a stand. Stands measure 1"x1". Mexican cavalry contains 8 figures to a regiment. Two figures are mounted to a stand. Each stand measure 1"x1". All officers of brigade rank are mounted singly on a 1/2"x1" base. All officers of division or army rank are mounted singly on a base 1"x1". On average a US brigade will contain two infantry battalions if volunteer and three if regular. There will be two brigades per division. Mexican forces will contain four battalions per brigade. Each Mexican division will have two brigades. SEQUENCE OF PLAY 1. Roll for initiative.
Roll for initiative: Each side will roll one six sided die for each army. The high die wins the option of the first or second move. The US player always gets a +1 to the die roll. Roll for activation: The player whose turn it is to move now rolls one ten sided die for EACH BRIGADE in their army and consult the chart. NOTE: Units in a brigade must each be within 3" of a qualified officer to receive the command bonus to move. Units within an activated brigade but outside of the 3" qualification range cannot receive the command bonus. EXAMPLE: The Mexican Army attempts to activate their brigades. The first brigade rolls a 0 and cannot move. The second brigade rolls a 4 and all parts of the brigade may move freely. The next brigade rolls a six and can only activate if the division commander or the army commander is within 3" of the brigade. If any battalion in that brigade is further than 3" away from the division or army commander, then that battalion cannot move. US artillery and dragoons NEVER need a roll for activation. Those units may always move. Movement Each unit which has successfully activated may now move.
2. The unit which is the target of the charge is considered to be pinned in place EVEN IF IT HAS NOT YET MOVED. If the target unit has not moved it may change its facing or formation. B. Units which were not able to activate may change their facing or their formation. C. Units which are moving may change their formation at the end of movement. D. Units which are moving may change their facing, once, at any time during movement.
Modifiers Movement through woods X2 Movement to cross streams/fords X2 Movement to cross linear objects (like walls or fences) deduct 1/4 of the remaining movement. Artillery cannot cross linear obstacles while cavalry can only cross low obstacles. Each hill contour costs the infantry 2" of movement and the cavlary and artillery lose 3" of movement.
2. prolong 2" and fire. 3. limber, move and unlimber. 4. fire and limber. F. Mexican artillery muststaywithin 3" of other Mexican units. Mexican artillery may perform any ONE of the following functions in a turn:
2. fire and limber. 3. limber and move. 4. unlimber and fire. 5. prolong 1" and fire. G. US dragoons may perform any ONE of the following functions in a turn:
2. mount, move 112 distance (may not charge). 3. move mounted and fire. 4. move dismounted as infantry. H. All other US cavalry, Mexican cavalry and all infantry may move and fire in a turn. Firing: A. Artillery fires first. Al I fire is considered to be simultaneous. Casualties caused by artillery fire are removed BEFORE the small arms firing phase. B. Small arms are now employed. Firing is simultaneous. C. Artillery, infantry and cavalry can fire 30 degrees from each flank. D. Firing procedure. Roll one ten sided die for:
2. Each stand of dismounted cavalry. 3. Each two stands of mounted cavalry. E. Roll four ten sided dice for each US artillery battery. Subtract one die for each casting casualty on the battery. F. Roll three ten sided dice for each Mexican battery. Subtract one die foreach casting casualty. The last figure on a Mexican battery cannot fire the guns, but may withdraw them.
A roll of (0) is always a miss. A hit is scored by rolling any of the numbers at the appropriate range and weapons type. Modifiers: Move right one column for each + and left one column for each -.
+1 skirmish target OR artillery fired on by small arms +2 target in woods, behind works, or in buildings -1 firing on a column, flank, cavalry or square. Double any casualties in column formation. G. Units in square or buildings fire 1/2 of their eligible stands, rounding up. H. Units may deploy skirmishers (up to one stand per battalion). These skirmishers absorb all fire delivered to their front. When casualties are taken on the skirmishers they retire to their parent unit and do not deploy again as skirmishers. Skirmishers do not take a morale check. I. Units firing at a charge fire at the 3" range. Units participating in a charge fire at the 5" range. Officers A. Officers must be within 3" ofa unit in order to impart their command bonus for activation. B. Officers are considered to be LEADING their unit(s) when the officer casting is in front of and touching a tleast one stand of the unit(s) in question. Leading troops imparts both a morale and melee bonus but increases the chance that the officer will be killed. C. Officers are considered to be WITH a unit(s) when the officer casting is to the side and touching at least one stand of the unit(s) in question. Being with the troops imparts both a morale and melee advantage but slightly increases the chance that the officer will be killed. D. In case B and C above any unit within 3" of the officers still receives the command bonus for activation. E. Every turn after firing has been completed each side will check for officers casualties. Every brigade that has taken casualties will roll two six sided dice. Any officer within 3" of such a brigade, leading or with a brigade is eligible to be hit. Highest ranking officers are hit first.
2. If the officer is with the unit a roll of 11 or 12 kills the officer. 3. If the officer was within 3" of the unit a roll of 12 kills the officer. F. If the officer is killed the next turn the unit(s) in question are considered to be leaderless. After one turn of being leaderless a new officer will be in place. Morale and melee A. Morale and melee results are now diced for. All armies will check from their left to their right, applying modifiers as they occur. B. Every unit which has taken casualties this turn (with the exception of skirmishers and artillerymen) or any unit which is charging or being charged must roll two percentage dice and consult the appropriate chart below.
*These units will carry out those instructions next turn without an activation roll.
MODIFIERS TO THE MORALE/MELEE CHART -05 every casting casualty
C. US and Mexican artillery batteries never check morale. D. Infantry units may charge only as far as their original targets. If the target is not there after the melee check, the charging unit cannot advance farther than the ground that was held by the target unit. E. Cavalry units may continue on to hit as many targets as they can contact in their allowed remaining distance. Units which have not yet fired may fire at the cavalry. Melee checks for the cavalry cannot be worse than a fall back 20" (in this case from their current position). F. If both units are in physical contact after rolling the melee dice, there will be a melee. Otherwise return to step #1. G. Resolving melees. Both sides will now roll a number of six sided dice. The high dice total wins the melee.
2. Infantry vs. cavalry. Roll one six sided die per stand. 3. Infantry in square vs. cavalry. The infantry rolls three dice per stand, the cavalry rolls one die per stand. 4. Infantry in square vs. infantry. The infantry in square rolls one six sided die per stand. The attacking infantry rolls two dice per stand. 5. Artillery crews always roll two dice. 6. Units which are behind works or in woods and attacked frontally or in buildings roll two dice per stand. 7. Units attacking from the flank or rear double their dice total. 8. If the attacker or defender is in column add one die to the die roll. H. The losing side rolls a six sided die for each unit in the melee. The number generated by the die is equal to the number of casting casualties suffered by the loser. The winner always loses one casualty. I. If officers are present for the losing side roll another six sided die. A roll of 5 or 6 and the officer casting is removed. US flank attack rule: The US player may decide to launch an attack on the Mexican flank or rear. The US player may detail up to two brigades of infan try and one artillery battery for such an attack. A. Prior to the game the US player writes down the precise entry point of his flank or rear attack. B. On turn three of the game the US player rolls a six sided die. He adds the number generated to the number three and the result number is the turn the US flanking force will enter the playing area. C. On turn three the Mexican player will also roll a six sided die. A roll of 1-4 and the Mexican player gets no advance notice of the US attack. A roll of 5-6 and the US player must give the Mexican player one turn advance notice of the attack and the general (within two feet) area from which the attack will come. Optional Rules: 1. Treat certain Mexican troops as US for results on morale and melee.
b. The San Patrico Battalion, a group made up in part of deserters from the American Army, should certainly receive the rule bonus. The San Patricos can be either an artillery battery or a two stand (three figures each) infantry unit. 2. In games where US sailors might serve as infantry have the sailors move and fire as Mexicans (although they should be organized as US infantry). 3. The quality of US volunteers varied. At some battles, Buena Vista being the most obvious example, the volunteers had a lower level of training. Some US volunteers therefore might check their morale and melee as Mexicans. 4. When setting up a game, generally the Mexicans should be in a defensive position. My suggestion would be to have the Mexicans choose the terrain they wish to defend and set up first. Next the Americans would be set up. The objective of the battle should usually be to occupy a road net or a village on a road net. 5. It is strongly recommended that the US forces only be 2/3 or 3/4 as strong as the Mexican. 6. It is possible to handicap players by playing with the odds or having some historical officers, like General Pillow for the Americans, have a penalty attached to the activation rolls. Or it might be possible to give a Mexican player a requirement to fire at a charge with his artillery at a 4" range rather than a 3" range. Back to Table of Contents -- Courier Vol. VIII No. 6 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1989 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles covering military history and related topics are available at http://www.magweb.com |