By Ken Skinner
In this article, I hope to present six sets of rules usable for the Mexican- American War of 1846-1848. This list is not exhaustive, but is limited to rules that I have actually played. I hope, before the theme year ends, to submit another article covering the rules systems I have not played up to this point. Also, not listed, are all the Napoleonic Period or American Civil War rules that can be converted to the period in question. CHAPULTEPEC Scale: All infantry units are of 12 figures. The U.S. are mounted as four, 3 figure stands, and the Mexican on three, 4 figure stands. Cavalry are on 2 figure stands, 4 stands for the Mexicans and five to six stands for the U.S. All artillery batteries contain 4 figures and one gun. These units are then organized into brigades and divisions. No ground scale is given. Movement: The commanders of each army roll a six-sided die, high die chooses whether to move or counter-move. The U.S. player always adds "one" to his roll. After this has been determined, the moving player rolls a ten- sided die to activate each brigade on his side. The U.S. and Mexican forces have different activation charts, with the Mexicans having less chance of being able to move. Movement allowances in the game are quite large; infantry in line may move ten inches, charging cavalry moves twenty-two inches. There are also special rules for the functioning of artillery, with each side having their own qualities. Here again the Americans have the advantage. Fire: All fire is conducted after movement is completed by both sides. This is done by rolling a ten-sided die per stand and cross-indexing the results on a fire chart by matching the range with the type of weapon and the nationality of the firing unit. Here again the Americans have the advantage. Morale: Both sides check morale as needed by unit. Two percentage dice are rolled and compared to the chart. Each nationality has its own chart, with the Americans once more having the better results. This phase of the game is much like the morale segment of "On To Richmond". Melee: Any units in contact after the morale phase are in melee. This is resolved by throwing a variable number of six-sided dice per stand. The winner of the melee is determined by the total number achieved on the dice, high number winning. Commentary: I first came across this set of rules at an HMGS Minicon in 1985 and always thought they should be more widely available and was glad to see them published in THE COURIER. The fact that the rules are "period specific" with each side having their own sets of charts reflects the period very well. Because of the advantages enjoyed by the U.S. player, it is strongly recommended by both Mr. Lubber and myself, that the Mexicans outnumber the Americans by at least 25 percent. In a refight of Palo Alto (the traditional versions, with the U.S. outnumbered 2:1) the Americans won handily, as most of the Mexican Army remained immobile (bad rolls on the activation chart) for most of the game. It should be noted that these rules are intended for use with 15mm figures. COLONIAL RULES Scale: One figure equals 20 men, one inch equals 20 yards (using 25mm figures), one turn equals 1-15 minutes. Figures are mounted so that each stand equals a company. These are organized into battalions and so on up the line, with a brigade per player about right. Movement: Before, the game begins, a "game order" is written for each unit indicating the unit's general role in the coming battle (attack, hold, skirmish, etc.). At the beginning of each turn a specific order is written for each unit that conforms to its general orders. Movement is then carried out simultaneously, charges being declared first. Fire: Fire is simultaneous and is calculated by a six step method. First, cross index the type of weapon firing with the range to get a base number. This number is modified up or down by type and class of firer, movement of target and firer, target formation and cover and miscellaneous factors. This final number is cross indexed with the number of figures firing to get the number of casualties inflicted. In practice, this procedure plays faster than my description may imply. Morale: Morale, called reaction in the rules, is the heart of the game, and is checked when a charge is declared, after a melee and when certain casualty levels are reached by a unit. The system used is, to my knowledge, unique to Newbury. For example, aftera melee, both sides throw 2 average dice. The total of the loser's dice is subtracted from the winner's and this is is the base number. This number may be positive or negative and is modified by the "reaction factors". Each player goes through an exhaustive list of situational modifiers either adding (i.e. support to the rear) or subtracting (i.e. enemy better class), or cancelling out (both sides have a general within 15 inches) numbers to the base number. This number is then matched to the troop class (A-D) and the result ("morale steady; Halt one move") applied. Again, to a player familiar with the rules, this procedure is less cumbersome than it may sound. Melee: Melees are fought on a company vs. company basis. Stands are lined up against each other, the number of figures fighting is determined and this number is cross-indexed with a modified "melee tactical factor" (i.e. "uphill", "lance armed") for a casualty number. Morale and winner or loser is determined by stand. Commentary: Although it may seem odd to list a "colonial" set of rules in this article, the fact is that these are the rules that the group I game with use most often for this period. The rules work very well on a brigade level one-on- one game, but for the Cecil B. Demille cast-of-thousands production style games my friends prefer, it is imperative that all the players have a knowledge of the rules or the game may bog down in the charts. THE COMPLETE BRIGADIER Scale: One figure equals 20 men. Figures are mounted three to a stand. If not creating an actual order of battle, Mr. Grossman suggests a standard unit of twenty-four figures. For distance scale one "space" equals twenty yards. A "space" is equal to the width of a three figure stand, which varies according to the size of the miniatures you use (got that?). Each player commands a brigade. Movement: Simultaneous written orders are utilized in these rules. The key here is that the turn for which the order is written depends on the distance between the unit and its brigade commander. For example, if the brigadier is within five paces of a unit, that unit may receive an order this turn. For a unit between 15-30 spaces away, the order cannot take effect for three turns. This in effect forces the brigade to operate as a compact formation or risk having a unit out on a limb waiting to be told what to do next. Fire: One six-sided die is thrown for every fifty "real men" in a unit. A modified "six" is required to hit in most cases. Mexican modifiers make it virtually impossible for them to score a kill after the initial volley. This seems a little extreme. A major feature of the game is that once a unit is in a "firefight" (i.e. gives and receives a casualty) it is out of the player's control and locked into the "firefight". Morale: This is the easiest part of the game. A chart is provided on which you cross index the unit's current percentage of remaining figures with a base modified by the usual situational factors. This method determines the unit's current state of mind (i.e. "confident", "routed"). Melee: These are fought after the fire and morale phase. Multiply the number of figures in contact by a hand-to-hand factor and add the unit's remaining stamina points. Divide the higher number by the lower to determine the level of victory on a ratio chart. The trick in this game is to hit a unit an a flank. The defender is automatically routed at no loss to the attacker. Commentary: This is my personal favorite for this level game. For a detailed battle report of a game played in the period of the Texas Revolution, please see the issue of THE COURIER referred to above. DEUELLO Scale: One figure equals 8 men. Figures are mounted on company size stands. Each player commands one battalion. Movement: Simultaneous written orders are used. Movement rates vary widely from an infantry battalion in line in rough terrain moving one inch to cavalry galloping down a trail at 36 inches in column. Fire: This is calculated by multiplying the number of figures by weapon effectiveness based on the range to the target. This number is modified by the situation of the firer (i.e. disordered x 1/2, first volley +1, Mexicans at long range -3). After the number of hits is found, saving throws are made. Casualties also affect a unit's morale. Morale: Any unit fired at checks morale by throwing two six-sided dice and comparing the unit's morale rating to the modified result. A unit's morale rating may be changed every turn by the unit commander expending his "charisma points", which introduces an element of role playing into the game. Melee: This is computed by multiplying the number of men fighting by a modified weapons factor and cross-indexing this number with the unit's current morale rating. Commentary: This set of rules is period-specific for the Texas Revolution of 1836. They give a good tactical level game with each player managing one battalion. A fair amount of paper work is involved with the use of "charisma points", but the result seems to be worth it. Our playtest game had a unit of U.S. "Regular" Volunteers overrunning the Mexican artillery which was being guarded by Mexican cavalry. As the cavalry's commander said at the beginning of the game, "I don't know what to do with cavalry", so he did nothing! GENERALSHIP, THE AMERICAN WARS Scale: One figure equals 25 men, with stands organized at the battalion level. Movement: Before the battle, game length orders are written for each unit. In order for these orders to be changed, a commander-in-chief must spend "command points", the number of which is determined before the game starts. Movement is alternating, with each player drawing a card from his own deck; each card has the name of a unit on it. A die roll issued to determine who draws first. Fire: One six-sided die is thrown for every fifty "real men" in a unit. A modified "six" is required to hit in most cases. Mexican modifiers make it virtually impossible for them to score a kill after the initial volley. This seems a little extreme. Morale: A unit checks morale when it is faced by a varying number of "threats". A "threat" can be "enemy to rear within 12 inches equals one threat", "lost last round of melee equals two threats". The number of threats a unit can face before checking morale varies by its class. A militia unit can only face one threat. An elite unit does not check until the threats equal four. The check is made by rolling below the unit's morale rating with a ten-sided die. Melee: Close combats are fought by any units still in contact after fire and morale. To fight a melee, throw one die for every two figures with a modified 5-6 causing a kill. Commentary: These rules are intended to cover all the wars fought by America on its home ground, with period-specific modifications. It is a nice basic set of rules with some twists in its morale and "command point" systems. Our test game was another refight of Palo Alto, using the unit strengths as given in the scenario provided in the rules. The Mexicans won this time as the mass of their infantry held up the U.S. long enough for the Mexican cavalry to negotiate the rough terrain on the American flank and hit the Gringos in the rear. [As an aside, "Gringo" has nothing to do with U.S. soldiers singing "Green grow the Lilacs". It is a Spanish word that goes back to at least the 16th Century and roughly translated means, "one who speaks Spanish with a very bad accent. --Skinner] WARGAME RULES: 1685-1845 Scale: One infantry figure equals 50 actual men; 1 cavalry figure equals 40 actual cavalry troopers; 1 gun model equals 2 actual pieces. Ground scale varies with figure size. Movement: The core of these rules revolves around the play sequence. A complete turn consists of a 48 step, 12 phase, interactive alternating movernent-fire-melee- morale system. Once this system is under control wrote it out on a playsheet and gave each player a copy) the rest is easy. Fire: This is done very simply. Cross index the type of fire and range with the type of target to get the "hit" number needed to roll on a six-sided die. One die is rolled per stand firing. Morale: There are eight reasons to check morale and each reason has its own chart. These charts list a small series of situations, each with a positive or negative number. The testing player goes through the list and has to beat the resultant number with one six-sided die roll. Simple and neat. Melee: Hand-to-hand combat is resolved for any opposing stands still in contact after fire and morale checks are done. Stands are matched up and a checklist is gone through to see which side has the tactical advantage. Each player throws one six-sided die per stand with the player at advantage having more changes for a hit per die. Another easy process. Commentary: This set of rules is my personal favorite for divisional or greater games. The simplicity of the various games systems (other than the clock-like play sequence) is a great surprise for any gamer only familiar with WRG through their ancients rules. By the way, Mr. Barker's assertion that the rules cannot be used after 1845 because a handful of Texas Rangers had revolvers can be safely ignored. Helpful?I am hopeful that this overview can help you choose a set of rules with which you can be comfortable. There are other rule sets available (Rusty's Rules- the Theme Editor's favorite, and "A Little More Grape Mr. Bragg", a period-specific set from England to name two) and I hope to do a followup article on these in the near future. EDITOR'S NOTE: Readers should also watch future issues of THE COURIER for a set of Mexican-American War rules by Stephen Thomas of 19th Century Miniatures. Back to Table of Contents -- Courier Vol. IX No. 2 Back to Courier List of Issues Back to Master Magazine List © Copyright 1989 by The Courier Publishing Company. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |