By Stephen Thomas
Editor's Note: The following rules are printed with the kind permission of Stephen Thomas of 19th Century Miniatures. The rules are intended for fast games that require a minimum of rules reading and a maximum of fun. GAME SCALES Time: 12 turns of game time = 1 hour of real time.
Figures: Any figure ratio can be used with this rule set. The number of artillery pieces that each gun model represents is dependent on the scale. We recommend:
Any convenient figure mounting system is acceptable; individual, multiple, etc. The basic maneuver unit upon which movement, fire, and morale is structured is the battalion/regiment. FIRE AND MOVEMENT All fire and movement are simultaneous except as affected by partial fire, morale effects and orders. All casualties caused by fire are removed after they return fire (if they can). PRE-GAME CONSIDERATIONS Before a game begins, a series of pre-game effects must be determined; orders and stream depth/fordability: Orders: The army commander must write out his battle plan before the engagement, detailing what each players command will be expected to do. Each divisional commander must write orders for each of his brigades each turn to define what they will do. Order changes, once written, will be transmitted down the command chain via courier figures which move at cavalry rates. Once an order change has arrived at its destination, it takes one full turn to read, digest and write order changes for the next command level. Streams: If the scenario does not specify the depth or fording points on the table-top streams, use the following tables to determine. Shallow streams are fordable at all points, deep streams are fordable at all road intercepts. Roll a D10: 1 to 4 is a deep stream; 5 to 10 is shallow. Deep Stream Fording: A test for a ford may be made by moving a stand of troops up to the water and casting a D10. A stand of troops may only have one try for each two feet of stream. A 1, 2, 3 denotes a fordable spot. SEQUENCE OF PLAY The following sequence of play is performed at each step by both sides simultaneously to constitute one full turn of play.
2. Place unit move options 3. Declare charges 4. Move all forced moves 5. Move normal moves 6. Fire artillery/small arms 7. Melee resolution 8. Morale checks MOVEMENT Move options: Units have the ability to do a number of operations in a given turn. The amount of operations allowed depends on their training, etc. CLASS TROOP TYPE
Move, Fire, Face, Change formation, Wheel up to 45 degrees, Limber, Unlimber, Prolong, Mount, Dismount, Charge. Any unit may fire only once. If another operation is done in the same turn, the fire is penalized. i.e., US Regulars in line can move up to 3 x 4" = 12". Terrain Restrictions: Any move which would force a unit to move across terrain or construction that could cause a movement delay, reduces the base move by 1" for I class, 2" for II class and 3" for III class troops. Artillery in woods: (unlimbered only) unformed at all times.
Bodies of water: classed eitheras shallow or deep; shallow water may be crossed anywhere, artillery may cross only if limbered. All units are unformed while crossing and as a result of crossing. Foot and mounted units may cross deep water fords in march columns. Charges: Charges must be made in a relatively straight line. All formation changes, facing changes, wheels, etc. must be finished before the last 3" of a move for foot and the last 10" for mounted units is done. Interpenetration: Units which pass through each other may cause some sort of physical disorganization. One check is made for each unit interpenetrating. To determine if interpenetration occurs, add the modifiers listed below and the number from one ten sided die. The total must equal or exceed 12 for no interpenetration problem to have occurred. If the units cannot make the score, they are unformed. INTERPENETRATION MODIFIERS US Regular +3 Expanding Frontages: Charging cavalry may expand their frontage by one stand for each 5" of forward distance they deduct from their total move. Units locked in close action may expand theirfronts by two stands per flank. ARTILLERY FIREIn order to fire through a gap in a formation, the frontage of the gap must be at least double (x2) that of the artillery. Arcs of Fire: Artillery has an arc of fire of 20 degrees from either side of its base. Any fire outside of this arc must be made by turning the entire battery in the desired direction. Fire over Obstacles: Artillery may fire over low obstacles. No fire may be made into units engaged in close action. Destruction of Constructions: Artillery causes damage to constructions it hits equal to its "points":
6 lber 6 points 8 lber 8 points 12 lber 12 points 18 lber 18 points 24 lber 24 points Once the points equals or exceeds the protection points of the structure, it is destroyed or a 3" gap is created in a wall.
Hasty entrenchments 12 points Breastworks 36 points Redoubt entrenchments 320 points House 18 points Wood fences 3 points Stone fortress 256 points One cast is made to determine whether the construction is hit and another is made to determine whether any units in/behind the cover receive casualties. Spiking Artillery: Since the instances of troops spiking artillery are the exceptions rather than the rule, the spiking of artillery is prohibited. Starting Fires: Whenever artillery is fired against buildings, the possibility of starting a fire is present. Cast one ten sided die; an "8, 9, 0" starts a fire. Artillery on Hills: Artillery may always fire from the hilltops. It may fire from the slope of the slope is at least 10" wide from contour edge to contour edge. Overhead Fire: Artillery is prohibited from firing over friendly troops unles the artillery is at least 1 contour higher than the friends or if friends are prone (except firing canister). The enemy must be at least 10" from the intervening friendly unit before the artillery may fire. Counter-battery Fire: Cast for a hit on the opposing battery in the normal manner. Then re-cast for damage inflicted if a hit is made.
1-6 : 1 crew figure is casualty 7-9 : 2 crew figures are casualties 10 : re-roll:
6-10 - gun destroyed When conducting counter-battery fire, do not use any hits modifiers for hits on the crews. Captured Artillery: Captured guns maybe dragged away by dismounted troops at 1/2 normal unlimbered rates or roped and dragged away by mounted units at normal unlimbered rates. This can only be done if the capturing units have undisputed control over the immediate area. The captured battery may be remanned by excess artillery crews of the capturing side. Firing Procedure: Cast one D10 per gun model firing shrapnel/ball, or the number of dice listed if canister. Add/subtract modifiers that apply. Check the hits table. MODIFIERS
Artillery Crews as Casualties: Whenever an artillery crew becomes a casualty, it is assumed that the nearest infantry unit will provide drafts to replenish the crew, if the friendly infantry unit is within 5" of the battery, otherwise the entire crew is eliminated. The battery then fires at the next lower ability table. This penalty lasts the remainder of the battle. Ranks Deep: Firing on a target in which the artillery can fire "through" 3 ranks of figures with less than 1" separating the bases of the target unit. Enfilade fire is the same as Ranks Deep fire. SMALL ARMS FIRE Fields of Fire: Fields of fire are 20 degrees either side of the ends of the front of the stand. Ranges are measured from the front of the firing stand to the base of the figure of the target. One or two ranks of figures may fire underthese rules; the choice should be made priorto the game. No fire is permitted into a unit engaged in close action. Fire on Officers: Fire may directed on an officer figure in addition to normal fire on the troops, any time the officer is with a unit receiving fire or within 5" of a unit receiving fire. Cast one D10 per officer per unit; a "1" causes the officer to be removed from play. See "Officer Casualties" for effects of officer elimination. An officer casualty check is made only once per turn regardless of how much fire comes his way. Fire from Hills: The maximum range is increased by 1" per contour that the firer is above the target. Fire Classes: Battalions/Regiments are assigned a Firing Class per training, specialty, etc.
I : US Sharpshooters II : US Frontier Volunteers III : US Regulars, Elite Mexicans, US Cavalry/Dragoons, US Irregulars IV : Other Mexicans, other cavalry Firing Procedure: Determine the range and Firing Class. Find the BASE hits score. Apply any modifiers that apply to the number of dice cast; if the score is equal to or less than the BASE, then remove 1 enemy figure per hit. Cast 1 ten sided die per figure firing. MELEE Sequence: Melee combines the various elements of shock action; premelee morale, hand to hand, fire post-melee morale, pursuit, etc. They are fought in the following sequence:
2. Determine whether the charging unit will close 3. Determine whether defender will stand the charge 4. Determine pre-melee fire 5. Conduct melee 6. Check morale of any units which had casualties 7. Check for pursuit by victor Charges: Charges must be made in a relatively straight line. All formation changes, facing changes, wheels, etc., must be finished before the last 3" of a move for foot troops or the last 10" for mounted units is done. All charges must be declared at the beginning of the turn and the intended target unit declared. The charging unit must continue to its target unless intercepted by another hostile unit. CHARGE SEQUENCE 1. Declare charging unit and its target 2. Determine whether the charging unit will close: Unit intending to charge must conduct a normal morale check, with the following modifiers:
Unit ordered to charge prepared works: -1 Any negative result on the morale table will force the intended charging unit to hold its position for the remainder of the turn. 3. Determine whether defender will stand the charge: If the charging unit's morale allows it to complete the charge the defender must check to see if they stand the charge. The unit must take a morale check with the following modifiers:
Infantry in square being charged by cavalry +4 4. Determine pre-melee fire: Cast one ten sided die to determine the range of the volley delivered by the defender and the attacker (if allowed). Then conduct a normal "fire" if the defender/attacker has not already fired during the turn.
5. Conduct Melee: Find the base number of the meleeing unit. Add/ subtract any modifiers that apply. Cast one ten sided die, cross reference the resulting two numbers on the melee table. The number found is the total number of casualties inflicted on the opponent. One round of melee takes place each turn. If neither side breaks contact through a morale check, the melee continues to the next turn. Troop type base numbers:
US Volunteer infantry, US Regular artillery 8 US Dismounted cavalry, Volunteer mounted cavalry, Mexican Regular infantry/artillery/mounted cavalry 7 Mexican militia infantry/artillery/cavalry, Mexican Regular cavalry dismounted 6 Modifiers:
6. Check the morale of any units which had casualties: The unit with the greater amount of casualties within the melee checks its morale first. If that unit does not have an adverse effect, the other unit will check its morale, otherwise the winning unit will check for pursuit. 7. Check for pursuit by victor: The victor of the melee will check to see if it will follow-up on the defeated foe. Units in square do not need to check if they were attacked by cavalry. The unit takes a normal morale check and consults the following table.
3 unit advances 1 "move" 2 or lower unit holds current position All melee and morale check movement takes place the following turn under Forced Moves. Capturing Colors: Units forced back because of close action may lose their colors. Cast one D10, a 1 denotes that the unit lost its colors. Unformed following close action: Units are always unformed following melee. Complete Elimination: If the defending enemy unit is completely eliminated in a melee, the victorious unit may move whatever move distance it has remaining. Building Close Action: A building model represents a small cluster of structures. Each building model can hold 1 figure per inch of diameter. Two-story buildings can hold 50% more figures. A building can be assaulted from any direction regardless if there are any doors, windows, etc., but the unit inside cannot be flanked for melee. Earthen Works: Because of certain physical limitations regarding the placement of model earthen works and artillery/figure models representing defenders, attackers assaulting corners will not be allowed a flank attack modifier. Forming or Facing Attack: Any turn in which a unit is declared a charge target and that unit wants to change formation, face the attack or withdraw and its move would carry the unit out of contact with the charging unit, it will be able to do so if it passes its defenders stand check. MORALE Morale Unit: A Morale Unit is a collection of stands formed into a battalion/regiment of infantry or cavalry, and batteries for artillery. A sub-unit of a morale group is considered to be a morale unit of its own whenever it is separated by 10" or more and/or is out of sight of the parent unit. Dismounted stands of a cavalry regiment are considered a separate group. Once remounted/joined the regiment suffers the worse of any adverse order penalties suffered by either unit. Morale Points: Every unit is given a Morale Point which reflects that unit's ability to withstand adverse conditions.
US Volunteers 4 US Militia, Mexican Regulars 5 Mexican Militia 7 Unorder: There is one type of unorder - Unformed. Reorder: To eliminate the effect of unorder, a unit must regroup, that is it must not advance towards the enemy, nor move back further, but subunits may be rearranged to the player's satisfaction. One full turn is required to reorder. Morale is divided into two categories: Casualty and Fear of Disaster. Casualty Morale: Whenever a Morale Unit suffers a figure loss due to fire or melee, it must check its morale as follows:
2. Cast one D10, add/subtract any modifiers that apply. 3. Determine the relationship of 2. to the unit's base and check the chart for the effect. MODIFIERS
Unit is UNFORMED -2 Per each 10% casualties -1 Officer (see officer influence) varies Unit in or behind cover +1 Charging enemy's flank or rear +2 Infantry in square vs. mounted cavalry +2 Relationship : Effect
Fall Back : Unit moves backwards 9" facing enemy.
Fear of Disaster Morale: Whenever a friendly unit routs within 10" of the front or flank or 5" of the rear of another friendly unit, the standing unit must check its morale as pera normal casualty morale check except subtract 1 from morale if the unit is either a US Volunteer or Mexican Militia unit. Officer Influence: Whenever a model general officer is within 10" of the front or flank or 5" of the rear and in sight of the unit testing, his influence factor comes into play.
Scott : on a D10 1-8 equals a "2", 9-10 equals a "3" Mexican
Other Officers: Officers not listed above must roll on the following table to determine their influence factor.
Officers called upon to influence units which are not under their immediate control do so at a -1 to their influence factor. Officer Casualties: Whenever a general officer is eliminated, those units under his direct command suffer inability to change current orders. If an Army/Divisional/Brigade officer is eliminated, in order for a unit of that command to change its orders it must roll a 1 or 2 on a D10, adding his influence to the die roll result. If the next higher officer wishes the unit's orders changed, he may ride over to the unit and personally issue new orders, but he must remain with the unit until the command structure is reordered. To determine how long it will take to reorder, cast 1 average die, the number cast is the number of turns required. A unit whose officer is eliminated will remain under its current orders until reordered or it has to follow a forced move because of a Morale Check or Melee, in which case it can follow new orders after suffering the forced action. ADDITIONAL CONSIDERATIONS Converged Units: Two or more depleted units may be combined into one unit. The new unit may not exceed the strength of the larger of the two converging unit's starting size by 25%. To combine, the two must remain stationary for 2 full turns, not engaged in firing or melee. Artillery units whose section is eliminated may be amalgamated into a depleted crew. Casualty Returns: Figures eliminated by a battle will be returned at the following rates for campaign games:
Winner 50% return. Prisoners captured during a battle are to be escorted back to the captor's baggage park. One figure of guards is required for each 10 figures of prisoners. Visibility and obstructions: The visibility of objects/troops is lowered as the battle progresses.
Sighting distance in woods and built up areas is 3".
Units inside of a woods must be on the very edge to sight out of the woods and units outside of a woods can only sight units inside the woods if the units inside are on the very edge. Fire may be directed on units inside/outside by/from units away from the edge bythe use of suspicion fire only; +2 to hit. Sighting over Obstructions: Multiply the number listed by the distance the observer is away from the obstruction. The number calculated is the distance on the far side of the obstruction after which the observer can again see clearly.
ENGINEERING Breastworks: Constructed at the rate of 1" per figure per game hour. They can be tom down at the rate of 2" per hour. Other Demolitions: One specialist figure can prepare a charge that will destroy a 3" section of construction in 1 hour. Cast 1 D6 die, al-5 denotes that the charge went off. Otherwise the specialist requires 2 turns to reset the fuse. Pontoon: Two figures of specialists require 1 hour to bridge a 4" gap. Repair requires 1 figure 1 game hour to fix per hit. Dismantling: Of walls, fences, etc., are done at the rate of 1" per figure per turn; stacked stone walls at the rate of 1" per 2 turns. Units without work equipment cannot tear down mortared walls. Units with equipment take 3 turns per stand per 1 inch. HIDDEN UNITS Any unit on the tabletop and not in sight of the enemy will be represented on the table by a numbered marker. Once the unit is sighted, the marker is replaced by the figures of the unit. Dummy markers can be used to confuse the enemy. NATIONAL CHARACTERISTICS Mexicans used oxen/mules to pull their artillery, hence the slower rate of movement. Mexicans also tended to fire counter-battery also once unlimbered, Mexican artillery cannot be moved as once placed at the beginning of a battle, the Mexicans rarely moved their pieces. UNIT ORGANIZATION USA MEXICO FORMATIONS Line: Single line of stands, 1 deep, each touching the edge of the next. Depending on your preference, a line can be 1 or 2 figures deep. To have more than one line behind another, there must be more than 1" separating lines. Tactical Columns: A tactical column, used for assaulting enemy positions, must be within the minimum dimensions-4 figures wide, 4 deep. Generally a tactical column is widerthan it is deep, with at least 4 figures deep by 8 wide. March Column: One stand front with each of the unit's remaining stands faced alternately in either direction behind the front. Anchored Line: A foot unit may form a sort of square by placing its open flanks on terrain/constructions which are not passable by cavalry. Units forming an anchored line must be of battalion size or less. Skirmish Line: Formation with the stands of a unit with skirmish ability spaced out with a minimum of 2 stands width between them. A skirmish line can operate no closer than 10" from the unit it is covering. Square: There are two types: hollow and solid. Units in line of battle form hollow square. Squares may be of battalion size to regimental size, with the battalion being the most popular. To designate a square, either place the stands of the battalion in a rectangular formation for a hollow square or place a square marker on top of a column forming a solid square. If there are an unequal number of stands, place the more numerous side towards the enemy. Cavalry: Can form the following as described above: Line, March Column, Tactical Column. Back to Table of Contents -- Courier Vol. IX No. 3 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 |