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Battle Book
The Battles of: Monterey Buena Vista Cerro Gordo El Molino del Rey and Chapultepec
BATTLE BOOK
2004 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com
2004 GMT Games, LLC #0306
Historical Background
Taylor and Northern Mexico (Monterey and Buena Vista)
The War with Mexico is not a topic that excites admiration in too many minds, especially in these days of political correctness. Without going into all the pros and cons of why we were there in the first place, suffice to say both sides had a lot to be unhappy about. That President Polk, with Zach Taylors help, pushed the situation over the edge, is pretty much a given. Then again, Mexico, with her political stew at its usual boil, did not exactly shrink from wading in. As a matter of fact, opinion below the Rio Grandeand throughout much of the Western worldwas that the small and fractured U.S. Army would be a push-over for Mexicos far larger, Europeantrained and armed force. Whatever, Mexico still considered Texas part of Mexico, even though it was now a U.S. state. So, in May of 1846, with a prod from President Paredes, Mexicos commanding general, the unfortunate but not totally incapable, Mariano Arista, took his Army of the North, crossed the Rio Grande, and headed into United States territory for a confrontation. Arista had executed a turning maneuver against Taylors army at Fort Brown/Matamoros, by crossing the Rio Grande down river in an effort to seize Taylors supplies at Port Isabel. Unfortunately for Arista, Taylor countered the move rather quickly by getting between Arista and the gulf and then heading south towards the Mexican army. The US Army of Observation was a division-sized force of US regulars under Old Rough and Ready, Zachary Taylor, a man of immense courage and even larger political ambitions, but a tactician of somewhat minimal military perception. His usual theory was to take everything with a bayonet charge, and he had a poor appreciation of the marvelous artillery he had been given and had a similarly dim conception of logistics. His peers may have thought little of him, but his men loved him. Not something the Mexicans could say about their generals.
Most US survey texts tend to place Aristas Mexicans at about 6000 to Taylors 2200+. While the latter figure is pretty much unassailable, the Mexican numbers are not so sacrosanct. In fact, all Mexican sources state Arista had only about 3700 men! As 6000 would be accurate only if all the Mexican line regiments were up to paper strengthwhich they almost never were, added to which Arista left a sizeable force behind at Matamoroswe have opted for a Mexican army of just under 4000 or so. Regardless, troop numbers were almost totally irrelevant at the first major engagement of the war, for Palo Alto was an artillery battle in almost its entirety. Unfortunately for the Mexicans, all the good stuff was on the wrong side of the field. The Mexicans deployed in a rather extendedand thinline across the road south to the Rio Grande, just north of a large growth of trees (Palo Alto means tall timber, or something to that effect). Taylor, who insisted on approaching the Mexicans complete with a rather huge wagon train, deployed in the face of the Mexicans. Both sides expected a classic, frontal battleit was not to be. The Mexicans opened with a few desultory artillery shots, all of which hit the ground and bounced with such minimal impetus that the deployed US regulars simply avoided them by stepping aside. Then the US artillery opened up. The flying field and horse artillery of Sam Ringgold and John Duncan moved and fired so rapidly, and to such accurate effect, that the Mexicans could not believe their eyes. After standing there and getting pounded for some time, Arista finally ordered Torrejon to charge the US right and change the impetus of the battle. Off went Torrejons menbut before they could arrive, Garland swung the 5th infantry around and into Square, successfully beating off Torrejons charge. It was then further disrupted by some counter-charging Dragoons. As Torrejon trotted back to the Mexican lines, some burning wads from Duncans guns lit a grass fire several hundred yards in front of
quick council of war was held, with Taylors advisors about split down the middle between aggression and caution. However, when Tayloralways a sucker for the basic principle of when in doubt, just slam right up the middle and hope the bayonet carries the day heard that his men felt that, having prevailed rather easily the day before, they would have no problem winning again, he ordered his army to attack. Without belaboring the point, his men were right. With a screen of skirmishers in advance and to the side, the gringos started down the road towards the resacas. Part of the 5th US filtered through the chaparral at the western edge of the resaca, while the rest of the small army moved forward under heavy, and often effective, fire. After skirmishers unmasked the Mexican batteries at the center, batteries whose guns were taking their toll on the slowly advancing North Americans, Charles Mays dragoons were ordered to charge them. They did, knocking most of the Mexican gunners to the side. But their momentum carried them far beyond their target, across the resacas and halfway to Mexico. Mays men had to turn around and then fight their way back through Diaz de la Vegas infantry, which had reformed behind them. In doing so, Mays bugler grabbed hold of General Vega himself, taking him prisonerfor which May then took the credit. Taylor was not overly happy at Mays failure and now ordered Belknaps infantry in to take those guns, and, by God, keep them. This meant, of course, Taylors favorite tactic, the bayonet assaultand it was a fearful one, with Mexicans and North Americans slugging it out in the resacas in desperate, hand-to-hand fighting. When the Mexican line started to waver, a final US assault broke it and the entire Mexican center collapsed.
By this time, Arista, still in his tent finishing off his correspondence (Ampudia having insisted that all the noise he was hearing was just some skirmishing with advance scouts), smelled a rat especially when half his army streamed by his tent in overdrive. Finally alerted that there was a battle on, he grabbed Torrejons lancers and ordered a charge, himself in the lead. Well, most of Torrejons men didnt see any advantage in that sort of thing; most of them trotted in a halfhearted way towards the oncoming gringos, a few actually ran some Americanos through with their lances, and then they all turned and headed back to the Rio Grande. And with US infantry now showing up on his rear left flank (having scratched and chopped their way through the chaparral), Arista, too, took off also at top speed. It was First Mexican to the Rio Grande Wins the Piada time and the first, but not the last, excellent opportunity to deal the gringos a hard blow drowned in the Rio Grande along with hundreds of routing Mexicans. US losses, this time, were not so inconsequentialover 100 dead and woundedas the fighting in the resacas had been brutal. Given an opportunity to fight, the Mexican regular Line units had shown they could be tough. Aristas army, though, was finished as a fighting force, at least for the time being. Reports of losses at the Resaca ran from 600 to 1200+. Even worse, the average Mexican foot soldier now didnt know who to fear most: the gringos, their artillery, or his own comic-opera commanders. With no viable enemy army in sight, Taylor now headed into Mexico. Now that two battles had been fought, the US Congress finally got around to declaring war, which then enabled them to ship more troops to Taylor. These turned out to be, for the most part, hordes of untrained and unfit states volunteers. The volunteers were roundly despised by the regulars, and, for the most part, with good reason. They knew little of organized warfare; even worse, they knew nothing about maintaining a healthy camp. Taylor managed to get most of the three-month short-termers sent back, but, of those who stayed, far too many died of disease and exposure. Arista had retreated towards Monterey, the capital of Nuevo Lon, considered the key to defending the most important city in northern Mexico, Saltillo. Arista estimated he would need at least 7000 more
Ampudia men to even start to prepare a defense, but his opinion was no longer needed, as the political winds in Mexico City had shifted yet again. The new president of Mexico was Antonio Lopez de Santa Anna, self-styled Napoleon of the West. Arista was out; Francisco Meja, who made Ampudia look good (see the notes on Meja in the Monterey Order of Battle), was in. Well, he was for a while. Most of the survivors from the two May battles filtered down to Monterey, where they sat while Santa Anna suggested Saltillo would be a better place to take a defensive stand. Meja, however, took illsomething he did better than anything elseto be replaced by the omnipresent Ampudia, who smelled a good opportunity to make some political hay with a spirited defense of Monterey. So he began to troll the presidios for troops while Santa Anna sent up some reinforcements from Mexico City. Ampudia also began to build the defenses around the town, mostly with civilian help, as Santa Annas reinforcements wouldnt arrive until the end of August. And while all this was going on, Taylor finally decided to move his army south. By mid-September, Taylors army of 5795 men (not including officers) was approaching Monterey. The army was no longer completely professional, as it had been at Palo Alto and Resaca; now, almost half of it was comprised of volunteer units. At about the same time, Ampudia had managed to amass a somewhat motley, but willing, force of 7300 or so men, about 2300 of whom had seen action against Taylors army before. Despite outnumbering (albeit slightly) the Americans, the literal numbers were misleading. Twenty percent of Ampudias army was cavalry, which would be useless in any fighting inside the city. Moreover, defending the city required holding far too many key points, thereby stretching an already thin force even thinner. As formidable as the defenses of Monterey looked, at some point they were going to be vulnerable. And formidable they were, indeed. The city, itself, was ringed by steep mountains to the east, south and west; only the north was approachable. The linchpin of the citys defense was the huge CiudadelaThe Citadel, which commanded all approaches from the North, and whose guns reached virtually all quarters of the city. The Black Fort, as it was known, was also considered impregnable. Directly to the west of the city was Independence Hill, on top of
Arista
Unit cohesion quickly disintegrated as the remaining regiments came under heavy Mexican fire. Most of the regulars were forced to withdraw. Ironically, though, one company from the 1st US somehow found itself in possession of the old tannery building that faced the open end of the incomplete Fort La Tenria. Even as Mejia rushed reinforcements into La Tenria, Taylor, seeing Garlands units retreating, ordered John Quitmans brigade into the assault. Quitman, unlike Garland, swung way to the east, away from the Black Fort, and, by mid-afternoon, pinpointed his attack against La Tenria. Aided by fire from the 1st US troops in the Tannery, Quitman took the fort. That was about as far as the American troops got, as heavy US losses forestalled any further movements. Nightfall brought a cold rain, but it did not diminish the expectations and plans of Worth at the western end of the city. By 3 AM, a hand-picked force of regulars under Lt.Col Childs made their way up the almost cliff-like western slope of Independencia, clawed their way over the top and overran the redoubt, her defenders streaming back into the safety of the Obispado. Artillery was needed, and Worths men now dragged a howitzer, piece by piece, up the cliff, and turned it on the abandoned palace. By late afternoon, the U.S. commanded all the viable approaches to the city. Ampudia now reverted to an almost laager-like mentality of withdraw and defend. It would be extremely facile to simply say Ampudia was a coward and had no stomach for an open fight. While Ampudia was not exactly Horatio at the Bridge, this does not appear to be what his reasoning was. Cut off, with his left wing, western defenses gone, and with far too many non-line units upon which to depend he assumed a house-to-house style defense, where they would have stone walls to stiffen their spines, was the best way to handle the situation. The theory wasnt all that bad; Ampudia simply didnt have the resiliency or courage of his own convictions to carry it through to a conclusion. On the morning of the 23rd, Quitman, under Taylors orders began to cautiously filter his troops across the canaland the abandoned Mexican positionsand into the city. Taylor, himself, joined the advance at about 11 AM, and, by 2 P.M., they were only a few blocks away from the main plaza. Here they stopped, Taylor fearing even greater losses than his troops were already taking in the heavily defended inner city.
Santa Anna
To the west, however, things were different. Worth, hearing the gunfire to the east, assumed it was a signal to attack. He formed two columns, each advancing eastward along the two main streets running into the city. Resistance, as expected, was fierce. The Mexicans contested each house, each street, and each block. The Americans abandoned the idea of advancing down the streets and decided to go directly through the walls. Grabbing six-pounder shells from the guns they dug small holes in the common walls of the buildings, lit a short fuse, and waited for the explosive results. It was slow goingbut it was sure. House by exploding house, Worths infantry blew its way into Monterey. By mid-afternoon, Worth had set up the 10" mortar in the Plaza de San Antonio, near what appeared to be a cemetery. Shortly after, the gun started lobbing shells towards the center of town and its renowned Cathedral. Soon after it achieved its first direct hit, Ampudia asked for a meeting with Taylor. What followed was a lengthy two-day palaver in which Ampudia, wily as ever, tried to con Taylor out of as much of the latters victory as he could. Taylor finally relented to a somewhat unusual quasi-Honors of War situation which allowed the Mexican army to retire and put an ersatz truce in place for several weeks. Taylors army had taken a bad beating, losing close to 9% of its total force (whereas the Mexican losses amounted to only 5%). His acquiescence to many of Ampudias requests can be ascribed to his realization that his army could probably not have survived another day of attacking which leads one to wonder what would have happened if Ampudia had shown somewhat more spine than an amoeba. As it was, Ampudia was a beaten man, and it was Taylors mistake to not recognize the tremendous advantage that gave him. Regardless, Taylor should also have known that his truce was a political disasterPolks cabinet was not only aghast, they instantly repudiated the whole thingas well as operationally unsound. As far as President Polk and his advisers were concerned, Taylor was finished. Not only was the Monterey truce untenable, but Taylor was starting to show presidential ambitions. More importantly, Winfield Scott had come up with a viable plan to take the war into the heart of Mexico by invading through Vera Cruz. In order to ensure the success of this expedition, though, Scott would need virtually all of Taylors regulars, which he was now empowered to have shipped to him in the Gulf. As for Taylor, he was reinforced with yet another horde of dismal volunteers and told to stay put in Saltillo. He was not happy.
to fall back, leaving a previously captured 4-pounder for the oncoming Mexicans. His retrograde move was instantly covered by a wall of fire from the 2nd Illinois and Shermans battery, as the entire American line undertook a slow and disciplined withdrawal of some hundred or so yards. Unfortunately, this move completely isolated the Arkansas and Kentucky troopers at the mountain, all of whom now took to their horses in full flight to the rear. The American left flank no longer existed, and through this huge vacuum swept Juveras cavalry, headed for the thinly defended supply base at the Buena Vista rancho. It was about 9 A.M., and Santa Annas plan was working perfectly. It was at about this time that Taylor returned from Saltillo, along with Mays dragoons and Davis Mississippi Rifles. Taylor quickly took command at La Angostura and sent Wool to reform the slowly retreating infantry. Wool ordered Davis to cover the approach to the hacienda while he sent over the 3rd Indiana and one of Braggs guns. In the meantime, Steens dragoons hastened back to Buena Vista to reinforce the Kentucky and Arkansas troops that had halted their retreat there, only to find their respective commanders, Marshall and Yell, in a shouting match over who had seniority. As Juveras troopers galloped to the charge, the command confusion was too much, and virtually all of the volunteers took off once again. Only Yell and a handful of men, plus the dragoons, remained, as Juveras brigade charged home. The van of the charge was most successful, overrunning the remaining infantry, killing Yell in the process. But Steen launched an immediate counter-charge at the center of the Mexican column, slicing it in half. The front portion overran the hacienda and charged right into the face of one of Shermans guns, which brought them up short in no time. The rear portion of the Mexican cavalry now fell back in disarray, only to be shelled by more American artillery from the plateau to the south. Juvera, repulsed at the hacienda, now regrouped what he could and turned to the south to charge the Mississippi Rifles and James Lanes 3rd Indiana. Davis, however, had deployed the two regiments in an inverse V, and Juveras lancers rode right into it, where the deadly fire from the rifles shot them to ribbons, routing them into a nearby ravine for cover. It was about this time that, several miles to the north, Vincente Mions column of lancers, sent ahead on just this mission, emerged from the mountain passes east of Saltillo and charged the American garrison at Saltillo: several companies of infantry and a couple of guns. The charge was mostly half-hearted and totally unsuccessful. Major Warrens troops made short work of Mion, with the latter beating a hasty retreat back into the mountains yet another opportunity lost to unenthusiastic cavalry work. Back at Buena Vista, Juveras failed flanking maneuver lead to a short period of inactivity, during which Santa Anna reorganized for the final, big assault. He moved almost all of his troops over to his right and sent them back onto the plateau, under Perez. Again, the numbers were massive, but this time the American line was tighter and reinforced by the well-placed guns of OBrien and George Thomas. Close-ranged, rapid fire chewed huge holes in the Mexican line. The Mexican soldiers slowed, wavered, and then began to fall back, at which time Colonel John Hardin, assuming it was a fullfledged retreat, ordered a counter-charge by a mixed group of Illinois and Kentucky companies. The Mexicans were anything but through, however, and a fresh brigade of Mexican infantry met Hardins assault head-on, killing Hardin and pushing the American
line back, once again. American artillery fire was causing heavy casualties, but the Mexicans were still moving forward as darkness approached. It was at this point that Braxton Bragg and his battery arrived. Pushed into the line with guns blazing, Bragg was told by Taylor to maintain his position at all costs: double-shot your guns and give em hell, Bragg. And that he did. The first round of fire blew away Mexican infantry in bunches, the second stopped them cold, while a third round sent the entire Mexican line scurrying back for cover. Braxton Bragg, a commander whose men so disliked him that they once tried to kill him by rolling a lit shell into his tent, had, in essence, used double-shotted volleys to signal the end of the battle. Santa Anna tried to get Torrejons brigade to charge the American line, but they came under withering flanking fire by Washingtons batteries, and, as they turned back to the Mexican lines the skies opened and the rain came down in thick, cold sheets. The Mexicans had fought well, but the outnumbered Americans, supported magnificently by their guns, had held. Both sides were so played out that a continuation of battle by either side was highly unlikely. The casualties were grotesque. The Americans lost almost 15% of their men: 665 men killed, wounded (which was as good as being killed given the medical skill of the day) and missing. For Santa Anna, the numbers were far worse: 3533 killed, wounded or missing, almost a quarter of his army. (To be sure, 1900 of those were just missing as opposed to being casualties, but the end result was the same.) Santa Anna reported a victory, based on guns and flags captured an interesting spin on losing one-fourth your army. From a purely tactical viewpoint the battle was a draw, both sides having been beaten up so badly that neither could continue. However, from a strategic standpoint, it was a huge American victory. Santa Anna was forced to drag his army back to San Luis Potos with only some 7000 men, less than a third of what he started out with. For Taylor, the victory was bittersweet. Buena Vista had been John Wools battle; he set it up, and he directed most of the movements. And, although Taylor was, once again, a hero, he was also on the shelf, as the crux of the war shifted to Scotts army moving on Mexico City. Bothered by the relative inactivity, Taylor relinquished command and went home to Baton Rouge. By fall of 1848 he had been elected 12th president of the United States. DESIGNERS NOTE: Some of this article appeared, in somewhat different form, in Strategy & Tactics magazine, #212, which, for those interested in more battles from this war, also contains games on the first two engagements of the war, Palo Alto and Resaca de la Palma, plus Rio Sacramento. Information can be obtained from Decision Games.
Gringo!
Contents
A complete game of Gringo! contains the following: 2 34 x 22 maps (one is backprinted) 4 Sheets of die-cut counters Note: Sheet 2 contains only 240 units 1 GBACW System Rules 1 Battle Book 4 Player Aid Cards 1 die (10-sided)
CREDITS
GAME DESIGN: Richard
H. Berg
DEVELOPER: John Alsen ART DIRECTOR: Rodger MacGowan PACKAGE DESIGN & COUNTER ILLUSTRATIONS: Rodger
MacGowan
MAP ARTWORK: Mark Simonitch COUNTER & RULES LAYOUT: Mark Simonitch PRODUCTION COORDINATION: Tony Curtis PRODUCERS: Tony Curtis, Rodger MacGowan, Andy
(11.8) SQUARE
Square is a defensive formation used by infantry units to maximize their defensive potential against charging cavalry. It did make them vulnerable to artillery fire and it was often difficult to get a unit out of Square in any semblance of cohesion. Square may be formed during Movement or, with some difficulty, in reaction to an enemy infantry attack or cavalry charge. (11.81) Who May Form Square: The ability to do this is restricted to units with training. This means the regulars. Only Regular infantry units may attempt to form Square. The US Regular infantry are those units that have no state designation. E.g., 2 Ind (2nd Indiana Volunteers) is not a Regular unit. The 1st Arty Regiment is. The Mexican Regulars are the Line, Ligero, and Activos units. PLAY NOTE: Dismounted Regular US cavalrythe Dragoons may form square. It was part of their Indian fighting training. (11.82) Forming Square during Movement: Non-disordered Regular infantry units that are not adjacent to an enemy unit, and are under Advance or Attack Orders, may form Square as part of Movement. It costs a unit two (2) MP to form Square. Place a Square marker on top of the unit. (11.83) Standard stacking restrictions apply. If the unit was in Line Extension, simply remove the extender markers when they go into Square. In addition, one artillery unit may remain if stacked with an infantry forming Square, but it may not move into a hex with infantry in Square. Once stacked in the Square, it may not move out until the units leave Square.
EXAMPLE #1: The US mortar is in Monterey 3443; the US controls Loma de Independencia (Independence Hill). The mortar could fire at a target in 3041, but not one in 2943, because there is no LOS from 3342/3 to the latter.
(11.84) Forming Square as Reaction: Non-disordered Regular infantry units, under Attack or Advance Orders, may attempt to form Square when in danger of being charged (11.5) by cavalry. The decision to do so is made immediately after the charging unit announces it is doing so, and which hex is the target, but before the cavalry undergoes the Charge UDD (11.54). The player attempting to form Square, then undertakes a UDD for the unit: Pass means it forms Square Fail means it does not, and is Disordered. (11.85) Square Facing. All hexes surrounding a unit in Square are considered Frontal. (11.86) Effects on Combat and Movement Square has the following effects on combat situations:
EXAMPLE #2: The US mortar is in the Plaza de San Antonio (Monterey); there are no Mexican units in either of the two city blocks directly to the east. The mortar could fire at the Cathedral (on the east edge of the Main Square). HISTORICAL NOTE: For the most part, mortars were highly ineffective as anti-personnel field guns. They were designed for siege work, although the 10" mortar Taylor had at Monterey was just as ineffective against The Black Fort. The 7" mortar included with the Mexicans at Buena Vista is somewhat speculative, as it does not appear in many of the sources. One also wonders what a Mexican army trying to move across a desert to engage an enemy army in a stand-up battle would want with such a gun but one learns never to underestimate the capacity of Santa Anna to surprise.
Units in Square subtract one (1) from pre-Shock DR (not add one, as in 11.55). Subtract one (1) from all combat-related Disordered and Rally die rolls for units in Square. This does not apply to die rolls for entering/leaving Square. Units in Square are treated as Massed Targets, regardless of the number of SPs in the hex. Units in Square have a Movement Allowance of one. Not one hex, one MP. Units in Square may not Shock, nor may they enter an enemy ZOC. Units in Square are automatically under Attack Orders, regardless of what the rest of the Command is doing. However, they cannot use Refuse.
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(11.87) A unit in Square may fire at more than one target/hex. If doing so, the player divides/distributes the firing strength points amongst the target hexes in any fashion he wishes, as long as: 1. No target hex may be fired at by more than one-half (1/2) the units strength (even if firing at only one hex!); and 2. The usual 8.31 maximum is now observed for any one target. EXAMPLE: An 8 SP infantry regiment is in Square. It may fire 4 SPs into two different hexes. (11.88) Leaving Square takes the place of Movement. It also requires a Cohesion check die roll to undertake successfully. Roll one die and compare it to the units Cohesion Rating. Make the following die roll adjustments: 1. If the unit is Disordered, add one (+1); 2. If the unit is adjacent to an enemy unit, add two (+2). 3. If the unit is stacked with a leader, subtract two (2). If the adjusted die roll is the same as or lower than the units Cohesion Rating, the unit successfully leaves Square; if it was Disordered while in Square it is no longer Disordered. If the adjusted die roll is higher, it leaves Square but becomes Disordered. If already Disordered, it Routs. Units leaving Square assume their commands Orders if In Command; if Out of Command, they are under Advance. (11.89) Units in Square may remain in Square if Disordered.
ANNOTATED SOURCES:
BOOKS:
Adams, Anton, The War in Mexico (The Emperors Press, Chicago 1998). The most recent work on the war, and a most valuable source, complete with excellent maps, OoBs with numbers, and a battle by battle run-through of the proceedings. Also includes extensive discussion on tactics, weapons, and uniforms. Invaluable. Alcaraz, Ramon (trans by Albert Ramsey), The Other Side (Burt Franklin, N.Y.,1970 reprint of the 1850 edition). The one Mexican source we could readily get our hands on (Barcenas Recuerdos was unattainable), this one is pretty much a howler much grandiosity, wringing of hands and laying of blame. The North Americans are greatly despised something the 1850 US editors felt they had to ameliorate with equally politically incorrect statements. Interesting to get some of the feel of how Mexico felt (not good). It also contains some excellent maps (except for the one for Buena Vista, which bears only a passing resemblance to the battlefield), much better Mexican OOB and deployment information for the earlier battles than virtually any other source. Bauer, K. Jack, The Mexican War, 18461848 (U. of Nebraska Press, Lincoln, 1992). Probably the best single volume concentrating on mostly the military aspects of the war, with far more detail in that area than most other volumes. This reprint of the 1974 edition does correct some of the typos that caused one to blink, but other, similar whas? remain (notes about which are spread through the rules). Connor, Seymour and Faulk, Odie, North America Divided; The Mexican War 18461848 (New York, Oxford University Press, 1971). In terms of its narrative, just another of those overview books. HOWEVER, the 90+ page annotated bibliography is magnificent, listed by subject with comments on virtually every bookUS, Mexican, old, recenton the subject. For that alone, invaluable. Dillon, Lester R., Jr., American Artillery in the Mexican War, 18461847 (Presidial Press, Austin, 1975). Interesting little book with some good hard information on the US guns, plus some rather unusual theories on certain battles and people. He does spot the disparity between the number of Bragg guns at BV and where they were used. He also is of the two-resacas school of thought. Eisenhower, John S.D., So Far From God (Random House, NY, 1989). The most recent of the survey books on the war, and one of the best written. Eisenhower is more interested in the whys and wherefore and ramifications if the war. He does come up with unusual numbers, though, and they come without discussion. Interesting, with some good pictures and supporting art. Mediocre maps.
MAPS:
The Monterey map presented a couple of problems, as there were several that appeared excellent, but all of which differed in seemingly smallbut often significantdetails, such as the location of barricades, redans, etc. We chose to combine the information contained on the maps in Alcaraz and Smith, which were far more detailed than any of the others (and were closer to the period). This was augmented to no small extent by several contemporary drawings and paintings (one of which, for example, details the extended stone walls on the south/river edge of the city) as well as the narratives and personal descriptions. Needless to say, this was a difficultbut funmap to recreate and we spent much time in getting the city grid as close to actuality as possible. There is no shortage of Buena Vista maps, most of which agree what the battlefield looked like. (Then theres the map in Alcaraz, which must have been drawn after a three-Chihuahua fandango.) Most modern maps leave out some of the branches from the main roadand most importantly the one that runs onto the plateau just behind the gringo linesand some older maps show items for which there is no explanation (like the phantom stone wall in Smiths map). When in doubt, we used Smith, as he based his version on Mexican topological surveys, aside from two visits to the battlefield site. The map for Cerro Gordo is the one in Tony Adams book, which is the one in Justin Smiths. The only difficulty was in determining the (relative) elevation levels. The El Molino map is based on the very detailed one surveyed (and autographed) by Lt. Robert E. Lee and drawn by Z.B. Towers of the Engineers in 1848. There is no dearth of maps on this area/battle.
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bility of sticking it out for another day, or of coordinating his attacks, it could have been an impressive Mexican win. Given evenly matched players, the Mexican has a slight advantage providing he can keep his troops in some semblance of order and stay away from the US artillery.
BUENA VISTA
February 2223, 1847
Preliminary Information
Buena Vista is the biggest battle of the war, a classic confrontation between a small, mobile army emphasizing firepower, and a considerably larger, but slower, Euro-Napoleonic-style force. As such, we recommend players have familiarity not only with the system, but with the various pluses and minuses each army has as these will often be the telling factors. There are two BV scenarios: the February 23rd scenario, and the Full-battle, which covers the tentative skirmishing and positioning of the 22nd.
(5.34.) Neither side may use Brigade Coordination at any level of command. (5.4.) Efficiency Transfer is not used.
Map Scale
Each hexes covers c. 110 yards from side to side or 80 yards, depending on which source map you think is more reliable. We had at least a half dozen maps, some US, some Mexican, and a few from that period. The numbers varied, but not enough to make a major issue over it.
Length of Game
Not as long as the usual GBACW dice-burner, but at least six to eight hours for a complete game would be about normal.
15.0 ENGINEERING
(15.1) Constructing Breastworks is ignored; no one may build breastworks. The US breastworks are discussed in the Special Rules.
Balance
This is a battle that, on the surface, the Mexican Player should have a fairly easy time winning. He outnumbers the gringos by 31, and he has some fairly good units with him. However, several factors are working against him: general army fatigue, a large number of untrained units (both factors represented, initially, by the low Cohesion ratings), and the usual mediocre to miserable subordinate command staff. For the US player, desperation will be rampant most of the time. He has far too many volunteers, several of whom cut and ran more than once during the actual battle. What he does have is a very independent command system, the usual American superiority in artillery (this is the battle on which Braxton Bragg dined out for decades), and units like Jeff Davis crack Mississippi Rifles (more dining out for Davis). Its Ten Holes and Five Fingers time for the gringos. Historically, Buena Vista was a tactical draw, with both sides taking a beating. Strategically, with Taylor still holding his position, it was a US victory but a very close one. Had Santa Anna had the capa-
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ing these deep cuts, the rivulets managed to deposit a good deal of debris, mostly in the form of stones, rocks, boulders and whatever. What is indicated on the map as streams, are nothing more than an inch or two of trickling water. These, together with some minor tree growth, made moving up and down the ravines a major problem for cavalry and artillery. On the other, western side, is a spectacular series of gullies through which runs actually dribbles whats left of the river that formed them. These narrow gullies have almost vertical, 2030 foot sides, rendering them uncrossable to all but the most determined infantry. Even then, it is not recommended. About the only feasible crossing on the map is to the rear of La Angostura (which is treated as a stream hexside), which is where McKee crossed over before the battle began. (Theyre there to guard a rather tortuous mountain trail that Santa Anna could have used to by-pass Taylors position. Santa Anna did not so choose because of the difficulty of using that trail. See the Optional Rule on this, below.) The restricted passage between the spurs and the gulliesat 1632/ 1633is appropriately named La Angostura, The Narrows. And narrow it is 40 feet from the spur to the gully (or, realistically, about 15% of a game hexside!!). To reinforce this passage, General Wool had his men dig a ditch during the night of 2/22, backed by a parapet of earth, behind which the infantry stood. Thermopylae, Mexican-style. The spur immediately above and to the east of La Angostura was further protected against enemy fire by a somewhat haphazard breastwork. Special Facing Rule [7.1] Units in 1632La Angosturaface the hexside, not the vertex. The three hexes to the front1532, 1633, 1732 (albeit across the slope)are its frontal hexsides; the other three, its rear. Fire may directed into/through any reachable hex within the arc between 1036-1532 and 1633-1733-2336, etc. The Trench and the Breastworks: The defensive benefit of these hexsides apply to those units in 1632, north of the hexside, inside the teeth and only through those hexsides. However, the trench and the breastworks do not exist during the February 22nd turns, until the Night-2 turn. (They were constructed during the night after the first day of battle.) Of course, they can be so constructed only if the US player occupies the appropriate hexes during the Night-2 turn. There is no cost to doing this; they just appear at the beginning of the 0600 turn. The Elevation changes are relative scale varies, depending on the location. However, the map differentiates among: Gradual Slope: a change in elevation without a slope indicator. Thus, while 2142-2242 and 1731-1730 both represent changes from Level 1 to Level 2, the former is distinctly abrupt, almost cliff-like, while the latter is quite gradual. Steep Slope: any change in elevation of around 3045o or so. Sheer Slope: any change in elevation that is closer to straight up than what steep represents. For all intents and purposes, these are uncrossable militarily. All Level 5 and 6 hexes are considered Rough hexes. The Gullies, as discussed above, are crossed with great difficulty, and only by infantry. And, yes, the +5 cost means units with only 5 MP available may not cross them ever. The light woods on the map are mostly sparse, single-lines of trees that dotted the countryside. They arent much of a hazard or obstacle, but they do allow us to throw in a little green.
Courage
Some of the leaderson both sidesshowed a definite tendency towards wobbly legs, soft spines, and a desire to return home. These leaders are indicated with a + next to their Profile Rating. Any time any + Leader is within one hex, or stacked with, any unit from his side (whether it is his command or someone elses) that is the (defending) subject of a Shock attack, before resolving that Shock, that leaders Player rolls the die. If the DR is a 0 or a 9, the leader in question has turned tail and bolted. Place a Bolted marker on that leader; he is not in play. At that instant, and before anything else is resolved,
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All Infantry Division Commanders, and all Cavalry Brigadiers in the MSA get that Efficiency that turn minus one (to a minimum of 1). Reinforcements: Use the AM listed for the turn of arrival. EXAMPLE: At the start of a Turn, Santa Anna is in his Command Box in the MSA and the Mexican Player draws the 3 Efficiency Marker. Pacecho (I Division) is in the MSA, as is Mejias Brigade. They get 3 AM; but Uraga is on the map. He gets only 2 AM. Lombardini (II) is on the map, so all his In Command and MSA brigades get 2 AM. Any brigades outside his range get only 1 AM. Juvera (2/Cav) is in the MSA; he gets 3 AM (as Cavalry does not need a Division Commander to relay Efficiency). Artillery always gets 3 AM (2 regular, one extra for the San Patricios, as below).
Thunderstorms
Starting with the 1300 game-turn of 2/23, either player rolls the die at the end of the Orders Segment (II). If he rolls a 0 or a 9, a thunderstorm has broken loose, with the following effects: All MAs are halved, rounding up. No unit may cross a Sheer or Steep slope. Command Ranges are halved. Artillery range maximum is seven (7) hexes. There is an automatic 1 when firing any unit during a thunderstorm. If a small-arms unit fires during the storm, if the die roll used to resolve that fire is a natural even, that unit incurs an Ammo Depletion of 1 level. (This represents the problems with wet powder, and is obviously used only when using 10.9.). Thunderstorms last only one turn, and there is only one Thunderstorm per game. Once a storm occurs, do not roll for it again.
Mexican Cavalry
The four Mexican Cavalry regiments are activated when the Cavalry AM is drawn. They are independent of any Division Command, and they do not suffer any penalty for being out of any Division Commanders Range.
Routed Units
Mexican units that rout are placed in their MSA Box. The Mexican Player may attempt to Rally any Routed units in the MSA, in Phase IV/B/2. To do so, he undertakes a UDD. If the same as or lower than the rating, the unit is Rallied to Disordered status (retaining any Hits). If higher than the units Disordered Cohesion, it remains Routed and loses a SP. He may adjust the die roll as follows: If Santa Anna is in his Command Box in the MSA during this Phase, subtract one (1) from the die roll. If it is a Night Turn, subtract one (1) from the die roll.
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For each intact (all units in the brigade) cavalry brigade in the MSA, subtract one (1) for each such brigade. No units in the cavalry brigade may be Disordered or Routed.
Mexican Lancers
Most (if not all) Mexican Cavalry was armed with lances. They were thus more in the Napoleonic mode than the US mounted troops. Lance-armed cavalry (L) adds one (+1) to the resolution of all Charges. PLAY NOTE: This means the Mexican lancers get a +2 for Charging, not just a +1. DESIGN NOTE: Mexican cavalry used either carbines or escopettes. Which units used which is almost impossible to tell. So we gave the regular line units the carbines and the rest the escopettes.
Mexican Artillery
Mexican artillery batteries may not be assigned to any brigade or division. They fire only when the Mexican Artillery AM is drawn, and in Reaction. The Mexican artillery has three AM every turn. With two of them, any/all Mexican guns can fire. With the third AM, San Patricio Only, only the guns of the San Patricio batteries may fire. PLAY NOTE: Mexican canister/grape is so ineffective because of poor powder/shot.
Los Zapadores
Los Zapadores were an elite infantry unit of engineers (sappers) under the direct command of General Santiago Blanco. The Zapadores may be assigned/attached to any infantry brigade at the beginning of any turn that both the Zapadores and the brigade of Assignment are in the MSA, and Santa Anna is there, too. Otherwise, they stay in the MSA, or on the field if already assigned. may be treated as an Independent command, using whatever the Mexican Efficiency marker is for that Turn (and the Zapadores AM).
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The US Player draws only one Efficiency Marker per Turn, from which he gets AM for only three groups: Taylor, Wool, and Independent.
In the Activation Efficiency Determination Phase (II/A), the US Player must designate each of his regiments and batteries/section as belonging to one of these groups. Regiments may belong to a Taylor or Wool Command if the regimental leader is within that commanders range. Otherwise, they are Independent. See, below, for artillery. There is a series of boxes for each Regiment, onto which the US Player places his Command Indicator. The assignments made in II/ A last the entire turn. Units under Taylor/Wool may receive Division Orders, even though they are actually only regiments. Units operating under Taylor or Wool use the drawn Efficiency marker, without any adjustment, and that commanders AM. For example, all Taylor-designated regiments are activated when a Taylor AM is drawn. The mechanic for Independents, though, is somewhat different. The Independent AMs are numbered 14. The specific # of AMs placed in The Pool is that of the maximum possible Efficiency any individual Independent could have that turn. Independents use the turns Efficiency marker, minus one, and then adjusted by the Regimental leaders Orders Rating, and the Independent AM. Thus, drawing an Efficiency marker of 3, reduced automatically to a 2, and a leader with a +1 Orders Rating, that Independent will have 3 possible AM that turn. To indicate this, place an Independent Marker, information side down, atop that Leader. That marker will indicate that the Leader will be activated when Independent AM 1, 2 or 3 is drawn. If Independent AM 4 is drawn (if in The Pool), it is not activated. PLAY NOTE: A Regimental leaders Orders Rating is used, therefore, for two mechanics: Changing Orders during an Activation (as per 6.2). Adjusting that Regiments Efficiency for that turn. EXAMPLE: There are three independent regiments. The US player draws a 3 Efficiency for that Turn, which is automatically reduced to a 2. One regimental leader is a +1, one a 0, one a 1. This means that the US Player will have, available, three Independent AM#s 1, 2 and 3that turn. Three AMs numbered 1-2-3 are placed in The Pool and the leaders marked accordingly. The +1 regiment (with a 3 marker) will be activated when 1, 2 and 3 are drawn; the 0led regiment (with a 2 marker) when 1 and 2 are drawn, the 1 led regiment (with a 1 marker) only when the 1 AM is drawn.
US Artillery
US Artillery units activate either as Independents (all artillery units stacked with or adjacent to another artillery unit), or, if within Taylor or Wools Range, as part of a regiment (and so designated when the Taylor/Wool assignments are made). When Independent, US artillery has an Orders Rating of +1.
Saltillo
Taylors main base of operations was the city of Saltillo, about 56 miles north of Buena Vista. Taylor had received word that Mions cavalry brigade had circled to the east, slipped through the passes, and was headed towards Saltillo. With Saltillo defended by only a
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minimal garrison, Taylor was rather worried that his base would be taken and his army would be trapped. Therefore, each turn, starting with the 1700 turn of 2/22, the US Player rolls a die in the Initiative segment. If he rolls the DR listed on the Turn Track Taylor, all of the 1st Mississippi, the Texas Rangers, and the 2nd Dragoons (with May), are immediately removed from play. If they are still on the map by the 2000 turn, they are automatically removed at the beginning of that turn. Taylor, and all of the departing combat units, return to the game, as Reinforcements, (through hex 1601) in the 2/23, 0600 game-turn.
[a] Treat these as one command, at least to start the game. [b] The actual whereabouts of some of the US guns on the morning of the 23rd can get a mite confusing. Weve chosen the simplest one. [c] The Arkansas c is under the command of Marshall.
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1st Dragoons (Mtd) [c] 2nd Illinois (a, b, c); 1st Texas Foot; Bissell 2nd Kentucky; McKee [e] Arkansas Cavalry (Mtd): Yell [d] 1st Kentucky Mtd (Mtd); Marshall E, 3US battery (three 6-pounders; one H12) C, 3US battery (two 6-pounders, one H12) [e] 1st Mississippi Rifles (Mtd); Davis 2nd Dragoons; Texas Rangers; May
W/i 1 hex of 2734 W/i 1 hex of 2936 W/i 1 hex of 3138 W/i 1 hex of 3440 W/i 1 hex of 3740 2834 2631 1524,1625 1809-10
[a] Although all sources agree as to which units were present, few agree on exactly where they were when the battle started on 2/22. Our deployments used those sources which tended to place units before Santa Annas arrival south of La Angostura. [b] Also problematical, as with [a], is the location of Taylor, the Mississippi Rifles, and Mays 1st Dragoons. They left with Taylor when he returned to Saltillo the evening of the 22nd and were not involved at all in the preliminary fighting of the 22nd. There is some indication both units were being held, in reserve, far to the rear which is where we have placed them. See the Saltillo rules, below. [c] Any one of Mays cavalry units may be attached to any other commander, simply by being within the latters range. [d] Detachments from these units were sent across the gullies, to the west, to guard the approach on that flank (c. hex 1021). Exactly when is a good question. [e] One of Braggs six-pounders is with the Saltillo garrison.
[a] The 4th Line infantry is assigned to Ampudias Brigade and is considered part of that brigade for the remainder of the game. [b] Ampudias good Orders rating, when compared to his ratings for the first three battles, is based on his performance (and unusual energy) at Buena Vista.,
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Mexican Fatigue
As noted, above, the Mexican Army was not in good shape. It had lost 25% to attrition over the last month on its march across the desert from San Luis Potos, had not eaten in the last 12 or so hours, and had slept little, if any, the previous night. Santa Anna would have been wiser to allow his army to rest at Agua Nueva, just south of Buena Vista, before joining battle but he chose otherwise and, on the 22nd, was forced to use an army whose effectiveness was severely reduced by fatigue. To simulate this, all Mexican reinforcements, as well as those that start the game in the Staging Area, are at Level 1 Fatigue.
Straggler Recovery
US Units use the normal rule (16.2); Mexican units may recover Stragglers only if in the MSA.
[a] For purposes of victory points, a Mexican brigade that has some units in the MSA but all of its on-map units are Disordered is considered Ineffective. [b] There are no points for loss of any other commander as only the Mexican army was led by cult of personality. The gringos may have liked Taylor, but it really mattered little to them who was in command.
NEW ARTILLERY UNITS: After countersheet #1 was printed, it was decided that artillery should have the same cohesion level on their disordered side as their front sidetherefore, sheet 2 contains the corrected artillery units.
2004 GMT Games, LLC
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II. B Division Orders. The US Player must be within range of Taylor. The Mexican Play may change any brigade (the Mexican army has no divisions) if Ampudias posture is aggressive and the Brigade Leader is within range of Ampudia. II. C Reinforcement Orders is not used. II. D Reserve Placement is not used. IV.D. When the fifth Turn of that Assault Period is finished, play proceeds to the Interphase, unless it is the 4th Assault Period, in which case, the game is over.
THE INTERPHASE
MONTEREY
Nuevo Lon, Mexico September 2023, 1846
Preliminary Information
Montereyan assault complete with cavalry charges and street fightingis probably the most demanding scenario in Gringo!. It has an extended amount of special rules, most having to do with the unusual nature of street-fighting and the game-type terrain rules it requires. And both players must make a large number of difficult strategic decisions, decisions often made obsolete by rapidly changing situations. It is also potentially a long game. We therefore strongly recommend that you give one of the other battles a runthrough before tackling Monterey.
When all five (5) Turns of each Assault Period have been played, players, in the Interphase, may do the following: Stage 1: US Unit Relocation Stage 2: US Rally and Recovery Stage 3: Mexican Re-deployment and Rally Stage 4: US Re-Staging
(4.0) COMMAND
(4.2) CHAIN OF COMMAND
(4.21) The US Chain of Command is Brigade to Division to Overall (Taylor). The Mexican Chain of Command is Brigade to OC (Ampudia). (4.3) There are no Artillery Leaders.
Length of Game
The game is not played using the usual Turn Track. Rather it uses four Assault Periods, each period with five (5) turns. More information on this is given, below. Experience shows that each Assault Period takes about 8+ hours. Redeployment, between periods, takes about half an hour. While the game can take less than four Assault Periods, it will usually take at least two. Keep in mind that this covers four days of actual fighting. Its a long game.
(5.2) EFFICIENCY
US Efficiency
The general principles of Efficiency apply, except that there are no Corps commanders. Instead, Efficiency markers are drawn for the Division commanders. And, the Division Commanders each have an Efficiency Rating for adjusting the drawn AM marker for their Division. 5.22 is changed slightly to note that a Divisions Efficiency (AM for use) is increased by one if that Divisions commander is either in the same Staging Area as Taylor or on-map within Taylors command range. The Cavalry Brigade (under Henderson) is treated as a Division for AM purposes. As a Brigade Commander Henderson has no rating to adjust his AM Efficiency. Hendersons individual units (1 Tex, 2 Tex and 2 Dragoon) may be re-assigned to other brigades (limit one per brigade). If all cavalry units are so assigned: Henderson is placed and must remain in a Staging Area for that assault period. No cavalry AMs are used.
Map
The Monterey map uses a scale of c.125 yards per hex. The city of Monterey is drawn to scale using the actual (and complete) street layout at the time.
Balance
Many factors to consider here, but, overall, the US is slightly favored.
Mexican Efficiency
Mexican Efficiency depends much on Ampudias Strategic Posture. The Monterey and Outside City AMs use the Mexican Efficiency markers, as adjusted by Ampudias Strategic Posture. AM for the Black Fort and unattached artillery (usually those guns outside the city) are fixed and not affected by Efficiency.
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(7.0) FACING
(7.14) Units in fortified hexessee 5.44 and 6.12that have more than two hexsides so protected, may face the hexside, not the vertex, as facing is dependent upon the fortification, not the positioning. When inside a fortification all protected hexsides are treated as Frontal; all unprotected hexsides are treated as Flank. EXAMPLE #1: In Ft Libertad (3146), all of the hexsides are protected, except for the 3146/3246 hexside.
EXAMPLE #2: unit in 3108 uses normal facing rules. (7.15) Units inside a fortified hex may fire through any fortified hexside (given 7.14) as long as they are facing towards one of those hexsides. They may fire through an unprotected hexside only when facing such a hexside. PLAY NOTE: For firing purposes a unit may face only a protected hexside or only an unprotected hexsideno overlap regardless of the counters actual facing.
Towards their Brigade Leader, if such movement does not move them closer to an enemy unit; or Towards the Staging Area from which they entered the map. US units that retreat off-map into their Staging Areas are eligible to reenter the game in the following Assault Period (not turn).
(12.5) ROUT
12.53: Routed US units are placed in the Staging Area they originally came from. Routed Mexican units are placed in either the Outside Routed Box or Monterey Routed Box, depending on where they were when Routed.
(8.0) STACKING
The rules for this (as well as several other entire sections) inside Monterey are different; see the separate rules for Monterey.
(9.0) MOVEMENT
See the separate rules for Monterey.
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(15.0) ENGINEERING
(15.1) This section is ignored; no one may build breastworks. PLAY NOTE: The Mexican player can put up street barricades, but that is covered by a different mechanic. See M.75.
SPECIAL RULES
ASSAULT PERIODS
The game is divided into four Assault Periods, with the players starting anew at the beginning of each period. In between each Assault Period is an Interphase, wherein players can redeploy, rally and recover. Each Assault Period has five (5) turns. When the fifth turn has been completed, so has that Assault Period. There are no Night Turns.
The Interphase
PLAY NOTE: The Interphase can take some time; its like setting up anew.
Reassigning Units
The US Player may assign one cavalry regiment to a brigade, one cavalry unit per brigade. If all cavalry units are so re-distributed the US Player does not get to use the Cavalry AM. The lone, unattached artillery batterythe Siege guns of C, 1 US, may either remain independent (and be used as per the Siege Gun rules), or they may be attached to any one brigade that has no other guns attached. The Mexican Player may re-assign up to three units during each Interphase, from one brigade to another. Units inside the Black Fort are so eligible, if there are no US units within one hex of the road running 2114-2515. You may have to keep track of this on paper.
US Siege Guns
The term Siege Guns refers to artillery capable of destroying walls. The US Player has two guns which qualify as Siege guns, his 24-pounder howitzers from C, 1 US. These are the only US guns that have any
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affect on the walls of the Black Fort; all other guns fire only at human targets (or the Cathedral). The 24-pounders may fire either as field guns (against troops) or against the walls of the Black Fort. C, 1 US exists either as an independent battery, or as a battery attached to a brigade. If independent, the guns do not operate under any AM. Instead, the US Player may undertake three 3 activations per Turn at any time during any of his AM. During an Independent Activation, those guns may either Move or Fire, not both. If attached to a brigade, they operate like any other battery. The assignment of guns is determined at the beginning of each Assault Period and may not be changed during that Period. Regardless, C, 1 US always starts an Assault Period in a Staging Area. To fire at the Black Fort walls the US Player determines the range (the wall is considered to be in the hex closer to the firing guns) and rolls the die. If he rolls the die within the range listed on the Siege Gun Table he reduces that wall hex by one. From SA #1 it is 14 hexes (range) to 2016-8, the only walls it can hit from there. The reverse is also true. In SA #2 it is 12 hexes to 2016-8. SA #3/4 are out of range. All other ranges are counted from the hex the siege guns are in. When that wall hexside has suffered the number of hits listed below (use SP markers) it is no longer there; otherwise, regardless of the number of hits it still provides the benefits listed on the terrain chart. As you can see from that table, its not a very effective form of warfare, is it. Black Fort Walls are: The Moat/Outside Walls (3 Hits to destroy), Any Bastion hex in entirety (e.g., 2018) (6 Hits to destroy), and Any of the 4 walls of the Citadel facing N, S, E or W. (5 Hits to destroy) Fire at any other targetmostly personnel inside the Fortis conducted as per the usual Artillery rules.
Canales
If Canales is killed, there is no Replacement Leader, and his two Presidiales units are immediately removed from the game.
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Initiative DR Adjustment Efficiency Adjustment: Outside City Inside City Units May Start Assault Period[a]
0 +1 0 Anywhere [b]
3 1 +1
All units of at least one infantry brigade must start in Ampudia's Range. Remainder in Monterey or fortified hex.
Cavalry Restrictions Effect on Orders Dierolls by Brigade Leaders inside City May use II/B to Change Orders if in Urban City Location of Ampudia Shock Attack Commitment? Def. Shock Dieroll (11.37) Barricades to Build Calling Canales
None [b]
Starts in Monterey
a = Uraga's Brigade must start in the Black Fort in the First assault Period b = But not within six MP's of a US Staging Area
2004 GMT Games, LLC
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There are four different types of blocks:
1. Open are blocks with little or no buildings/walls. Those buildings and other terrain shown have no effect on movement or combat. 2. Plazas are open areas and were the center of town activities. PLAY NOTE: The Plaza de San Antonio and the Plaza Mayor (or Main Square) are subdivided by Block Dividers into two or more blocks. The Plaza de San Antonio, at the southern edge of the city, is divided into three Plaza Blocks, at the center of which is the city Cemetery, a Partial City Block (for game purposes). 3. Partial City are blocks which contain enough buildings to aid protection but delay movement. 4. Urban City. These are the urban areas of Monterey, consisting (mainly) of one story, flat-roofed adobe houses that the Mexicans have sandbagged and loop-holed for defense. Some of the Urban City blocks also represent larger edifices: The Hospital (P/Q-2/3). The Prison (in the center of the Plaza Mayor, which disrupts Street #10). The Cathedral (X/10,11, just off the Plaza Mayor). The Bull Ring (Just off Street W, south of the Plaza Mayor).
(M.23) Streets.
Running through the city are the Streets. These are identified by numbers (from 1 to 11), for the streets running generally east-west, and letters (A to BB) for those running generally north-south. PLAY NOTE: The Numbering/Lettering system for all of this is needed if you are using Hidden Movement and/or are playing by mail/computer. Along the streets are points, usually at intersections or corresponding to block dividers. Points are used to regulate movement of units. When moving on streets, units move from Point to Point. (M.24) Block Dividers divide and separate large Blocks into different blocks. Dividers are not streets. They simply delineate blocks. (M.25) The Ojo de Agua, the canal running through the eastern section of the city, is a Stream, except where it becomes a Pond. See the Terrain tables. There are several bridges crossing the canal. The canal acts as a Block Divider. (M.26) Stone Walls. These run along portions of the southern edge of the city, separating city blocks from plazas. They serve as protection, in that they pretty much negate any fire (theyre Level Two),
(M.5) ADJACENCY
(M.51) Inside the Urban City, the term adjacent means either: A unit one Point distant from an enemy unit in another Point. A unit in a Point which borders a Block occupied by an enemy unit (and vice versa). (M.52) Rule 9.52 does not apply inside the city. Instead: Units using Advance Mode that move adjacent to an enemy unit may draw Movement Reaction Fire (M.63) from the latter. If they do draw Reaction Fire, they must stop, ending their movement for that Phase. If they do not draw fire, they may continue to move. PLAY NOTE: Thus, unlike 9.52, where mere presence and position is the defining factor, whether or not a unit must cease movement under adjacency circumstances depends on Reaction Fire.
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+1 dr adjustment if unit spent only 1 MP to enter the hex (see 12.24). +1 dr adjustment if unit is in Attack Order. +2 dr adjustment if unit is in March Order. The above are cumulative. PLAY NOTE: This rule, essentially, is usable only when playing with Hidden City Deployment. Otherwise, its too easy to avoid. Note, though, that protecting a unit by using Defend Orders makes it difficult to launch any cohesive assaults on enemy-held blocks. Interesting choice.
(M.7) SHOCK
(M.71) Any phasing unit under Attack Orders that ends Movement in a Point may Shock attack enemy units in: any adjacent Point (including Points bordering a Block the unit wishing to Shock is in); or any hex adjacent to that Point, and vice versa (for units in hexes just outside the city grid). Units in Advance may not Shock attack when inside the City. (M.72) Any active unit that ends Movement in a Block (M.35) must Shock attack enemy units in that Block. Thus, a phasing unit wishing to Shock attack enemy units in a Block must first move into that Block as part of Movement and then resolve combat as part of Shock. Stacking restrictions apply separately to each side. PLAY NOTE: Shock Combat in Blocks takes place with both sides in the same place. If it so happens that both sides are still there after combat resolution, they stay there until one side leaves, either voluntarily or involuntarily. (M.73) Units that must Retreat from a Block; do so into the Point from which they came, if the attacker; do so into any unoccupied Point otherwise. If they cannot so Retreat, they stay and lose an additional SP. (M.74) Units may not form Square in Points or Blocks. PLAY NOTE: Remember, there is no Position Superiority. This is not linear warfare. (M.75) Barricades. Barricades are jerry-rigged, temporary street fortifications that provide defensive benefits for those behind (actually, stacked with) them, very much like Breastworks. Barricades may be placed: On any Street Point. On any bridge Point. The Mexican Player starts the game with three (3) Barricades. He may build (place) additional barricades only at the beginning of the 2nd, 3rd and 4th Assault Periods. The number of barricades he may so place is limited by Ampudias Strategic Posture and the counter mix (10). Barricades increase the cost of moving into a Point. They also add defensive (terrain) benefits to units that are stacked with the barricade. The Monterey Terrain Chart lists the benefits/costs of barricades. Once in place, a barricade may not be moved. Any player may destroy a barricade by passing into the Point and paying 1 MP to destroy barricade. He does not have to destroy it; it is simply an option.
(M.61) Range.
Each Point is considered to be one hex from the next Point when using the Range Table. Each Block is considered to be one hex from any Point that is bordering that Block. Each Block is considered to be two hexes from any adjacent Block, whether separated by a street or a Block Divider. (M.62) What a unit may fire at depends mostly on LOS. In this case, terrain elevation is important. Also a consideration, for units in street Points, is that you can only fire in a straight line; bullets and shot do not turn corners. When in doubt, use a straight edge to determine whether a unit in Point a could fire at one in Point B without intervening Blocks. (M.63) In addition to the types of non-Phasing Fire available through 10.4, a non-phasing unit may use Movement Reaction Fire against an enemy/Phasing unit that moves adjacent and is not in Attack Mode. PLAY NOTE: This is obviously more fun when you play Hidden Movement. We called it Adobe Ambush during testing. (M.64) Prepared Fire. The following units are always considered to be using Prepared Fire: All non-Phasing units in Fortified hexes, Blocks or Barricaded Points. Phasing units that have not moved that Phase. (M.65) Units in Blocks may fire in any direction (there is no facing, remember?) However, firing in more than one direction is treated as Splitting Fire. Units in Points may fire only into adjacent Blocks and into Points to which they may trace a LOS. Again, they may do so in any direction, but if firing in more than one direction, that is treated as Splitting Fire. (M.66) Units in Points may use no more than 4 SP (or two artillery SP!) when firing in any one direction. Units in Blocks use 10.14. DESIGN NOTE: We have ignored the question as to whether units in blocks are inside buildings or atop them. You dont really want to get into that sort of detail, now do you? (M.67) Adobe Ambush. A unit that is moving along streets is subject to Ambush when it enters the ZOC of a unit in a Full City Hex. Essentially, such unit is subject to enemy Reaction Fire when it enters the street/ZOCand such Reaction Fire is resolved with the following possible adjustments:
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a = A Hit is any result other than a No Effect. The Terrain Effects of being a Full City Block apply. Note that because of its height - tallest building in town by far - the Cathedral can be "seen" from virtually anywhere on the map! b = Canales brigade does not count for VP.
0-15 16-30 31-45 46-60 61-80 NO NO NO 8-9 9 NO 5-9 7-9 9 2-9 5-9 7-9 Auto 1-9
4-9** Auto
If it is the 4th Assault Period, subtract one (1) from all dierolls. An Auto is still an Auto. NO = Surrender? Besame mi Burrito, Gringo! # - # = If US Player rolls within this range, Mexicans surrender and US Wins; otherwise, treat as a NO. Auto = Vamos, muchachos!! It's all yours, Gringo! ** = Historical Result
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PLAY NOTE: The Mexican Deployment at the start of each Assault Period can be very important. His main problem is hes got too much ground to cover. This is an aspect of play that will improve exponentially after the first play-through. HISTORICAL NOTE: Most of the Mexican deployment is unknown. Mejia did have his HQ at the Purisma Bridge, with the following known dispositions. About 300 of the Aguascalientos and Quertero Activos held the Purisma position, along with the 12-pounders. The remainder of the Quertero Activos plus some companies from the 2nd Ligero held the La Teneria redoubt. The rest of the brigade was within the triangular area formed by the Purisma Bridge, La Tenria and El Rincon del Diablo, the last of which was held by several hundred more men from one of the remaining regiments. Ramirez's Brigade was assigned the western edge of the city, and it was his men who held the positions on both Independencia and Federacion. Ft. Libertad contained a small detachment. Obispado was held by the 1st Mexico Activo. It appears that Romero's cavalry was stationed at the western end of the city, while Torrejon watched the approaches from the shadow of the Black Fort, on the outskirts of the north-central edge of town.
El Rincon del Diablo (3106) La Teneria (2403) Pursma Ttes-depont (the 2 bridges just west of 2911) Fort Libertad (3146) Obispado (3341) Federacion Redan (4439) Anywhere in Monterey
There are no guns in El Soldado. 3. Canales and his Presidiales are not available until activated; see Duty Calls #2. 4. The remainder of the units available may be placed as desired. All units start under whatever Orders the Mexican Player wishes (except for Uragas brigade, above). 5. The Mexican Player may place three (3) Barricade counters in any street intersection he wishes.
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(4.0) COMMAND
There are no Corps/Army Commanders; only Brigadiers, plus the US has a Division Commander (who is, for game purposes, the OC), Worth, who moves only in the Commander Movement Phase (IV/A). The Mexicans have no Overall Commander, and must function under that reality. Worths Activation Rating is not used. HISTORICAL NOTE: Santa Anna spent virtually the entire five days of the Battle for Mexico City either in, or riding around, the city, performing no function other than to mess around with the deployment of troops to no visible gain. His only appearance at El Molino and Chapultepec was about an hour after the North Americans had taken the Mill. He had no perceptible effect on either one of the assaults.
Historical Background
The basic premise is that the US Player (Winfield Scott) has decided that the best approach to the cityabout a mile and a half NE of the game-mapis across the eastern and southern causeways. The only way for him to use these causeways is to take the key Mexican stronghold, Chapultepec. However, Scott is also under the (misguided) impression that the two buildings to the west, Casa Mata and El Molino del Rey, are repositories for Mexican artillery. He has decided that, before he can proceed to Chapultepec, and thence Mexico City itself, he must secure his left flank. Although Scott had his entire army at his disposal, when he attacked El Molino, many of the units were dispersed, to the east, as feints , and thus the US Player has only three brigades available.
(5.0) ACTIVATION
(5.1) US adds two (+2) to Initiative DR. (5.2) There is no Efficiency in this battle. The US always gets three (3) Army AM per turn; The Mexican gets three Army (3) AM per turn in each turn in which it has the Initiative. In turns in which the US has the Initiative, it gets two (2) Army AM. PLAY NOTE: If you wish to give the Mexicans a leg up, ignore the 2 AM for No Initiative restriction, and give them 3 AM each turn. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that General Worth moves only in the OC Movement Phase, IV/A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.36) As there is no Mexican leader above Brigade Level; all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II/B (Division Orders).
Map
This El Molino map uses a scale of 110 yards per hex.
Length of Game
The game is played until one player wins; see below.
Balance
The Mexicans again outnumber the US, although that is illusory, as much of the Mexican numerical strength is in its cavalry, which played almost no part in the battle. However, the Mexicans do have what appears to be a solid defensive position. Yet, the US is still favored mostly because the two Mexican defensive positions are not mutually supportable, manybut certainly not allof the Mexican units are shaky, and the Mexicans have little or no functional command system.
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(15.0) ENGINEERING
(15.1) No one may build breastworks.
(17.0) FATIGUE
Fatigue is not used; the battle is too short.
Stone Walls. Just like it says, but not built for military purposes. They simply exist as protection and a barrier. Trench. This is the large, dry ditch that runs just in front of Casa Mata, used by Ramirez to deploy his brigade. It offers the usual protection such ersatzand here, rather erratictrenches usually offer. HISTORICAL NOTE: There appears to have been a similar, but smaller, ditch running north-south, along the western edge of the park of Cypress groves. It is mentioned in two sources, but is not on any maps. As it did not play any part in the battle, we have ignored it. Fosse: The Mexicans had dug a ditch in front of the western edge of the wall of the Colegio Militar. This, and the mines planted just below it, is covered in much greater detail in the Chapultepec scenario. Ditch: The western side of the Chapultepec Park had an irrigation ditch (apparently dry) that provided a minor obstacle. Causeway. Slightly elevated road through the flooded lands and marshes. No effect on combat. Aqueducts. Several of the Causeways had large, stone aqueducts running their length to/from the city. The aqueducts offered protection to any one using them for such, although it was not difficult to move through them, by way of their many, large arches. Note that such protection applies only to units defending against fire/attack coming through a hexside not connected to the defending hex by the aqueduct. The aqueducts block LOS for artillery, but not for muskets.
AM Availability
The US uses the 3 US Army AM; the Mexican Player has available three Mexican Army AM; how many he gets to use depends on Initiative.
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Initiative
The US Player automatically has the Initiative for the first gameturn. After that, players Die roll, with the US adding two (+2) to his DR. See the US First Turn restrictions, below.
Victory
The games is played until one player wins. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all hexes of two of the following: Casa Mata (1822). El Molino (1816, 1915, 2015, 2016). Chapultepec (1808-9). The Mexican Player wins if, at the end of any game-turn, any two brigades (Sumners Cavalry is not considered a brigade for this purpose) are Combat Ineffective. If both of the above exist at the same time, the game is a Draw. (The US Player has taken his objectives, but has lost enough men to render the capture of Mexico City a much more difficult project than it historically was.)
a MajGen William Worth commanded the assault on El Molino with this ad hoc, reinforced division: his two brigades (Garland's and Clark/McIntosh's), plus Cadwaladers (from Pillow's Division). b Col McIntosh is standing in for Brig Gen Clark, the actual brigade commander, who is hors de combat for this battle. c These two units start stacked; they were both part of the same regiment (The Regiment of Voligeurs and Foot Riflemen).
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a These two units were quite large, especially the 11th Line, with a reported strength of around 900. Thats 18 SP, and that means it can extend two additional hexes. b Our numbers for these units (in terms of SP) are based on the troop strengths on the 13th (the assault on Chapultepec), upped to account for losses. We could not find any numbers specific to El Molino. The Fijo Bn is sometimes listed as the Regular Mexican Standing Battalion. c Rangel was originally deployed in the Mata/Molino area, but Santa Anna withdrew him as a reserve brigade the night before the US attack. d It appears, in some sources, that Ramirez placed 2 companies (160 men) of the 2nd Ligero in the Cypress Garden. It is possible that this was actually the 3rd Ligero, which started on Chapultepec, but moved to reinforce the troops at El Molino early in the battle. e There is no indication of the size/type of guns in this group. There is also some question as to whether there were six or seven guns. However, by the 13th, the Mexicans had three 4-pounders and an 8-pounder inside the castle, most likely the remaining guns from El Molino. Our Mexican sources say six at El Molino, but the North Americans captured three guns at that battle. As Mexican artillery fire at El Molino was not very effective or helpful, weve gone with 6. To make matters even more confusing, it is not quite clear exactly where these guns were deployed. Weve gone with the information that, when Santa Anna redeployed, he moved his six guns closer to El Molino. MEXICAN REINFORCEMENTS A large force of Mexican cavalry (with a lone supporting foot unit) is sitting just off the map, to the west of Hacienda Los Morales. Santa Anna had hoped that it would play a big role in sweeping the North Americans from the field by attacking their flank. That never happened, a result of poor command cooperation, and the usual reluctance of the Mexican leaders.
Whenever a Mexican AM is drawn, the Mexican Player may attempt to activateand bring inone of his cavalry brigades. To do this, he rolls the die for the chosen brigade: If the choice is Alvarez, a DR of 0 or 9 will activate that brigade. If the choice is Andrade, a DR of 9 will activate that brigade. Mexican cavalry enters the game in Advance Mode, through hex 3201. Once activated, the brigade is available for the remainder of the battle, unless/until it becomes Combat Ineffective. At the end of the Game Turn that it does so, all units in that brigade are permanently removed from the game, regardless where they are at the time. Available Mexican Cavalry [a]: Alvarez; 2nd Line Cav, 3rd Line Cav, 5th Line Cav, 9th Line Cav, Tulancingo Curaissiers Andrade; Oaxaca Cav Bn, Michoacan Cav Bn; Los Pintos infantry [b] [a] Both brigades comprise Alvarezs cavalry division. He commands one of its brigades, Andrade the other. We treat them as separate brigades. [b] A most interesting unit. According to the notes in Smith, vol 2., and a Mexican source, these were semi-savage pintosmen from the hot region marked with spots. They lay flat when charged upon, and hewed the enemy down with heavy knives (machetes), and they were expected to fill the Americans with terror. Perhaps. But thats the only mention they ever get, anywhere. As you see, they have no small-arms.
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CERRO GORDO
April 18, 1847
Preliminary Information
Cerro Gordo presents the designer with several problems. First is that the battle took place over two days. One the 18th, the US advanced one division to seize Atayala. Santa Annas reaction to that was minimal. On the following morning, the battle continued. For game purposes we have melded the two days into one continuous flow of play (12 turns). Second is that eternal game design bugaboo: the players know too much, far more than the historical participants. The lines of sight were almost non-existent for all but troops on the higher elevations, and, even worse, Santa Anna was convinced, as were most of his advisors, that the only approach was by the National Highway and some of the lower ground just to the south (as you can see from the initial Mexican deployment). For this reason all Mexican units start the game inactive. Given all of that, Cerro Gordo is, like most of the battles in this war, an unusual one. The US is very aggressive, the Mexicans are not. However, the Mexicans have far more troops and the advantages that mountainous terrain can offer.
(4.0) COMMAND
(4.11) The Army Commanders have two functions: Initiative. Santa Anna also acts as Division Commander for the Mexicans, in that any brigadier within his Command Range may Change Orders, without a die roll, in the Division Orders Phase (II/B). US Brigadiers may do same if the chain of command Scott to Division to Brigadieris in place. (4.12) There are no Corps Commanders (ignore 4.12). (4.13) The US Division Commanders Activation Rating is not used. Moreover, they move as per 4.17. (4.3) There are no Artillery Leaders.
(5.0) ACTIVATION
(5.2) There is no Efficiency in this battle. Both Players always get three Army AM per turn. See new 5.37, below. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV/A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.37) If the Mexican Player uses an AM to activate one of his brigades, as above, then he may not undertake the Action Phase with his units, except for artillery fire. (5.4) Not used.
Map
This scenario uses the Cerro Gordo map. The scale is c. 115 yards per hex.
Length of Game
12 turnsor about five hours based on playtester experience.
Balance
Favors the US, but not greatly. Much depends on how the Mexican Player reactswhen he canto the US advance. Hopefully, the Mexican player, given what he knows, will do a damn sight better than Santa Anna.
Initiative
The US Player automatically has the Initiative until the turn after Atalaya is taken. Starting with the next turn, players roll for Initiative, with the US Player adding Scotts Initiative rating to his die roll if Scott is on the map (and 9.33 isnt in effect).
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Mexican Activation
All Mexican units, except those In Reserve, start the game inactive. Inactive infantry units may not undertake anything in their AMs Action Phase, except that any artillery may fire (at targets to which it can trace a LOS). There are two ways units may be Activated, and once activated they remain so for the rest of the game. Any Mexican Brigade (units in Command range only) or any individual unit, is automatically activated at the start of any Mexican AM that any US combat unit is within four (4) MP and Line of Sight. For any one of his AM drawn in any one Game-Turn, the Mexican Player may Activate any one brigade (units in Command range only). Units of that brigade may undertake a normal Action Phase. If he chooses to do this, he may not undertake anything else, other than artillery fire, with any other units.
(15.0) ENGINEERING
(15.1) This section is ignored; no one may build breastworks.
(17.0) FATIGUE
Fatigue is not used; the battle is too short.
US Off-Map Artillery
Starting with the Game-Turn after the Turn in which the US Player (first) captures Atalaya, he has the use of a 68-pounder piece of Heavy Artillery that they have managed to drag up the side of the ridges to the south of the Rio del Plan (about 4 hexes off-map). Each time a US AM has been drawn/selected, before undertaking any other action, the US Player may designate as a target of this gun any one hex south of, or adjacent to (and north of) the National Highway between 2334 and 4330, inclusive. He then rolls one die (there are no DRM), consults the Off-Map Artillery Fire Table, and applies the result, if any.
Victory
The game is played until one player wins or 12 turns have been played. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies El Telegrafo (2030) and has exited at least 10 SP of non-disordered Infantry off the map through 1027.
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If neither player has achieved victory, as above, by the end of twelve (12) turns, the Mexican Army is considered to have survived and blocked passage. The Mexican Player wins.
CERRO GORDO
Initial US Deployment
Players choice as to start Orders. Set-up only is 1 unit per hex. Hex Level 2 hex between 3125-3625 inclusive Units Twiggs (2 Div), Harney (1/2Div); 1st Artillery, 3 US, Regt of Mounted Rifles (dismounted); K, 1 US Artillery Battery, 4 x 12lb Howitzers from the Howitzer & Rocket Company. Riley (2/2Div); 4th Artillery, 2 US, 7 US. The Rockets of the Howitzer & Rocket Company.
CERRO GORDO
Initial Mexican Deployment
All Brigades are under Advance Orders except Vasquez and Ampudia. Units may be Faced as Desired unless stated otherwise. Hex 1130 3839-40 Units Santa Anna; Hussars of the Supreme Power Pinzon; 5 Line Infantry, Atlixco NG; Artillery: 1 x 12lb, 2 x 8lb, 4 x 4lb (a total of 3 artillery units). [All UnitsFacing East] Araujo; Libertad Bn, Zacapoastla NG; Artillery: 4 x 4lb, 4 x 8 lb (a total of 2 artillery units) [All UnitsFacing East] Badillo; Jalapa NG Co., Coatepec NG Co., Teusitlan NG Co; Artillery: 6 x 4lb, 3 x 8lb [All UnitsFacing East] Jarero; Matamoros NG, Tepeaca NG; Artillery: 1 x 8lb, 4 x 4lb Diaz de la Vega; 6 Line, Grenadier Guards of the Supreme Power; Artillery: 4 x 16lb, 3 x 8 lb 1 SP Infantry Detachment 3 Line/Vasquez; Artillery: 4 x 4lb Vasquez; 1 Ligero, 2 Ligero, 3 Ligero, 4 Ligero; Galeana NG Artillery [In Reserve] Ampudia; 4 Line, 11 Line [In Reserve]
3935-6
US Reinforcements
The US Player may bring in any one of the following groups, one per Turn (not AM) starting with the Turn after the US Player occupies Atayala (2528). Some of the groups have restrictions as to when they may be used. Reinforcements may enter the map through either 4825-6, or 4836-8. The US Player may bring on Army Commander, MajGen Winfield Scott, with any infantry brigade, below. 1st Brigade,Volunteer Division: Shields; 2 NY, 3 Ill, 4 Ill, 3rd Vol. Artillery Battery. 2nd Brigade,Volunteer Division: Pillow; 1 PA, 2 PA, 1 Tenn, 2 Tenn, US Marine Detachment. 1st Brigade, 1st Division: Worth (1 Div), Garland; 2 Artillery, 3 Artillery, 4 US; A, 2 US Artillery Battery. This brigade may not enter until both Shields and Pillow have done so. 2nd Brigade, 1st Division: Clarke; 5 US, 6 US, 8 US. This brigade may not enter until both Shields and Pillow have done so. 2nd Dragoons, Tenn Mtd Volunteers [a]. [a] = For the purpose of changing Orders, these two units may do so, as per the rules for such, when in range of Twiggs, Harney, or Riley. (TheTenn Mtd Vols were historically unattached, but this rule suffices to cover that.) HISTORICAL NOTE #1: Shields Brigade (attached for the battle to Twiggs 2nd Division) and, much later, Worths Division (which saw no action), were brought in through 4825 and the cleared Level 2 hexes. Pillows Brigade entered, in a somewhat confused manner (not unusual, considering Pillows talents, or lack thereof) through 4836-8. The Dragoons and Heavy Guns (not used in this game),attached to Twiggs, remained in the rear. HISTORICAL NOTE #2: The commander of the Volunteer Division, MajGenRobert Patterson, was not present. Shields brigade was attached to Twiggs 2nd Division; Pillow operated without Divisional Command.
3832-3
Mexican Reinforcements
The following units are available as Reinforcements. To be brought in requires them to be Activated (see below). If Santa Anna is in any Cerro Gordo Village Hex, or within 4 MP of 1027, these Reinforcements are within his Command Range. Arteagas brigade may not be activated before the cavalry. The Reinforcements are In Reserve at the start. They enter through hex 1027. Canalizio [The Cavalry]; 5th Line Cav, 9th Line Cav, Morelia Activos Cav, Tulancingo Cuirassiers, Chalchicomula Activos Cav, Jalapa Activos Cav, Orizaba Activos Cav Arteaga; Puebla Activos, Puebla Natl Guard HISTORICAL NOTE: Arteagas brigade came up just as the battle was ending, made a brief appearance just west of Cedrro Gordo, and then retired.
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(4.0) COMMAND
There are no Corps/Army Commanders, only Brigadiers, plus the US Division Commanders, who move only in the Commander Movement Phase (IV.A). The US Division Commanders Activation Rating is not used. (4.3) There are no Artillery Leaders
(5.0) ACTIVATION
(5.1) US automatically has the Initiative each game-turn. (5.2) There is no Efficiency in this battle. The US always gets three (3) Army AM per turn; the Mexican always gets two. PLAY NOTE: Two Mexican AM reflects the somewhat half-hearted Mexican commitment to defending the hill. If you want to give the Mexicans a bit more opportunity, give them 3 AM. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV.A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.36) As there is no Mexican leader above Brigade Level, all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II.B Division Orders. (5.4) Efficiency Transfer is not used.
CHAPULTEPEC
Mexico City, September 13, 1847
Preliminary Information
The Chapultepec scenario is somewhat unusual, if alone for the fact that it uses a scale different from the other battles, 45 yards per hex. While the Turn/Am sequence remains the same, each Turn (and all the Activations within) now represents 20 minutes, not an hour. Some of the basic rules mechanics have been streamlined (cf. the artillery fire rules, below). Unless changed by any of the following rules all rules dependent on stacking or range are unchanged to keep things simple (i.e. Artillery Approach Fire is still three hexes). We also note that Chapultepec makes for a very good solitaire game, as there is not that much for the Mexican player to do, in terms of strategy or even movement.
Map
This scenario uses the Chapultepec map. The scale is 45 yards per hex. The half/partial hexes along the east and north edges of the map are playable.
Length of Game
Play until there is a winner. 45 hours depending on your solitaire play pace.
Balance
It is hard to see how the Mexicans can win this one. Chapultepec, itself, may be a difficult target, but there is nothingand no one supporting it. Its garrison is pretty much on its own, except for the one battalion that Santa Anna did release during the storming. If the players allow the Mexican to use the Optional Reinforcements (below), that will change the balance.
(15.0) ENGINEERING
(15.1) This section is ignored no one may build breastworks. (15.24 [NEW]). Units defending against shock behind a Fortification or Stone Wall hexside, or in a Colegia hex, subtract one (1) when undertaking a Pre-Shock Cohesion check (11.37). See the Terrain Rules for this battle for more detail on the several different types of man-made fortifications.
(17.0) FATIGUE
Fatigue is not used; the battle is too short.
2004 GMT Games, LLC
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MINES
The Mexicans planted several mines below the western walls of the Colegio. Unfortunately, they had to be set off by hand, something the Mexicans delayed doing, and then failed to do when they finally remembered them. There are three Mine markers for hexes 2145, 2146 and 2247. Any time a Mexican AM is drawn, the Mexican Player may attempt to explode the mines. He may do this only once for each hexremove the counter after the attempt. To try to explode a mine, the Mexican player rolls the die: A 0 or a 9 explodes the Mine. A 18 fails, and no further attempts for that hex. Any unit in an exploding Mine hex is automatically Disordered and loses 1 SP.
SCALING LADDERS
The U.S. assault troops got to the base of the walls of Chapultepec only to find that the scaling ladders, absolutely necessary to get up the vertical walls, were nowhere in sight. They had to wait for some time for troops to bring them up. To reflect this: Any US unit that wishes to move into a Level 6 (Colegio) hex either by movement or Shock from outside the hill top must start adjacent to that hex. Exception: units may move through the gates if there is no opposition on the other side; otherwise, treat it is a regular hilltop hex. To see if it can so move/Shock, the US Player rolls the die for each such attempt. If that DR is a 69, the Scaling Ladders have arrived, and the unit may move. If that DR is a 05, no ladders and no movement. Rolling for ladders does not prevent firing.
SMALL-ARMS FIRE
(8.31) The Maximum Fire Strength per hex is four (4). (8.45) If both unitsa and b (e.g., the 4 US regiment)of the same regiment are in adjacent hexes, for purposes of combining fire SPs, they are treated as if they were extended. Infantry uses the Chapultepec Small-Arms Range Chart to determine the DRM for fire.
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Restrictions. Aside from the normal LOS rules:
Mexican artillery in the Colegia (atop the hill) may not fire into any hex adjacent to, but outside, the Colegia. (A question of the inability of the guns to depress at that angle). However, artillery may pre-shock reaction fire (the attackers are coming to the guns). No artillery unit may fire at any target within two hexes that is two elevation levels lower or higher.
US Off-Map Artillery
The US had eight guns of various type (see note below) deployed to the south and southwest of Chapultepec, which was in range of all of these mini-batteries. To reflect this, and the early morning preassault bombardment; Before starting play, the US Player may engage in a pre-assault bombardment, rolling four times on the Chapultepec Artillery Fire
CHAPULTEPEC
US Assault Force
No US units start on the map; all units enter as Reinforcements. They enter under whatever Orders (Assault or Advance) the US Player wishes. There are six groups of Reinforcements. The US Player may bring in one group per Turn (not AM). Each group must arrive within the game map parameters noted below. Clarkes Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (2/1Div) [d]. Smiths Brigade: See Special rule on Smith, below. Units: (1/ 2Div). Pierces [e] Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (1/3Div), including McKenzies Storming Party; Renos Rocket and Howitzer Company. Cadwaladers Brigade: Must enter through hex 1041 [a] Units: (2/3Div); I, 1 US Artillery [b]. Shields Brigade: Enters through any hex(es) along southern edge that are not blocked by a Stone Wall (e.g., may not enter through 2253). Units: (1/4Div); A/2US a artillery. Roberts Brigade: Enters through any hex(es) along southern edge that are not blocked by a Stone Wall (e.g., may not enter through 2253). Units: (2/4Div). including Caseys Storming Party. US AM Available: Three US Army AM. Division Commanders may be brought in with any one of the brigades in their division. The US Overall Commander, MajGen. Winfield Scott, is off-map and not used. Worth (1st Division). Pillow (3rd Division). Quitman (4th Division).
Initiative
The US Player always has the Initiative.
Smiths Brigade
Brigadier Persifor Smiths brigade, nominally in Twiggs 2nd Division, is under the divisional command of Quitman for this battle. Twiggs counter is not used.
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VICTORY
The game is played until one player wins. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all eight (8) hexes of the Colegia Militar, the top of Chapultepec.
The Mexican Player wins if, at the end of any game-turn, any three (3) brigades are Combat Ineffective and the US has not taken the Colegio.
CHAPULTEPEC
Initial Mexican Deployment [g]
[All units are under Advance Orders] Hexes 1453 3750 3446, 3545, 3646 Units Mia National Guard Bn Union National Guard Bn (with 1 SP already lost) [f] Matamoros de Morelia Bn, One per hex: 2 SP of 8lb guns, 2 SP of 4lb guns, 1 SP of 4lb guns [b] Queretero National Guard Bn (with 1 SP already lost) [f]; Patria National Guard Bn Toluca National Guard Bn Gen. Nicolas Bravo; 10 Line Inf. (both), Cadets of the Military College [a] 2SP of 24lb guns; 1SP of 68lb gun; 1 SP of 8lb gun; 3 SP of 4lb guns
2148 Any Level 5 hex between 2245-2543 In the Colegia Militar Any Level 3 or > hex
Mexican AM Available: Two Mexican Army AM. (The players may use 3 Mexican AM if they wish to attain better play balance).
Optional Deployment
No, the historical deployment doesnt look overly efficient to me, either. Then again, other than holing up inside the Colegio and praying for divine intervention (as Santa Anna is not about to provide much of the same), what could be better? So, if you agree, or just simply want to explore alternatives, we suggest the following. The Matamoros de Morelia Bn, and those 5 guns, still go into that redoubt. The rest of the units may be placed anywhere on the map, but not in any road hex that is also on the edge of the map (cf. you cannot put a unit in 1041 or 3552). The Cadets must be placed in the Colegioand remember, the only way Mexican troops can enter Level 6/Colegio, is by the gate.
Notes:
[a] These are the famous cadets, teenagers mostly, some younger, and much-honored in Mexican lore, Los Nioes Heroes, who fought as bravely and determinedly as any older man ever would have. [b] Part of Rangels brigade; but, until Rangel enters as a reinforcement, may be commanded by Bravo. This was considered one of the better Mexican infantry units. [c] Commanded by a real tongue-twister, LtCol Felipe Santiago Xicotncatl. Very unusual to find a high-level officer with a Nachuatl surname. Akin to finding a Catholic or Jewish commander in the US Army at the time. The San Blas, apparently, tried to reinforce the College but only made it halfway up the entrance road before being beaten back. [d] The other division, under Ramirez, would never have been released. [e] At the time of Buena Vista, this was an ad hoc battalion made up of remnants of the 6th, 7th, and 8th Line Infantry. Probably about the same at this time. [f] The SP reduction represents losses taken at El Molino. [g] This is based on General Bravos report the day after, as delineated in the notes to Smith (Vol 2, p.408). [h] The appearance of this battalion is mentioned in only a few sources, although it was part of Rangels troops at Molino. It seems to have been used to defend the Tacubaya Road.
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General Note: The exact location and assignment of the individual units is extremely difficult to pin down, mostly because it changed from one moment to the next. Sources also tend to differ, and the Mexican OoB given in Smith (based on that signed by Ampudia and Cond) gives only units, not commands. [a] The Cuban-born Ampudia was called the Culinary Knight for his habit of boiling his opponents heads in oil; one of the more interesting personages in the war. Handsome of looks and military in bearing, he had the backbone of a frightened ferret. In Eisenhowers succinct words, he vacillated between bravado and terror. Monterey was not his best day, either, as he spent most of the time indoors. In his favor, we do note that he tried to talk his staff into attacking Taylors army as it approached, only to be rebuffed by those who chose discretion over valor. Then again, Ampudia didnt argue too strenuously it appears. He was slippery enough, however, to both avoid Santa Annas political wrath (for a while) as well as bamboozle Taylor into a rather pro-Mexican peace following the battle. [b] There are no Division Commanders. [c] There is a good chance that these were simply local police, armed townspeople, and assorted similar rabble. They dont appear anywhere else during the war. [d] There is considerable confusion as to whether these men were infantry or cavalry. Ampudias return lists them as cavalry, but it is a remarkably large unit to be mounted (and, in essence, wasted inside a city. So, despite the notation in Ampudias returns, we have assumed that such a large group would, most likely (and as is noted in other sources), be used dismounted. Defenserias was the military term for what we call local militia. Even lower than the Auxiliares, and probably similarin ability, training and method of levyto the National Guard units one finds at Buena Vista. For a visual, picture all those worthless troops in any Zorro movie. [e] As the total manpower of these two units had dropped to less than 100, they were combined into one regiment at Monterey. [f] For game purposes, these are all lumped into the Permanent counter. Their total strength was less than 100 rank-and-file, with the La Bahia contingent numbering one soldier. Wonder whether he was an officer or just a trooper? Knowing the Mexican Army predilection for this sort of thing, he probably considered himself Colonel of the regiment. For those interested, the numbers are Tamaulipas (50), Lampazos (23), Bejar (22) and the lone Bahia Rider. [g] One of the really good Mexican cavalry units, even if it was militia, the Jalisco Lancers fought everywhere. At Monterey, under their commander, Lt.Col. Juan Najera, they charged the Texas Rangers as the latter emerged onto the Saltillo Road from the shadow of Loma de Independencia only to get shot to ribbons, including Najera. Even
2004 GMT Games, LLC
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2/Field Brigade / BG John Quitman 1 Tennessee Infantry 1st Mississippi Rifles [j] 2nd Division / Col William Worth [d] 1/2 Brigade / Lt. Col Thomas Staniford 8 US Infantry Childs Artillery Bn Duncans A, 2 US Field Arty 2/2 Brigade / Col. Persifor Smith 5 US Infantry 7 US Infantry Louisiana Volunteer Company [h] Mackalls K, 1 US Field Arty [b] Cavalry Division / MG James Pinckney Henderson [c] 1st Texas [e] 2nd Texas 2nd Dragoons [i] Unbrigaded Websters C, 1US Heavy Battery [f]
[a] = Ah, poor Old Davy. See the rules for what happened to him at Monterey. Twiggs was, essentially, a Taylor clone in terms of tactics which, for him, consisted of one word: attack. [b] = Thomas Jackson (later Stonewall) was assigned to this battery but apparently only arrived at Point Isabel the day the fighting started. [c] = Hendersons status as a Major General was a Texas commission; probably got it from the governor. Henderson was also the governor. This division is treated as an independent brigade. [d] = Worth viewed Monterey as his big chance to finally get field grade. A fairly good commander in any case, he did un-nerve several of his subordinates by riding off towards Independence Hill muttering something about finding a grade or a grave. Interestinglyand tangentiallyaside from having a city named after him, Worth has a rather large, obelisk monument to his memory in New York right in front of the Toy and Hobby Center and one block from the old SPI offices! [e] = Mounted infantry early version of the Texas Rangers for the most part. The close-range firepower of their new Colt Walker revolvers, added to their almost maniacal, and deeply prejudicial, hate of Mexicansfostered by years of raids by Canales rancheros and equally barbarous Texan reprisalsmade the Texas Rangers the most ferocious, furious and fearedby both sides single group of fighters in the war. One US officer called them packs of human bloodhounds, and Zachary Taylor stated I am glad to have the Texa[n]s with me but I never want to see them again. He was mighty glad to have them at Monterey, though, where Hays regiment not only single-handedly destroyed the charge of the Jalisco Lancers but also, the following day, dismounted and lead the infantry in the brutal house-to-house fighting. Like volcanoes, they were magnificent and horrible to contemplate, and just as difficult to control. The majority of them were psychopathic killers with a handy Letter of Marque from the US government. [f] = This includes the two siege guns (24-pounder howitzers) as well as the 10" mortar. Both were monumentally ineffective against the Black Fort, but the 10-incher was the gun that Worth dragged into the city on the last day, planted in front of the cemetery in the Plaza de San Antonio, and began lobbing shells into the cathedral, which housed Ampudia and the Mexican arsenal! [g] = Most of the 3rd Texas, commanded by Albert Sidney Johnston, had gone home in August. What was left combined with a company of Mississippi volunteers.
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[h] Remnants of the 1st and 2nd Louisiana regiments. One source referred to this as The Phoenix Company. [i] Mays 2nd Dragoons were actually unassigned; for game purposes weve listed them with the Cavalry.
[j] Although the Mississippi Rifles were mounted infantry, here, as at Buena Vista, they fought entirely dismounted.
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m = The battalion of "clerks" - sons of Mexico - from Mexico City. Their flag was captured during Hardin's disastrous counter-charge at the end of the battle. n = Not present at the actual battle; busy wasting everybody's time and energy at Saltillo in a major botched opportunity. See the BV rules. That one of Mexico's crack cavalry regiments, the Tulancingo Cuirassiers, was with Mion is not a 100% certainty, but theyre too good to not include. o = Mounted Infantry with rifles. An unusual Mexican unit. p = This brigade featured the two Andrade brothers. Los Dos Andrades - Miguel and Manuel - were pretty poor stuff. So were their troops. The Presidiales pretty much stayed close to the nearest exit. (Literally; they were rear guard on the march up from San Luis Potos.) q = Much confusion and conflicting information as to how many Mexican guns were actually present at the battle, ranging from 17, to the 20 we have, to a possibility of 25. (Author Tony Adams says there may have been as many as 39 at Aqua Nueva, many of which would have been left behind.) The appellation "de Leon" cannot be nailed down; I have it somewhere in my notes but cannot find from exactly where it came. In addition, few sources mention the 7" mortar (which Smith lists as a 7" howitzer). Several testers wanted to know what Santa Anna would be doing hauling a mortar across the desert; perhaps, under the theory that he did not know exactly where he would confront Taylor he needed one in case the confrontation was of a siege nature. r = The infamous San Patricio Battalion, subject of a recent, rather dreary movie, was made up of (mostly) Catholic ex-patriot US immigrants, only some of whom were actually "deserters" (the quasi-Irish appellation, "St. Patrick's", probably comes from the fact that its "American" leader was John Riley). The Mexicans actually called it Legin de Estrangaros, and its true commander was Major Francisco Moreno a native-born Floridian! Scott had many of them hanged after the fall of Mexico City, although a goodly number were not, mostly due to Scott's scrupulous insistence on fair trials for all concerned. Many of the supposed deserters were not even US citizens, just Catholic immigrants who felt more akin to the strongly-Catholic Mexico than the rather stonestupid bigots who peppered the US army at the time. The more things
change .
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Units
Combat Leader
1 Dragoons Lt Col Chas May 2 Dragoons McCulloch's company of Texas Rangers 2 Indiana 3 Indiana Arkansas Cavalry 1 Kentucky Mounted 2 Kentucky 1 Mississippi Rifles 1 Illinois 2 Illinois + Texas Foot [b] C, 3US Horse E, 3US Field B, 4 US Field[c] 1 Illinois, 2 co's 2 Illinois, 2 co's 1st Miss. Rifles, 1 co. C, 3US (one 6-pounder) C, 1 US (Webster's section pf 24H's)
[f]
Col. W. Bowles Col. James Lane Col. Archibald Yell Col. Humphrey Marshall Col. W.R. McKee Col. Jefferson Davis Col. John Hardin Col. Wm. Bissell Capt. Braxton Bragg Capt. Tom Sherman Capt. John Washington Major William Warren
Artillery
[a] See Rules concerning U.S. Command. Essentially, Taylor and Wool are leading a small division. [b] Captain Conner's Texas Foot was attached to the 2nd Illinois for the battle. [c] The two 4-pounders in Washington's battery were captured Mexican guns. [d] Except for the possible arrival of the d unit of the 2nd Illinois, and the 6-pounder from the C, 3US battery (see the rules), these units are not in the game. [e] There was no official "Cavalry Brigade", and the three units listed were actually detachments from the parent formations. May appears to have been "in charge", at least by dint of rank, although the three units do not appear to have ever operated in a coordinated fashion at Buena Vista. Much of the mounted volunteer force at BV was under the command of Humphrey Marshall, although that, too, was somewhat ephemeral.
The Indiana contingent had two Lanes: Col James L. lead the 3rd Indiana, while General Joseph L command the only "brigade" Taylor had, the Indiana Brigade. Most sources agree that Joseph Lane was a highly accomplished, partisan-type commander, pretty much out of his element in such formalized style of warfare with which he was now involved. A couple of days prior to the battle, the two Lanes appear to have gotten into a fist fight with each other, as two politicians are often wont to do. The end result was that the 3rd Indiana was removed from General Lane's command, although Joe was left in charge of the "brigade" whatever that meant.
[g] In game terms, what we have done is to eliminate the brigade as a functioning command, and make Joseph Lane replacement leader for Bowles (2nd IN). James Lane stays in command of the 3rd.