RULES FOR THE CONDUCT OF THE YANKO-SPANKO WAR
OR
"THERE'S GOING TO BE A HOT TIME
IN THE OLD TOWN TONIGHT!

By Greg Nichols of HATSOFF



On April 21st, 1998, the centennial of the opening of the Spanish-American War, the EIATSOFF wargame group will begin our campaign to celebrate the glorious introduction of America's Imperialist- Expansionist idealism, a period by the way we are still involved in. When one first looks at the Yanko-Spanko War as a wargame, one seems a bit turned off by the fact that it appears so one sided, and was of such a short duration. In reality, had the Spanish commanders made a few different decisions, the outcome would have been very different entirely. Many years ago, I had a conversation with Spanish-American War enthusiast Greg Novak. Afterwards I began collecting books on the period, a collection which I'm not so proud to say numbers almost 100 books. Reading a number of the period pieces, I fell in love with the jingoistic attitude many of the writers propagandized in their works. Over the years I began collecting figures from Frontier, Friecorps, and recently from Richard Houston's Lizard Grin in 15mm scale. I decided I wanted a Tactical level game so I decided on a scale of I figure equalling 25 men. This led to three figure stands representing a platoon, with two platoons to the company, and four companies to the battalion. Each battalion then would also have a three figure command stand for organizational purposes. As the

Americans often were down to 100 men per company in the field I wrote an optional change in the rules that changed the scale to 1:20 for the Americans, while the Spanish who's companies often numbered 180 or so would be a scale of 1:30. This makes for some interesting possibilities, but adds to the problem of record keeping.

HATSOFF began playing this period about a year ago using the rules I wrote, and which follow this mindless dribble. We have recreated many of the actual combats that took place in Cuba and the Philippines, not all of which turned out to be overwhelming Yankee victories, to say the least. With the impending centennial of this period, and the recent Ted Turner film on the Rough Riders, I believe we will see a number of Gainers out there finding the allure of this Splendid Little War, Good wargaming and thanks for listening.

SPLENDID LITTLE WAR
Conduct for the Accomplishment of American Imperialism
by Greg Nichols HATSOFF

I. Introduction

Scale: Ground scale is 1" equals 35 yards
Figure scale is 1 figure equals 25 men
Optional scale 1 fig. = 20
Americans/Insurrectos and 1 fig = 30
Spanish

Sequence of Play: All simultaneous Write orders (see VI)
Move Commanders/Couriers
Facing changes, reformations, flank marches
Charge moves
Other movement
Firing
Morale tests with called for movement
Melees
Complete routs, rallies, etc.

II. Movement

A 1.) Infantry in line/assault Col. move 10" (charge 12")
2.) Cavalry in line/assault Col. move 15" (charge 20")
3.) Artillery prolongs 4"
4.) Columns of Rout 24"
5.) Generals/Couriers - 36" (no restrictions)

B. Modifiers

1.) All movement is to be made in straight lines to front, flank, rear, or oblique. All charges are straight ahead. Columns may "guide" in order to reach the specified objective.

2.) One half turn is required to reform for infantry or cavalry. Artillery requires 1/4 turn.

3.) Wheeling lines are measured along the "outside" edge, without loss of movement.

4.) "Facing" requires one inch of movement for each face (i.e. lines moving to the rear by facing reduce 2" from move).

5.) Flank marches and rear march facing enemy are at half speed.

6.) Obstacles such as barbed wire, fencing, walls, ditches, etc. require units to halt when reached. If "under fire" will take morales test to pass; otherwise may cross next turn with L/4 reduction., 7.) Woods and/or jungle growth reduce movement in line by 1/2 (and column by 2/3 unless on path).

8.) Fording streams is as obstacle (#6 above). Fording rivers is at half speed.

9.) Pass thru friendly troops with one inch reduction of movement from each.

10.) Going to ground takes 1/2 move.

III. Firing

A.) Small arms fire

1.) All rifle fire is directed to the most immediate target. Primary targets are to the front with secondary targets to the flanks. Fire may reach to 30 degrees from each flank of the unit firing-'

2.) Units will fire once per turn following the end of normal movement (I-2.F).

3.) Rifle fire may not take place over the heads of friendly units on the same level. Friendly units on a lower level beyond 4 inches may be fired over.

4.) Rifles fire at throe ranges: short Ol'-1211; medium 1211-24"; long 2411-36".

5.) All firing in woods is at one half ranges.

6.) To determine losses from small arms fire roll over average die times the number of full 50's firing at the target subject to the following modifiers (which are accumulative):
-1 firing while suppressed a.) +1 from cover -1 at soft cover/suppressed unit
+1 at columns/enfilade
-2 at works +2 from works
b.) Ranges multiply by 1/4 at long, by 1/2 at medium, and by one at short. c.) Assault colurrms fire the full 50's of the lead company only.

7.) Units using black powder weapons (i.e. U.S. National Guard, Spanish Militia, Insurrectos) will place cotton in front of their position if firing from cover.

8.) Infantry units may expend up to twenty "Rounds" of fire.

B.) Artillery

1.) Battery fire will be conducted by gun section (1 casting representing 2 guns). Batteries will cover in arc of fire 45 degrees to either flank.

2.) Batteries will fire once per turn, following normal movement (I-2.F).

3.) Batteries may not fire over the head of friendly troops on the same level. They may fire over the heads of friendly troops on a lower level and at least 611 distant.

4.) Artillery range is 72" for shell fire, and 15" for cannister

5.) To determine losses from shell fire multiply the number of guns firing (2 per casting) times an average die roll modified as follows:

+1 at column
+1 at buildings
+2 at enfilade
-2 for works

6.) To determine losses from cannister fire, multiply the numbers of guns firing times an average die roll times 5 modified as follows:
+1 at columns
-1 for soft cover
+1 for enfilade
-2 for works

7.) To determine losses from counter battery fire one must first locate the target as follows: a.) American/Insurrecto batteries will place cotton to their front after each fire. b.) To locate Spanish artillery the firer must roll a 2 or 5 on an average die once each turn until located. c.) Counter battery hits will be successful on a roll of a I on a 10 sided die modified as follows: +I at Timbered artillery. Successful hits will result in loss of one gun an 10 men.

8.) Each gun section contains 30 men. Five men are recruited to maintain fire for each gun.

9.) Optional ammo rule: Batteries roll (at beginning) of each game) 2-10 sided die for number of rounds of shell and one- 10 sided die for number of rounds of cannister.

C. Machine Gun Fire

1.) Machine gun range will be a maximum of 36"

2.) Each gun section contains 2 guns and 30 men. It requires a minimum of five men to man each gun.

3.) To determine losses from machine gun fire, multiply the number of guns firing times an average die Roll times the following: a.) At range 0-18" times 5
b.) At range 18+ - 36" times 3

4.) Fire die rolls are modified as follows: +2 at columns
-1 at soft cover
+1 at enfilade
-2 at works

D. Fire Losses

1.) All losses should be distributed among units within the firer's arc of fire.

2.) Units within line of a charge may fire in support of other units if the firer did not move or change formation that turn.

3.) Columns of route do not fire.

4.) Officers with a unit can be wounded on a 10d roll of 9-10.

IV. Morale

A. When to Take Morale Tests:

1.) Each time fired on
2.) When declaring a change
3.) When successfully charged
4.) Flank tests (see VI-6)
5.) Rallying

B. Morale is based on percentages as follows:

1.) U.S. lst Vol Cav.: 120%
2.) U.S. Regular: 110%
3.) U.S. National Guard: 100%
4.) Spanish regulars: 90%
5.) Spanish colonial Militia: 80%
6.) Insurrectos: 70%
C. Modifiers: 1.) +10% in cover 2.) +10% Brigadier with unit 3.) +20% in works 4.) +20% charging flanks/rear 5.) -10% Militia/Insurrectos charged in works 6.) -l 0% any units fired on by machine guns 7.) -l 0% for each 10% loss 8.) -l 0% while in disorder 9.) -l 0% Brigadier/Commander lost 10.) -20% Militia/Insurrectos charged in open 11.) -25% received enfilade fire/column route

D. Morale Failure Results

1.) Loss by 1-10%: Unit suppressed, goes to ground, remains in good order. Column of rout will form line next turn (can move 1/2)

2.) Loss by 11 -20%: Unit withdraws 1/2 move in good order seeking cover, can fire on following turn.

3.) Loss by 21-30%: Unit withdraws fall move, in disorder, cannot fire on following turn, rally automatic if not fired on.

4.) Loss by 30% +: Route double normal move roll to rally.

V. Melee

A. Melee is initiated by units that are ordered into contact with opposing units by a charge. The melee is conducted as follows:

1.) Units moved into contact without a charge order must withdraw to no less than 2" from opponents.

2.) Units may be ordered into Melee from half company, company(s), Battalions, Regiment, Brigade levels. This must be written at the appropriate level on the corresponding roster sheet.

3.) The standard infantry unit will be the company of 150 men. Batteries will have 30 men per section (10 men/figure). Cavalry also will have 150 men per squadron (2 troops). Cavalry that begins a game mounted and later wishes to fight dismounted must maintain 25% of it's strength as horse holders.

4.) To determine victor of Melee unit strengths will be totaled and multiplied by an average die roll. The higher number is the victor. Troops who fail morale to charge, or stand but don't flee are -I on melee die roll.

5.) Victor of Melee will deduct 5% of opponents strength. Loser will deduct 10%.

6.) Loser to Melee will rout double normal move to rear. Actual movement will coincide with direct rear, line of march, line of supply, line of lease resistance, whichever is most appropriate.

7.) Victor of Melee may choose to halt in place or continue to pursue one half move.

8.) Any unit struck in flank or rear or any column of rout will automatically be defeated with 20% loss and 5% to winner.

9.) Being "flanked" is defined as having a charging unit's line overlapping the opponent's line and has at least one figure extending past it's rear.

10.) Units in works, buildings, fortifications, or towns have no flanks.

VI. Orders

A.) Players will complete roster sheet for their command.

1.) Commands can be broken down to company levels for orders.
2.) orders are to be written for each "unit" on every turn.
3.) Orders may be as simple as an arrow showing direction but must be specific enough that opposing players should be able to understand (in the event they catch a glance at your roster.)
4.) Losses are to be recorded on the roster each turn.
5.) Troops must not be ordered to accomplish tasks for which they are not capable within this period.
6.) Units ordered to expose their flanks to immediate assault, infantry close range fire, or cannister, must take a morale test prior to this movement.
7.) "Chain of Command" should be followed at all times. Troops will continue to follow orders from above until new orders are received; their task(s) is accomplished: or they are required to protect their own flanks or rear.

VII Closure

A. All above rules are subject to the flexibility of two players agreeing upon any adaptation within the context of the game to overcome an unforeseen event.


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© Copyright 1998 Hal Thinglum
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