by Buck Surdu
Copyright 1997 Battles for Empire Publications
This document may not be reproduced in any form without the prior written permission of Battles for Empire Publications. Copies of the command chips may be reproduced for the personal use of the purchaser of this set of rules. Tactical Rules
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Weapon Ranges (in inches) | |||
---|---|---|---|
Weapon | Short | Medium | Long |
Ad hoc | 0-2 | 2.1-4 | 4.1-7 |
Musket | 0-4 | 4.1-8 | 8.1-14 |
Rifle | none | 0-12 | 12.1-19 |
Rifled Musket | 0-6 | 6.1-15 | 15.1-24 |
Pistol | none | 0-1 | 1.1-2 |
3lb art. | 0-4 | 4.1-8 | 8.1-16 |
6lb art. | 0-5 | 5.1-11 | 11.1-22 |
12lb art. | 0-7 | 7.1-13 | 13.1-26 |
24lb art. | 0-8 | 8.1-16 | 16.1-32 |
Ad hoc weapons are collections of shotguns, muskets, worn-out flintlocks, pistols, etc. Many militia units, including many of the Texans at San Jacinto were armed with ad hoc weapons.
The players can use tape measures to determine range, or they can mark the ranges from this chart onto sticks, with each range band a different color. We use sticks, because the wide color bands are easy to see from across the table. Range is measured from the center of all eligible firing castings to the center of all eligible target castings. Eligible castings must be within he legal firing arcs as described previously, not blocked by terrain, and within maximum range.
1. First, the player determines the starting column for the Combat Effects Chart. For infantry or cavalry units in short range, this is two times the number of castings firing. For units in medium range, this is the number of castings firing. For units at long range, this is one-fourth the number of castings firing. This range is measured from the center of the firing unit to the center of the target unit. If the firing unit is also mounted, the number of figures is multiplied by 1/4.
For artillery, range and the poundage of the gun determine the initial column used. For artillery in short range, the column used is three times the gun's poundage. At medium range it is one times the poundage of the gun. At long range it is one third of the gun's poundage. Each cannon casting fires separately. The initial columns are numbered zero through sixteen. These numbers have no meaning except to help players apply modifiers. All fire and melee modifiers are read as column shifts.
2. Once this initial column is determined, this column may be modified as indicated in row 2 of the Firing Procedure chart. All modifiers are column shifts; a negative modifier shifts the column one to the left (e.g., from 4 to 3), and a positive modifier shifts the column one to the right. Any shifts left of column 0 are treated as column 0, and any shifts right of column 16 are treated as column 16.
Units may fire at skirmishers (-4 modifier), or they may fire at the unit behind the skirmishers (-2 modifier), but not both.
2. Once the final column is determined, the player rolls 1d20, cross-indexing this roll with the final column. The resultant number is the total number of losses inflicted on the target unit.
Allocating Losses: The general rule is that all the odd numbered losses (e.g., 1, 3, 5 ... ) are stragglers, and all the even numbered losses (e.g., 2, 4, 6 ... ) are casualties. This general rule is modified in three cases. If the target unit is in column or square, all losses after the first (e.g., 3, 4, 5 ... ) are casualties. If the firing unit is firing on the target unit's flank, all stragglers are doubled. If the firing unit is firing on the target unit's rear, all stragglers are tripled. These modifiers are cumulative. For instance a column fired on from the rear, receiving three losses would convert the second straggler to a casualty. Then it would triple the remaining straggler.
U.S. artillery batteries only take one straggler per turn from fire, regardless of the results of fire. (If three losses were indicated on a U.S. battery, they would take one straggler and one casualty, ignoring the second straggler.) Texan and Mexican artillery batteries take stragglers normally. (They take stragglers normally as a result of melee.)
Definition of Flank and Rear: Each unit has a front zone, a rear zone, and two flank zones.
The flank zone for a unit is traced in a 30-degree angle outward from the front and back comers of the unit. If more than half (rounded up) of the firing castings are within the flank zone of the target unit, the firing unit gets credit for a flank attack: The rear zone of a unit is the area between the two flank zones behind the unit. If more than half (rounded up) of the firing castings are within the rear zone of the target unit, the firing unit gets credit for a rear attack.
Initial Volley: The first time an infantry or a cavalry unit fires, it gets a +2 column shift. This is because after the first volley, a significant portion of the units' muskets will be fouled and/or misfire. A unit gets only one initial volley in a game. If a unit which has not used its initial volley is involved in a melee, its initial volley is wasted without the unit ever getting the modifier (i.e., the initial volley does not count in melee, but the unit has fired its muskets).
Ammunition: If a unit rolls a 1 on the d20 when firing, the unit is low on ammunition for the remainder of the game. This means that the unit multiplies the number of firing castings by 1/2 for the remainder of the game.
Breaking: If the target unit has more stragglers than effectives as a result of fire, the unit immediately breaks. The owning player rolls a retreat move away from the enemy, possibly accruing additional stragglers as a result of this move. All firing within a phase occurs simultaneously, so a unit with a fire order for that fire phase which breaks as a result of fire may still fire with all castings present at the beginning of the phase. If an artillery unit breaks as a result of fire, the gunners take the guns with them.
The melee procedure is very similar to that for firing. There are, however, extra steps that are involved in melee: rolling to close, rolling to stand, and possibly rolling to form square. (All of these steps occur during the Melee phase.) The only way for a melee to occur is for at least one of the units involved to have declared a charge; moving units may not move closer than one inch from an enemy unit without charge orders. Units in skirmish formation may only declare charges at other units that are also in skirmish formation.
If the charging unit does not have enough movement allowance to close with an enemy unit, it moves the entire rolled distance. Then the charging unit takes an additional 1d4 stragglers. This rules is meant to simulate the disordering effects of charging and to discourage charges that are unlikely to close.
Rolling to Close: If any portion of the charging unit contacts any portion of an enemy unit, the charging unit must roll to close. Very often units would stop short of the enemy and start a firefight rather than actually initiate a melee. To reflect this, after receiving defensive fire (if the target could fire), during the Melee phase the charging unit must roll to close. To do this, the charging player rolls 1d20 and subtracts the total losses from the charging unit from fire this turn. The player then adds all the modifiers shown on the chart. These modifiers are in pairs; the first one applies to rolling to close, and the second applies to rolling to stand. The player then looks up this modified die roll on the Roll to Close or Stand chart, following the results listed. A quarter volley is a volley with only one fourth of the eligible figures. If the unit has to take additional stragglers, and these straggles force the charging unit to break, the player immediately rolls a charge move away from the enemy, possibly accruing additional stragglers as a result of this move. Units automatically close with the rear of a retreating enemy or with skirmishers; no roll is necessary
Rolling to Stand: If the charging unit successfully closes, the target unit must roll to stand and attempt to repel the charge. The procedure is exactly the same as for rolling to close; however, only total casualties are subtracted from the die roll, not total losses. If the unit breaks as a result of rolling for stragglers, the player immediately rolls a retreat move away from the enemy, possibly accruing additional stragglers as a result of this move.
A result of retreat in this case is not the same as breaking. The unit must retreat straight away from the charging enemy unit (facing away from that unit), but it can be issued orders normally next turn, and it does not have to rally. If after the retreating moves, the charging unit still has enough movement to make contact, melee ensues. This melee is considered to be against the retreating unit's rear.
Definition of Flank and Rear: Each unit has a front zone, a rear zone, and two flank zones. The flank zone for a unit is traced in a 30-degree angle outward from the front and back comers of the unit. If a charging unit spends its entire move in the flank zone of an enemy unit, it gets credit for a flank attack. The rear zone of a unit is the area between the two flank zones behind the unit. If a charging unit spends its entire move in the rear zone of an enemy unit, it gets credit for a rear attack.
Charging Through Skirmishers: When a charging unit meets a line of enemy skuimishers, the skirmishers must fall back. To do this , the skirmishers roll a normal movement roll (even if they have already fired in the First Fire phase). They then withdraw the distance indicated by this roll. If the charging unit strikes the skirmishers anyway, all of the skirmishers become stragglers. If the charging unit has movement remaining after scattering the skirmishers, the unit may continue its charge, possibly contacting a formed enemy unit.
Melee Procedure: If the charging unit closes and the charged unit stands, melee occurs. As for fire, the first step in melee is to determine the starting column on the Combat Effects Chart. In melee, all effectives in the units in contact count as participants. If a unit is attacked on the flank or rear, it only counts half of the effectives in contact.
This initial column is modified in exactly the same manner as it was for firing; however, there are a few additional modifiers and two exceptions. The exceptions are for skirmisher units and artillery crews. Rather than applying the -4, fire modifier when attacking a unit in skirmish order or an artillery crew, the attacking unit applies a +4 modifier. lf both units, however, are in skirmish formation, neither unit applies a skirmish modifier.
The cavalry vs. mounted rifles modifier should be used when saber-armed cavalry melees against cavalry with no melee weapons (like mounted rifles). Some units of mounted rifles are armed with sabers. In this case, the modifier should not apply.
The smaller side in a melee uses the outnumbered modifier. The smaller side divides the difference in the size of the forces in contact (the A) by five, rounding down. This number is applied as a negative column shift. For instance a unit outnumbered by six castings would apply a -1 column shift, while a unit outnumbered by 3 castings would apply no column shift.
The additional melee modifiers are selfexplanatory. Both players then roll 1d20 allocating losses in the same manner as for fire. The effect of column formation on loss allocation is not used for melee; melee losses are allocated against columns normally.
If after both players have taken casualties, neither side has broken, immediately roll a second round of melee with the remaining participants. If after this second round, neither unit has broken, the two units are locked in melee for subsequent turns. This allows either (or both) player to add more units to the fray.
If cavalry does not break an infantry square after the first turn of melee (two rolls), the cavalry rolls a retreat move away from the enemy, taking an additional 1d4 stragglers. Otherwise, the two units recalculate participants, modify the column, and re-roll their dice twice each turn until one side or the other breaks.
Results of Melee: When one of the units in the melee breaks, the other unit may occupy the broken unit's position, continuing to face in the same direction. If the victorious unit is mounted cavalry, it must then roll on the Cavalry Breakthrough chart. Victorious dismounted cavalry is treated as infantry. Artillery that is victorious remains in its current position.
Regardless of die rolls, cavalry units are only allowed one break through per turn. If a cavalry unit is victorious twice in the same turn, it does not roll for a breakthrough after the second victory.
The green Mexican unit with 10 castings charged the regular U.S. unit with 14 castings. The US unit only inflicted one straggler as a result of fire. The Mexican unit rolled a 12 to close. Since 12 -2 (green) +3 (charging) =13 was greater than or equal to 12, the Mexican unit closed The US. unit rolled a 19 to hold. In melee, the Mexican unit has 9 effectives and the US unit has 14 effectives. The Mexican unit begins in column 3 of the Combat Effects Table -1 (green) +2 (charging) -I (outnumbered, since 14 - 9 = 5) -- ending in column 3. The US. unit begins in column 4 +1 (US Inf. Or Cav.) - column 5. The Mexican player rolled a 20, which in column 3 results in 4 losses (2 stragglers and 2 casualties). The US player rolled a 3, which in column 5 results in I loss (a straggler). At the end of this round of melee, the US unit has 10 effectives and 2 stragglers. The Mexican unit has 8 effectives and 2 stragglers. Since neither side has more stragglers than effectives, the melee continues for a second round. In this round the Mexican unit uses column 3 -1 (green) - the 2 column. Note that the Mexican unit no longer receives the charging bonus and is no longer outnumbered. The US. unit uses column 4 +1 (US Inf. Or Cav.) -- column 5. The Mexican player rolls a 12, resulting in 1 more US straggler. The US player rolls a 13, resulting in 2 stragglers and 1 casualty. Since they do not have more stragglers than effectives, neither unit breaks, and they remained locked in melee until next turn.
The unit that broke in the melee immediately rolls a retreat move away from the enemy and assumes a "mob" formation (i.e., one that does not look like any of the legal formations described earlier), facing away from the enemy. If the broken unit is infantry and the victorious unit is cavalry, the broken unit takes additional 1d4 stragglers. The stragglers are placed behind the unit. Since it is now facing away from the enemy, the stragglers will actually be closer to the enemy than their parent unit is. It is possible for cavalry to breakthrough into the unit's stragglers. If this happens, half the stragglers become casualties.
Adding Units to Melee: If one or more players would like to add units-to an existing melee (one in which neither side broke in a previous turn) they may do so in the following manner. New units may be added in either direct or indirect contact with the enemy. Units in indirect contact, supporting units, are those that touch friendly units in melee but do not directly contact enemy units.
All units that wish to add their mass to the melee must have charge orders. These units roll their movement distances as if conducting any other charge. If these units do not have enough movement allowance to close, they take 1d4 stragglers as described earlier. Units that will be in indirect contact do not roll to close; if they have enough movement allowance, they automatically close on the friendly unit. Units in direct contact must roll to close as described earlier. The units already in melee do not roll to stand.
During melee resolution, all effectives in supporting units are used to compute the outnumbered modifier. Only units in direct contact will actually roll on the Combat Effects Chart. Units in direct contact may apply the charge column shift only in their first die roll.
Follow-Up Charges (Optional): A follow-up charge occurs when unit charges the turn immediately after it conducted a charge. When this happens, the charging unit rolls 1d4 stragglers before rolling movement dice. If these stragglers would cause the unit to break, the number of stragglers is reduced to one fewer than the number needed to break, and the unit that attempted to charge may not perform any actions that turn.
Multiple-Unit Melees: Often more than two units will be involved in the melee. In this case, the total number of participants is calculated as described earlier. All castings in contact and up to three ranks deep of castings straight back from those in contact will participate in the melee. This total number of participants is used to determine the outnumbered modifier. Each unit then rolls separately (with only its participants as the initial column) and all losses are summed for each side. Once the number of losses for each side is calculated, the losses are randomly allocated to the units involved. In this way it is possible for one of two attacking units to take more casualties than the other. It is also possible for one unit to primarily lose stragglers and the other to primarily lose casualties.
Forming Emergency Square: During the War with Mexico and the War of Texas Independence, it was still common practice for infantry to form a hollow square to repel enemy cavalry. While this tactic was not generally as important in these wars as it was in the Napoleonic Wars, it was used often. 'me modifier for cavalry versus infantry not in square is not as devastating in Santa Anna Rules as it would be in a set of Napoleonic rules, because often infantry chose to oppose cavalry from line. This was due to the rough nature of the terrain, which often prevented enemy cavalry sweeping around the flanks of the infantry or gaining empetus.
When a cavalry unit declares a charge against an infantry unit, the charged player must decide at that point whether his unit will attempt to form square. If so, the player rolls 1d20 and applies the modifiers shown on the Forming Emergency Square chart. The result is the distance that the charging cavalry moves before the infantry forms square. If this role is smaller than the distance between the cavalry and the infantry, the infantry forms square. If the roll was greater than the distance between the two units, the cavalry strikes the infantry unit in disorder. Only 25% of the castings count as participants in the upcoming melee. If the infantry is in disorder, the cavalry does not have to roll to close. In the unlikely occurrence of a tie, the square forms.
The gun was prepared for their reception, being loaded with grape, and we waited with some anxiety to see its effects. On they came till near the bottom of the ravine, and within two or three hundred yards of us, when the howitzer sent its murderous contents among them. I never saw such sudden havoc and confusion caused by a single shot. It swept right into the head of the advancing column, killing and wounding a great number of those in advance.
This section defines rules that are unique to artillery units. Most of this information is found in other sections of the rules as well, but it is grouped here for easy reference.
Artillery Functions: U.S. artillery (less than or equal to twelve pounders) may perform two functions in a turn. It costs the leader one point to give the U.S. artillery unit both orders, not two points. All other artillery may only perform one function. Functions for artillery are move, limber, unlimber, and fire. A battery may only fire once in a turn, regardless of how many functions it has. Functions that are not used in a given turn are lost; they may not be saved up and used in subsequent turns. Limbered artillery may not fire. Limbering and unlimbering occurs during the All-Moves phase.
Miscellaneous Information: Artillery units do not get the bonus for initial volley. Artillery must be unlimbered to fire.
Artillery batteries move as units; however, fire is conducted by individual gun casting. All guns within the unit must fire at the same target. If the player wishes his artillery to fire at separate targets, he must break the artillery into separate sub-units, as described in Units.
If an artillery unit breaks as a result of fire, the gunners take the guns with them during their retreat. If an artillery unit breaks as a result of melee or failing to stand for melee, the gunners leave the guns behind. Artillery retreats at their normal, limbered speed, even if they leave the guns behind.
All units apply a -4 column shift when firing at unlimbered artillerists. There is no modifier for fire against limbered artillerists. All units apply a +4 column shift when in melee against unlimbered artillerists.
U.S. artillery batteries only take one straggler per turn from fire, regardless of the results of fire. (If three losses were indicated on a U.S. battery, they would take one straggler and one casualty, ignoring the second straggler.) Texan and Mexican artillery batteries take stragglers normally. (They take stragglers normally as a result of melee.)
Keeping a Gun in Operation: A gun casting may continue to fire and move normally as long as two castings man it. At least one of the castings must be an artillerist casting. A leader may detach infantry castings from infantry regiments (with a Form order) and attach them to artillery castings in order to keep the guns manned. When a gun with a mixed crew takes losses, the player must determine randomly whether the loss was one of the artillerist castings or one of the infantry castings. Artillerymen may be detached from one gun crew and attached to another in order to keep guns in operation. This constitutes a move for the crewmen, even if the guns are collocated. A gun with only one casting manning it takes two functions to perform what is normally one function of activity; a crew that normally has two functions per turn gets only one, and a crew that normally gets one function per turn gets one every other turn.
A Note on Canister: There is no explicit canister modifier in the Firing Procedure chart. Artillery fire at close range (x3) is considered to be canister fire.
Artillery Ammunition (Optional: Artillery batteries run low on ammunition as described in Firing; however, unlike cavalry and infantry, it is possible for artillery units to get more ammunition. To replenish ammunition, the battery must move to the location of the army's wagon train. After spending a turn touching a wagon model, the battery has been replenished, and it may fire normally - until it rolls low on ammunition again!
Damage to Artillery (Optional): When artillery receives losses from artillery fire, there is a chance that a gun will be damaged. For each casualty inflicted on the artillery, roll 1d2O. If the roll is 1, a gun was destroyed. Since each cannon casting represents two guns, mark this in some way. For the remainder of the game, fire from that casting is halved. (If the casting is also low on ammunition, its fire is quartered.) When a cannon is destroyed the unit must immediately roll to route on the Roll to Rally or Route chart.
Cavalry during the Mexican-American War and the War of Texas Independence was not the same powerfull arm as that of Napoleonic armies; however, there are aspects of cavalry that are unique. This section covers those rules that reflect these aspects.
Unlike infantry, whole cavalry units may form skirmish order. They can do this either mounted or dismounted. Like infantry skirmishers, cavalry in skirmish order may not voluntarily move within close range of a formed unit.
When firing, a mounted cavalry unit multiplies the number of castings firing by 1/4. This is in addition to any range modifiers used to determine the starting column in the Combat Effects Chart. Dismounted cavalry units do not apply this additional modifier.
If enemy cavalry overrun a group of stragglers, half of the stragglers automatically become casualties.
Cavalry Counter Charge (Optional): Under certain circumstances, mounted cavalry may change their order. If mounted cavalry is on a Hold order and an enemy unit (of any type) passes or moves within six inches, the cavalry may attempt to convert their order to a Charge order. If charging enemy cavalry passes or moves within ten inches of a mounted cavalry unit it may automatically convert its order to a Charge order. At any time that mounted cavalry is charged by other cavalry, they may convert their order to Charge. In all of the cases described in this section, the unit that triggers the change of order must be within the front zone as described in Firing.
In the case of cavalry on a Hold order that must attempt to convert their order, the player must roll 11d20. Subtract the number of losses in the unit. Add or subtract the training modifiers from the left column of row (2) of the Firing Procedure chart. If the final result is greater than ten, the player may change the order.
Cavalry Firearm : Most cavalry, including the Mexican lancers, were armed with some sort of firearm. The game master must determine before the game begins the weapons (usually carbines or ad hoc weapons) that a cavalry unit carries. For simplicity, all castings within a unit are armed identically.
Mounting and Dismounting: Generally cavalry fought dismounted, && dragoons. This was particularly true of U.S. cavalry formations. U.S. cavalry units may mount or dismount as part of their move. As indicated on the Movement Distances chart, this costs U.S. cavalry five inches of its movement distance. If the total move for the unit was less than five inches, it may still dismount. For Mexican and Texan cavalry units, the unit must have a Form order to mount or dismount, and this takes the entire turn.
One casting in four (rounded up) in the dismounted cavalry unit must be placed three inches behind the line of effectives. These are the horse holders for the unit. At the end of each turn, the owning player may readjust the number of horse holders in his dismounted cavalry unit to reflect losses.
Cavalry Breakthrough: When a mounted cavalry unit breaks another unit (of any type) in melee, it must roll on the Cavalry Breakthrough chart in order to determine the results. While less so in the Mexican-American War and the War of Texas Independence, cavalry during this time period had a tendency to not return after a mounted charge or to be badly disorganized. This chart is meant to reflect this idea.
Most of the results on this chart are selfexplanatory. All breakthroughs should generally be along the initial charge line; however, they may deviate up to thirty degrees from this line in order to strike an enemy unit. If the additional stragglers caused by a Breakthrough or Charge! result would cause the cavalry unit to break, it conducts the Breakthrough or Charge! and then breaks.
If cavalry does not break an infantry square after the first turn of melee (two rolls), the cavalry rolls a retreat move away from the enemy, taking an additional Wit stragglers.
If mounted cavalry breaks infantry, it inflicts additional Wit stragglers on the infantry. Victorious dismounted cavalry is treated as infantry, and it does not roll on the Cavalry Breakthrough chart. Regardless of the rolls, cavalry only gets one breakthrough in a turn. If cavalry wins a second melee, it does not roll on the Cavalry Breakthrough chart after the second victory.
While most of the rules were written with infantry in mind, there are a few ideas that bear amplification and clarification in this section.
Whole infantry units may not form skirmish order. One or two companies may be detached from the regiment to skirmish. Often one of these companies might be armed with rifles, while the second would not. Skirmishers may not voluntarily move within close range of a formed enemy unit.
The first time that an infantry unit fires it applies a +2 initial volley modifier. This is meant to reflect the idea that after a first volley a certain percentage of muskets would be fouled or misfire during each volley.
Infantry units may never charge mounted cavalry units. An infantry unit broken in melee by a mounted cavalry unit accrues 1d4 additional stragglers.
If a leader is attached to a unit that takes any losses in a turn, there is a chance that the leader may be killed. Roll 1d2O for the leader. If the roll is less than or equal to the number of losses that the unit to which he is attached took this turn, the leader is hit. Roll on the Leader Casualty Table to determine the extent of the wounds.
Leader Casualty Table
Dead or incapcitated leaders are replaced in 1d4 turns for Mexicans and 1d4-2 turns for Texans. The replacement leader's LR is one less than that of the dead or incapacitated leader, but the minimum leader rating is zero. Until the replacement leader takes over, all units within the dead leader's command must roll randomly for orders.
Leaders do not have to roll randomly while awaiting a replacement; they must continue to try to execute the last mission they received.
If a unit has more stragglers than effectives as a result of fire or melee, the unit immediately breaks. The owning player rolls a retreat move away from the enemy, possibly accruing additional stragglers as a result of this move. The unit is placed in a mob formation (i.e., one other than the five legal formations), facing away from the enemy. All firing within a phase occurs simultaneously, so a unit with a fire order for that fire phase which breaks as a result of fire may still fire with all castings present at the beginning of the phase.
If an artillery unit breaks as a result of fire, the gunners take the guns with them during their retreat. If an artillery unit breaks as a result of melee or as a result of failing to stand for melee, the gunners leave the guns behind.
A unit may break during either fire phase or during the melee phase. It may not break as a result of movement. If a unit accrues stragglers as a result of movement, the number of stragglers is reduced to one fewer than the number needed to break.
Rallying: A broken unit remains broken until it successfully rallies. During the Rally phase a unit with a Rally order my attempt to rally. The player rolls 1d20, and consults the Roll to Rally or Route chart, applying all appropriate modifiers. Then the player determines the result in the To Rally column of the chart.
Untrained units may not rally. Once these units are broken, they move at retreat speeds each turn until they reach the edge of the table. Then they are removed from the game.
If a unit runs off the edge of the table, record the number of off-table retreats before the unit rallies. Once rallied, it must wait that many turns before reentering the table.
Once a unit rallies, it assumes one of the legal formations with just enough of its stragglers regained to not be broken (there are the same number of stragglers as effectives). Next turn the unit can once again be given any order.
Leader Rallies (Optional): If a leader has leader points to bum during the Give-Orders phase, he can issue a Rally order to a group of stragglers within three inches of himself During the rally phase, a number of stragglers equal to the leader's LR return to their parent unit - even if that unit did not have a hold order.
Routing: If a unit sees a friendly unit break, it must roll on the To Route column of the Roil to Rally or Route chart. A unit sees a friendly unit break if the breaking unit is to its front (ninety degrees left or right of center), within 24 inches, and not blocked by intervening terrain. Units that route may also cause other units to make route checks. A unit rolls once for each friendly unit that it sees route or break. This rule makes it possible for one broken unit to cause panic across a whole sector of the line.
The Plaza in the centre [sic] of the city was a citadel, properly speaking. All the streets leading ftom it were swept with artillery, cannon being intrenched [sic] behind temporary parapets. The house-tops near the plaza were converted into infantry fortifications by the use of sand-bags for parapets.
Even a casual reading of Mexican-American War histories will reveal that a large proportion of battles centered around built up areas and fortifications (Monterrey, Veracruz, Churubusco, Chapultepec, and to a lesser extent Cerro Gordo). This small section is designed to give some guidance on war gaining battles involving fortifications and built-up areas.
Fortifications (and buildings for that matter) may not be constructed in the course of a game; the must be present when the game begins. These take far longer to build than time involved in the battle.
Building models in SAR (T) represent small clusters of buildings. For simplicity, a regiment may occupy a building model. The castings can be placed inside or placed, facing outward, around the edges of the building model. As many castings as will fit in the fortifications models are under cover.
As indicated in the Firing Procedure and Melee Procedure charts, firing at or engaging in melee with units in buildings or fortifications is harder than with those in the open. All figures may fire out of fortifications; however, only one quarter of the regiment may fire out of each side of a building model.
Reducing Fortifications: Artillery should be able to reduce fortifications and buildings. For purposes of this rule, divide the fortifications into four-inch segments. Each section has a set number of fortification points. As a rule of thumb, basic recommended fortification points are:
The artillery player must decide before rolling the die whether he will fire at the troops behind the fortifications or the fortifications themselves. If he is firing at the fortifications, he conducts fire normally; however, he does not subtract the cover or skirmish modifiers. Any losses indicated on the Combat Effects Chart are deducted from the fortification's fortification points. The units behind the fortifications are unaffected by the fire.
When a section's fortification points are reduced to half their original value, that section is considered to be one level of fortification less (e.g., a heavy fortification section which has 28 points remaining would be considered light fortifications). When the number of fortification points is reduced to zero, that section is considered to be rough. No fortifications or buildings may be reduced below rough.
Hidden units played a significant role in several Mexican-American War battles, particularly Cerro Gordo and Contreras. To simulate this effect in a game, the game master should keep track of the movement of hidden units on a map of the battlefield. Once these hidden units are within line of sight of a unit that is on the table, the hidden unit too should be placed on the table.
There may be times when the hidden unit is not clearly visible but may be spotted. For instance, if a hidden unit moves to the edge of a rough area, the edge of a ravine, or the edge of a wood line there should be some opportunity for a unit on the table within line of site to spot the hidden unit. To account for this, start with the number twenty-five. Subtract one from this for every five castings in the hidden unit, and subtract one for every five castings in all units that might potentially spot the hidden unit. Finally roll 1d20. If the roll is greater than the final number, the hidden unit is spotted, and it should be placed on the table. A roll of one is always a miss.
The game master might want to apply some additional modifiers to this die roll depending on the type of terrain in which the hidden unit is concealed, weather, etc.
Hidden units are still subject to all the same command rules as units that are visible. Hidden units that are not issued orders must roll randomly.
This section of the rules covers a couple of miscellaneous personal observations that do not fit anywhere else in the rules. They include suggestions for range sticks for weapons, order cubes, and dealing with troops who are mounted several to a base.
Range Sticks: It seems to make the game go a little faster if the game master prepares range sticks. I make them out of small strips of balsa or bass wood cut to the maximum range of a weapon (e.g., a musket stick would be 14 inches long). Then I paint each of the range bands (short, medium, and long) different colors. Now, instead of measuring a range and then looking that range up in the Weapon Ranges chart (two steps), the range can be determined in one step. You might even mark the back side of the stick with marks every inch to use for movement.
Order Cubes: This idea came from Doug Rockwell in Maryland. It can slow a game down looking for the correct order chip. What works well is to have the order chips copied onto gum labels. Cut them out and stick them in a random fashion to 3/4 inch wooden cubes (available at any craft store). Issue these cubes one per unit. During the Give-Orders phase, the players place their order cubes behind their units, with the order they desire face up. Use blank counters to cover the top face.Because the labels were placed on the cube in a random manner (each cube being different), opposing players can get no idea from the side faces what the order is.
In SAR (T), there are seven orders, but you can leave the Rally order off the cube. Units that must rally should use the Form order. This will not be confusing, since broken units can only retreat or attempt to form.
Figures Mounted Several to a Base: Many of you already have your figures mounted several to a base. This makes casualties and stragglers difficult. If this is your situation, use two different colors of casualty caps: one color for stragglers and one for casualties. When you fill a base with casualties, remove it from the table. When you fill a base with stragglers, move them behind the unit as described in the rules.
Marking: We suggest that you place a one-inch piece of brown pipe cleaner on all units at the start of the game. This indicates that the unit has not fired its initial volley. When a unit uses its initial volley or loses it due to melee, remove this piece of pipe cleaner. We use one- inch sections of red and yellow pipe cleaner to mark broken units and units which are low on ammunition, respectively.
During the numerous play tests that players in Aberdeen, MD, Charlotte, NC, Atlanta, GA, Detroit, MI, and St. Louis, MO, conducted, the play testers posed some questions about design decisions that I would like to address here, apart from the rules themselves.
Even the great battles of these two wars were very small by European standards or in comparison with the battles of the American Civil War just thirteen years later. As such, I wanted to design a system in which players could feel challenged by control of a brigade. In order to make a brigade challenging and fun, I needed to create some tactical dilemmas that are usually abstracted away at higher levels. The eventual system, while simple in concept, makes the management of units, skirmish companies, stragglers, and possibly artillery exciting - even for U.S. brigadiers with only two regiments.
Stragglers: At first this may seem a little foreign to the players. While it is not my original idea (thanks to Ron Prillaman of Northern Virginia), it is quite unique. Players familiar with reenactments will recognize the phenomenon of men dropping out of formation during a simple movement across an open field - even when not under fire. In pushing the player closer to the troops, stragglers were an aspect of 19th Century warfare that I chose to "un-abstract."
Command and Control: There are a number of aspects of SAR (T) that work together to make the experience of commanding a division or brigade interesting. Some of the aspects are subtler than others, and they are scattered throughout the rules. The first is the notion that U.S. brigades contained fewer units than did Mexican brigades. This simplifies the command and control problems for the U.S. players. More obvious command and control mechanisms are leaders' LRs and random orders for unordered units. The random orders are a key to the whole feel of SAR (T). Military formations behave according to Newton's laws. A body of men tends to remain stationary unless acted on by an external force, and a body of men tends to keep moving unless acted on by another external force. Units tend to do what other units near them are doing. But units without orders most often do something. Regiments have commanders, and in the absence of guidance, those commanders will probably do something, even if it is not what their commanders wanted.
Morale: The use of stragglers allowed me to abstract away many of the messy morale mechanisms which clutter a game - and imply more precision than most game designers can honestly claim. While morale may be one of the most significant aspects of war in the 19th Century, this is handled subtly in SAR (T). Notice that there are no disordered states of units in these rules. It is up to the controlling player to determine when a unit is too disorganized (i.e., has too few effectives) and must be reorganized. A general maxim that is applicable even today is that when a unit reaches half strength it becomes ineffective. You will find that by the time they reach half strength, your units will have broken at least once.
Casualties on Columns: From reading a number of memoirs, particularly of Napoleonic artillery officers, it seems clear that columns were not easier to hit than other formations. In fact as smaller targets, they were probably harder to hit. Rounds that struck the column, however, tended to be more effective due to the density of the formation. This is true of flanks as well. This is why there are no column shifts for columns, flanks, or squares, only modifiers to the losses the unit takes if it is hit. A byproduct of this method is that tighter formations tend to have fewer stragglers.
Lancers: Some of the play testers argued that lancers should get a positive modifier during all rounds of melee, not just the initial impact. Most memoirs seem to agree that after the initial impact, the lance was in fact a handicap in melee as swordsmen could easily "get inside" of the lance. While the lance might be effective against infantry, Nosworthy concludes, "well-trained troopers armed only with swords would ultimately best well-trained lancers."
Just prior to beginning work on these rules for Old Glory, I moved from Aberdeen, Maryland, to College Station, Texas. In order to do any historical gaming I had to drive over an hour to Austin. Gaining groups across the country did a great deal of play testing for me. This actually proved to be a blessing in disguise, since the players had to test the rules based on what I wrote, not what I meant. If you like SAR (T) much of the credit goes to those who helped test the rules. If you dislike SAR (T), the blame is mine.
I would like to acknowledge the advice and help I received from many people. Rob (if a period is worth gaming in one scale, it is worth gaming in several scales) Dean, Chris "McGyver, Palmer, Eric "Johnny Reb" Schlegel, and the Harford Area Weekly Kriegspielers (HAWKS) gave the rules a good workout in Maryland. Also thanks to Chris Palmer, Kurt Schlegel, Eric Schlegel, Rob Dean, Geoff Graff, Rich Shipley, Bob Suckling, Doug Rockwell, Andy Haag, and Jamie Davis of the HAWKS for offering to help paint some figures for me. Cory Ring provided much advice on the basic concepts of the rules, and he helped me get my demonstration army ready for convention games. Eric Burgess (and his Charlotte group) went through the rules with a fine-toothed comb. He really helped me clarify what I meant to say, and he suggested numerous additions to the rules booklet. He also conducted the bulk of the research that resulted in the army lists for the Mexican-American War. Thanks also to Bob Marshall and Al Slisinger in Detroit who provided useful feedback and early help on uniform information.
Ad Hoc Weapons: Some units, particularly Texan militia were armed with whatever weapons the volunteers brought with them. These often consisted of shotguns, beyond-useful-service flinflocks, horse pistols, etc. Units armed in such a way are considered to have ad hoc weapons.
Break: A unit breaks when it has more stragglers than effectives. When a unit breaks, it immediately rolls a retreat move away from the enemy, possibly accruing additional stragglers as a result of this move. Units may break as a result of fire or melee but never as a result of movement.
Casualties: Casualties are soldiers who are dead or wounded. Casualties may not be recovered during a game.
Command: Those units under the command of a given leader. Generally a command is a brigade-sized unit.
D4: a four-sided die having values of one to four. 1D4 means roll one four-sided die; 2d4 means roll two four-sided dice; and so on.
D6: a six-sided die having values of one to six. 1d6 means roll one six-sided die; 2d6 means roll two six- sided dice; and so on.
D20: a twenty-sided die having values of one to twenty. 1d20 means roll one twenty-sided die; 2d20 means roll two twenty-sided dice, and so on.
Disorder: This is not an actual state in SAR (T). Units are only considered disordered as a result of failing to form hasty square against a cavalry charge. This is not a lasting effect, but it indicates that the failing infantry may not fire on die charging cavalry and that only 25% of its effectives may participate in the upcoming melee.
Effectives: Effectives are soldiers of a unit who are neither stragglers nor casualties.
Formed Unit: Infantry or cavalry units in line, column, or square. Also limbered artillery is considered a formed unit.
Fortification Points: A measure of how difficult it is to reduce a given section of fortifications by artillery.
In Direct Contact: Units in contact in melee are those that have castings touching an enemy unit. Units in contact use all their effectives and roll for damage against the enemy. (See Supporting.)
Leader Rating (LR): Each leader in SAR (T) has a leader rating between 0 and 3. This is added to the roll on 1d4 at the start of each turn to determine how many orders the leader can issue.
Losses: Losses are the sum of all casualties and all stragglers taken by a unit.
Mission: A general task that commanders must attempt to accomplish. Higher-level leaders may change the Missions of their subordinate leaders.
Mob Formation: A formation other than one of the five legal formations. Units who break or retreat are placed in a mob formation until they rally.
Stragglers: Stragglers are men who have fled the unit or dropped out of the unit during movement. Stragglers may be recovered by issuing a Hold order to the unit.
Supporting: Supporting units are those units involved in a melee but do not touch any enemy units. The number of effectives in supporting units is used to determine the magnitude of the outnumbered column modifier. (See In Direct Contact).
Orders: Commands given to units by placing order chips behind the unit during the Give-Orders phase of each turn.
Unformed Unit: An infantry or cavalry unit that is in skirmish formation. Unlimbered artillery is considered to be an unformed unit.
Unit: A unit is the basic element of SAR (T). A unit is generally a regiment, battalion, or artillery battery, but a unit may also be a detached skirmish company, cavalry squadron, etc. Leader figures are not units.
Buck Surdu holds a Bachelor of Science from West Point in Computer Science, a Master of Business Administration from Columbus State University, and a Master of Science in Computer Science from Florida State University. He was commissioned a lieutenant of infantry in 1985 and has served in airborne and mechanized infantry assignments. He is currently serving as an infantry major in the Army Acquisition Corps conducting research, development, and acquisition of automation tools for the U.S. Army.
The Virtual Sand Table project he headed at the Army Research Laboratory was featured in the October 1997 issue of Popular Mechanics as well as a number of DoD and technical publications.
He was the co-author of Battles for Empire (tactical Napoleonic rules) in 1990 and Napoleonic Scenarios in 1991. He has recently published Beer and Pretzels Skirmish for modem skirmish actions from WWI to the present. In addition to writing and publishing in the field of computer science, Buck has also written a chapter on the Mexican Punitive Expedition for the work-in-progress book, America's Low Intensity Conflict Battles and a number of articles for gaming magazines.
The numbers in parenthesis behind leader's names are their leader ratings. The one- or two-digit number to the far right of each line is the number of castings in the unit.
(All units rated veterans unless otherwise noted)
Players may either create a third brigadier (by promoting McKee or Davis) or add one of the unbrigaded infantry regiments to each of the other two brigades. The unit shown on the map as Marshall was formed from four companies of the Indiana Regiments, three companies of Kentucky cavalry, and four dismounted companies from the Arkansas Cavalry. On the 23rd Wool had added two Illinois companies. The American player does not have to create this force ifhe does not desire.
The American commander does not have to deploy his forces as depicted on the map. They may be deployed in any manner that does not bring them closer to the enemy.
The American overall mission is to defeat the Mexican Army of the North. Taylor does not have to begin or remain on the defensive.
Illinois Brigade (BG Wool) (2)
Indiana Brigade (BG Lane) (1)
Unbrigaded (under Taylor's control)
(All units rated untrained unless otherwise noted)
Ortega and Androde arrive along the road any turn Santa Anna desires after turn two. Minon was historically invovled with attacks against Saltillo, but the game master may allow him to enter where indicated on the map after turn six.
The Mexican forces must be deployed in the positions shown on the map. All Mexican units begin the game in attack column except the forces of Ortega and Androde which must enter on the road in road column.
The overall mission of the Army of the North is to destroy the Taylor's army so that Santa Anna can turn his attention to Scoff at Veracruz. Controlling the field at the end of the game is unimportant; Santa Anna must destroy entirely the U.S. forces.
Infantry "Division" (Colonel Blanco)(O) 14 (actually a reinforced engineer regiment) (2x 7-man battalions)Green) one 8lb. gun and 2 crewmen
I Infantry Division (General Pacheco) (1)
5th BDE (Uraga) (1)
II Infantry Division (General Lombardini) (1)
2d BDE (Perez) (1)
III Infantry Division (General Ortega) (1)
5th BDE (Terres) (1)
7th BDE (Parrodi) (1)
Light Infantry Bde. (General Ampudia) (2)
Unattached Troops (directly under Santa Anna)
1st Cavalry Brigade (General Minon) (1)
2d Cavalry Brigade (General Juvera) (1)
3d Cavalry Brigade (General Torrejon) (1)
Hussar Brigade (General Andrade) (0)
Santa Anna began his attack on 22 February some time after 11:00 AM with a feint by Mejia against the American right. By around 3:00 PM, Santa Anna had massed his main effort against the American left. In response, Taylor ordered Colonel Marshall (with the forces listed previously) into the mountains on his left to block any Mexican attempts to turn his line. At 3:30 PM, Ampudia's light infantry began to skirmish against Marshall. The fight lasted all day, but Marshall was able to prevent his line from being turned. 'Me results of this fighting (and some nighttime redeployment) are the dispositions shown for the morning of 23 February.
The battle began about 8:00 AM on 23 February with an attack by the engineers (Blanco) against the American right and an attack by Ampudia against Marshall. Marshall was slowly pushed back, but Washington's battery devastated the engineers.
At about the time that Blanco's men were routing, Lombardini formed his units in column of brigades on the broad plain in front of the Americans. Pacheco followed Lombardini out of the ravine and formed on Lombardini's right. Ortega and Juvera formed behind the other two divisions. About 7,000 Mexicans crashed into the 2d Indiana and three cannon. While the combined fire from the 2nd Indiana, 2nd Illinois, and Sherman's battery tore gaping holes in the Mexican lines, they were unable to stop the advance. Misunderstanding orders from General Lane, Bowles ordered his men (2nd Indiana) to fall back.
The withdrawal of the 2d Indiana allowed the weight of the Mexican attack to fall on the 2d Illinois. With a section of Sherman's batter (Churchill), Colonel Bissell fought a well-executed delaying action against nearly all of Lombardini's division.
This retrograde left a hole in the American line and left Marshall without support. As a result, Marshall withdrew to the plain. Upon regaining their horses, much of Marshall's cavalry fled the field toward Buena Vista. This allowed Juvera's cavalry to turn the American left and race for the weakly-held hacienda.
It was now about 09:00 AM and Taylor arrived on the field with May's dragoons and the Mississippi rifles. Taylor ordered Davis' Mississippians to block Mexican movement toward Buena Vista. He also moved the 3rd Indiana (previously in reserve), May, and the Arkansas cavalry to assist Davis. While Taylor was conducting these moves, Wool was busy rallying the 2nd Indiana and 2d Illinois. Their line now extended from the 2d Kentucky (still in their initial positions) and Bragg's and Sherman's batteries in a line toward the position of the Mississippi rifles shown on the map.
As Juvera's men charged into Yell's cavalry and Steen's dragoons, most of the volunteer regiment fled, but a small group, including Yell, remained. While Yell was killed, Steen's flank attack cut Juvera's column into two. The advanced portion of his column moved past the Arkansas regiment where they were roughly handled by Sherman's battery. The routing Mexican cavalry, pursued by Steen's dragoons, crashed into the following cavalry, throwing it into confusion as well. Seeing the confusion among the Mexican cavalry, the 2nd Illinois moved to cut off their retreat. The combined pressure of Davis' advance, the American artillery, and the Illinois volunteers broke the advanced element of Juvera's brigade. The trailing element of Juvera's brigade after an unsuccessful attempt to take Buena Vista attacked the Mississippians and the 3d Indiana. The cavalry failed to close, and the riflemen cut them down.
On the main part of the battlefield, Santa Anna regrouped the remnants of Lombardini's, Pacheco's, Ampudua's and Ortega's commands for a new attack. At about 05:00 PM the head of this new column (under General Perez) appeared on the plain in front of the Americans. The fire from American artillery broke this advanced element. Thinking that the Mexicans were in retreat, Hardin ordered the advance of both Illinois regiments and the Kentucky regiment. This attack ran headlong into the main body of Perez' column. In the ensuing hand-to-hand combat, the Mexicans took terrible losses but continued to advance. Finally, three salvos from Bragg's battery drove the Mexicans back in disorder.
In a last attempt to break the American line, Torrejon's cavalry advanced against the remnants of Hardin's force, but Torrejon's men were shattered by accurate fire from Washington's battery. As Torrejon's men were broken, a rain storm swept in and blanketed the field, ending the fighting.
American losses at Buena Vista were about 14% (272 killed, 387 wounded, and six missing). Santa Anna reported 591 killed, 1,048 wounded and 1,894 missing,
The actual battle on the 23d began some time after 08:00 AM and probably ended when the storm hit (around 6:00 PM). This is forty turns. There was a lot of idle time in the middle of the battle, so to make the game interesting, it should be 25 turns long.
The American plays win if they have any formed infantry units on the table and a clear line of retreat off the North edge of the table at the end of the game. Otherwise the Mexicans win. These victory conditions are intentionally ambiguous. To be victorious, Santa Anna needed to destroy Taylor's army. Since Taylor was outnumbered 3: 1, he was able to claim Buena Vista as a victory when in fact it was something like a draw.
If this system is unacceptable to the players in your group, an alternate system involves victory points. The Mexicans get two points for every American loss (including whole units that were removed from the table because it was reduced entirely to stragglers). The American players get one point for every Mexican loss. If the Mexicans choose to bring Minon onto the table, they lose twenty victory points. The side with more points wins. If the side with more points has twice as many as the loser, it is a smashing victory.
Bauer, K. Jack. The Mexican War, 1846-1848. Lincoln, Nebraska: University of Nebraska Press, 1992.
Eisenhower, John S.D. So Far From God: The U.S. War with Mexico 1846-1848. (New York: Doubleday, 1989.)
Esposito, Vincent J., ed. West Point Atlas of AmericanWars. (New York: Frederick A. Praeger, 1959.)
Katcher, Philip. The Mexican-American War: 1846-1848. London: Osprey Publishing, Ltd., 1992.
"The Buena Vista Campaign," Ron Vaughn. The Courier (Vol IX, No. 4).
At Buena Vista, crossing any of the contour lines accrues 1d4 stragglers in addition to the movement cost. The table should be six feet by twelve feet.
(Minon may arrive after turn eighteen.)
(Ortega and Androde may enter after turn 4 and 7 respectively)
SAR: Historical Analysis
SAR: Large Charts (slow: 267K)
SAR: Jumbo Charts (extremely slow: 952K)