Veracruz Rules Plus
Veracruz Rules Plus
1847
at the corners of the map to make it lie taut when
laying it flat on a table prior to play. Explana_
tions of the terrain features represented on the
Veracruz map will be found on the Terrain Effects
Chart.
COP'(l'ighl Cl 19n, Simulation, Publications Inc., New York, N.Y. 10010
[l.Z] T H E PLAV ING P IECES
I.g IIIoTRODUCfION 11.0 MEX ICO: T il E POUTICAL CLiMAn:
2.0 GF"NF,RAI COURSE Qt" PLAY 17. 1 Santa Anna and the Presidency The playing pieces (or counters) represenl all the
l.O GAME EOUIPM~;NT 17.1 Defending in Me~ican Cilies historical military units that fought in the
3.1 The Game Map 11.0 US NAVY GUNBOATS Vcracruz campaign for both the Mexicans and the
3.2 The Playin, Pieces 18.1 UK of Gunboats Americans. Additionally. sevcral markers arc pro_
J.l Game Charts and Tables 18.2 Combat ApiflSt Gunboat. ~ided in the gam e which ha~e no historical bear·
3.4 Game Scale 19.0 R.:tNt'O RCEMENTS ing, bUI are simply nc<:esssry for the play of the
3.5 Ga~ Equipme01 Inw.01ory 19.1 How to Receive Reinforcements game. The numbers and symbols on the playing
3.6 GI0$$3.ry of Playin, Terms 19.2 US First_Turn Invasion pieces represent the strength and type of military
4.0.st:QUENCE Qt' PLA V 19.3 Withdrawal of Volunteers unit simulated by the cOunter. "Strength" is a
5.0 MOVDft:NT 20.0 VlcrORV CON DITIONS quantification on the part of lhe designer of that
5.1 How 10 Move Unil~ 20. 1 Victory Point Schedule
unil's numerical composition and military capa-
5.2 MaverneR! Inhibitions and Prohibitions 10.1 The levels of Victory
bilities. Playing pieces will henceforth be rerere<!
S,l Effecu of Terrain 21.0 INITIAL PLACEMENT OF UN ITS
toas"unin."
5.40vcrwhelmin,Anacir.s 22.0 RF..lNrORCEMENTrrURN RECQ RDTRACIi
6.0 ZONr.s O~' CONTROL [3.21] Sample Units
6.1 Which Uniu ExC'ft a Zone of Control
6.2 The I'Jfccu of Zo~ of Control
INFANTRY UNIT (Front)
6.3 Zones of Control and Combat
6.~ Effccu of Zones of Control on Supply
1.11 STACK ING
1.1 Stackinl and Mo~cment
[1.0] INTRODUCTION Unit ,,-+_ .,
Designation ~ Unit Type
Veracruz i§ an operational si mulation of General
1.2 Stackin, and Combat
Winfield Scali's Me~ican campaign. which took Mo~ement
I.D COMBAT
8.1 Which Units May Atr.ck
place between March and September 1847. Scali's
in~asion represented an American effort 10 end the
Combot
Strength 3-8 Allowance
8.2 Multiple Unit and Multi.H~ Combat
8.3 Combat Procedure Mexican War - which had begun in April 1846 -
8.4 Resolution of Comb.at by capturing Ihe Mexican capilal, Mexico City. lNFAI'ITRY UNIT (Back)
8.5 External Effecu on Combat: Terrain. Supply The game enables the Players to recreate this de-
& Orpnitation cisive campaign thai spelled the end for Mexico in Unit -;;-\_ _
8.6 RelTcall and Adv.n<;es Ihis controversial war. Scou 's ca mpaign has been Designation 9-V
8.1 Combat Tables recognized by military historians as a stunning
[8[ ~+-unil Type
I.a Demoralil.l.lion
8.9 M~iam Fortiricatiom
achievernenL H is up 10 the Players to &ee if they
can do as well.
Combot
Strength
--+-2- 8r" _ L-- Movemenl
t AlloWQnn>
9.0 LEADERS
To learn Veracruz. initially. the Rules should be
9.1 UK of Lead(n
9.2 Lnden and Movement read thoroughly. Once familiar with the basic
9.3 leaden and Combat tourse of play via a few sample Game-Turns, the
LEADER UNIT
l UI MORALE Players should be ready for a complete game of
10.1 1Wi<; National Morale Veracruz. Players should pay careful attention \0
10.1 Detcrminin, the Morak Levd for Combat the Combat Procedure (8.3) and the rules for Name Santa Ame
11 .0 SUPPLY Morale and Leadership, as they are somewhat Rank
11 .1 US SUFply more complex than the rest of the game and reo * * ** Movemenl
11.2 US SUJlPly Units
11.3 P""k Anima"
quire $Cveral steps 10 reach a result. Leader
Roling 2-10 A/(owam:e
11.4 Mexican Supply
11.5 The Effects of General Supply
12.0 SIEGF.s [2.0] GENERAL COURSE
12. 1 Fortrn.oes OF PLAY ARMY COUNTER
12.2 HowtoConductaSi Ie
12.3 AloSlIults Veracru~ is basically a two-Player game in which
12.4 Surrender one Player controls the United States forces, while Army of _ [HsignQliOfl
12.5 Rebuildinl Fortresses
12.6 San Juan de Ulua
his opponent cont rols the Mexican forces. The
game is played in sequenced segments called Sirengih
Mexico
Il.O LA VOMITO: DlSF.ASE ANO ATrRlTlON "Game-Turns." Each Game-Turn is composed of ~ 'X _7'_f--Movement
(dependenl on - . , - AlloWQfln>
13. 1 How 10 Determine Disease/ Attrition twO Player-Turns (one M e~ica n and one U.S.) and composition)
13.2 Effects of Disease/Attrition one separate Stage. Each Player uses his Player-
14.0 LlM ITEO INTELLIGENCE Turn to maneuver his forces and participate in
14.1 Muican MiUtia combat for the purpose of reducing Ihe Enemy's
14.1 U.S. Dummy Uniu overall strength and/or to gain various geographi- (3.21] Summ nyofU nliTypa.
14.3 R~nnaissantt
cal objectives. Combol units: Mexican and U.S. cavalry, Moi ·
15.0 DIVISION AND ARM Y ORGANIZATION
15. 1 How 10 Form Divilion~/Armies Play proceeds through a ~ertain number of Game- can and U.S. infantry, Mexican and U.S. artillery,
15.1 Divi,ion/Army Comb.at Bonuses Turn$, after which a victor must be declared. The Mexican Militia, U.S. Navy Battery, Mexican
16.0 MF,X ICAN GUERNIU.AS winner of a game of Vl"Qcru~ will be the Player engineers, U.S. Marines.
16. 1 How Guerrill4s Arc Usn! who most successfully fulfills all the requirements Comoo/ units capable 0/ Reconnaissance: U.S.
16.2 The Erfect of Guerrillas for viclorydescribed at the end of.lhese rules. engineer, Mexican cavalry (with an "R ")
REMOVING T H.E RULES FROM T HIS ISSUE:
O pen the magazi ne 10 the center; bend o pofn Ih t s ta ples wllh • penknife or 5Crewdrl n r; lift oullbe rules . nd clOH the 5'_p les.
R2
Ifany parts arc missinl or damaaed. please write: if he aets any Militia units (sec 14.15). These arc
Substilll" COUflt~rs: U.S. Division, Mexican
treated like relular reinfonlements.
A~, Cus tomer Se.... k:e
1. Mexicul1 GUyil/o Pha~: The Mexican Player
Uadtr UrlilS: U.S. leader • Mexican leader. Simula tions Publicati ons, Inc.
replaces any "activated" Guerilla units used dur-
Game Markus: Forn ess Indicato r counter, 44 E, 23rd SUTet ing the previous U.S. Player·Turn. He may
General Supply.Demoralized units, Basic Na- New York , N.Y. 10010 relocate any Olher Guerilla units al ready on the
tional Morale marker, Game-Turn marker, Inef- Questions regardi nl the flIln of Ihe pme will be game-map. Note that Guerillas do nOt enter the
r«live marker. Fortifications counter, Sub$tilulC answered if accompanied by a stamped. self- lime until after the U.S. Player controls either
Strena1h countH. addressed envtiopc and if phrased so as to be Jalapa, Orilllba, or P uebla (secCase 16.1).
U, S. Noval Un;ts:Gunboal counter. answered by a simple one word answer. Send Ihe 4. Mexican Political Phase: Durinl Game-Turns
SuPpIY.fe/a/ttl "nits: U.S. Supply uniu, Pack ru les queslions 10 the above address and mark the T~II th rough FiftHn (inclusive) the Mexican
.nimal uni l. envtiopc "Rules Queslions: Veracrul. ,. Player musl roll to sec whelher Santa Anna reacts
Guerilla unils: Mexican Guerilla unit. 1] .6] GLOSSARY OF P LAYING TERMS to the Mexican elections (secCasc 17 .1).
Dummy units: U.S. Dummy unit. CombDl Slrel1glh is the basic offensive and defen· 5. M exicarr Mov~m~nl Phase: T he Mexican
sive power of that mi lilary unit quantific<l into Playe r may move all, SOO1C, or none of his units as
[3.13] UaltAbbrt:vil llonl "Slrenglh Points." he desires. Armies may be form~ or disbanded
(is.l). Overwhelmina Attacks (S.4) and Re<:on-
Many of the combat units in the pme have tlltiT &sic National Mora/~ represents the leneral
full name abbreviated on the actual counter. The naissance (14.3) may be made in this Phase.
morale and atlitude of Ihe army as a whole in rela·
Rcinfor~mcnl K(:tions Ind Initial Deployment tion to Ihe proarcu of the campaign. It strongly 6. MWcuI1 Rolly PhrIMo' T he Mexican Player
section live uni15 by their full name (or readily affe<:ts Iheoutcome ofa bailie. removes Dcmorilliud markelll from aU his uniu.
identifiable abbreviation), The following is a list &m/e Morale reprcscnl5 the morale of the loldiers 7. Mexican CambD/ Ph~
of the unit abbreviations and their correspondi ng in question on the day of the battle. This reneel5 a. Siege Segment: The Mexican Player may
fulllil]C, for reference purpo5Cs. traini ·a. weather. backgrou nd, etc. It . too, conduct Sicge Bombardment (12.2) allinst
M~J(lcan Units stronlly affe<:ts combat. U.S. units in a Fortress. Before conducting
All Lt unit arc "Lilht Infantry," Ot LigeN); LNd~rship Ra/;l1g reprcscnu the overall ability of bombardment. the Mexican Player muSI
RSMB • Regular Siandint; Mexico Battalion; a leneral officer. ask for Surrender (12.4).
TllmCsI _ Tampico Coast Guard Battalion: Uod~fShip L~vtl represents the overall control ex· b. Combat Seament: The Mexican Player may
GttjlO _ Gual1Qjualo R~g;mel1t; AcSf1lo - Active erted over troops in the bailIe by all the leneral of- Assault (12.]) FOI"lress hexes and/or enlaae
Bravo Ballalion; Jl1dpc _ lndependencia Bal- ficers on the field . It ca n stronlly affe<:t Ihe out- in combat with a ny adjacent Enemy units
talion; Viel _ Victoria Ballalion; Hdlgo - come of the bailie. (8.0).
Hidalgo Ballalion; SoI1Pat - the San Patricio
Siege is the process by which a fortress is reduced
Baltalion (Volunteers of Saint Patrick) GmGd -
Grenadier Guards Reaiment; VNG - Veracrul (also Assault).
National Guard; PNG _ Puebla National Guard; RffOrrnawarru is the process by which certain B. UN ITED STATES P LA YE R-TURN
ZQpdrJ • Zapadores; VCM • Vera,Crul Militia; types of uniu may discover the composition and
I. U.S. Supply Ph~: The U.S. Player referl to
ONG _ Orilllba National Guard; Ld~P _ Libres strength of hidden Enemy uniu. the U.S. Supply Table and rolls a die to see
de Puebla Reliment; TIt:Crs _ Tu lancingo Movtrnent Allowam:t il a quantification of a whether he receives any Supply Units this Game·
Cuilll5sim;. unit's mobilily in terms of Movement Points. Turn. He Ihen roll s anolher die to sec if he gets any
Basically. a unit e~pcnds o ne Movement Poinl for Pack Animals (see 11.1). The U.S. Player then
u.s. UI1;ts each hex of dear terrain it cnters. determines the Supply status for all his combat
U.S . State designations arc fairly obvious. The V f)emoroliufi: This is a state incurred by a force units, removing any expended Supply units.
on any unit standi for Volunteer. Mgdr • Ihal has jusl been badly defeated in bailie. 2. U.S. Rei"'orumen/ Ph~: The U.S. Player
Malruder', Bauery; Volt _ Voltileurs; Tenl1MR [)ernoralization has slrong effects on a force') che<:k5 his Reinforcement Schedulc (22.2) to see if
_ TennC$SCC Mounled Rines; Drgn _ Dragoons; ability toconduCl combal in the fulure . he is due any reinforcements. Any rcinforcemenU
MtdR,fl _ Mounted Rines (Mounted in name arc placed in a controlled Fort heJ[ or in a vacant
only); MosqFl - Mosquito Aotilla. coastal hex (sec 19.12). Reinforcements may enler
as Divisions if a Division may be formed that
[4.0] SEQUENCE OF PLAY Game-Turn (sec Casc 14. 1).
11.11 GAM EC HARTSANDTA BLES
3. U.S. M0\1em~111 Phose: The U.S. Player may
Various visual aids arc provided for the Players in GENERAL RULE: move all, some, or none of his units as he desires.
order to simplify and iIluslrate certain game func- VeracfllZ is composed of2j separate Game-Turns, Mexican Guerrilla Attacks may be triuered by
tions. These arc the Combat Resul ts Table (CRT), each consistinl of alternale Player-Turns and In· U.S. Movement (sec Case 16.23). Overwhelming
Terrain Effects Chart (TEC), Casualty Table. terminant spedal Stales. During each Game-Turn Attacks (5.4) and Reconnaissances (14.1) may be
LOSII Percentale Table. U.S. Supply Table. Siqe the Players maheuver their units and resolve com- made in this phase. Divisions may be formed or
Bombardment Table, Assault Table, Disease/ At . bat in sequence accordinllO the outline described disbanded (15.1).
trition Table, and the Guerilla Anack Table. Ad - in Case 4.1 and within the limiu of all the rules 4. U.S. Rlllly Ph~: The U.S. Player removes
ditionally, there arc various Tracks on the aame- which follow . Allhe conclusion of the last Game- Dcmorolludmarkers from all his units.
map associated wilh the play of the aame. These Turn, Ihe Victory Condi tions arc consulted and a
arc the Turn Record Track, the Fprtrcss Track. winner is determined. The Player whose turn is in
,. U.S. Combat PhrIM:
and the Basic National MoraleTrack. progres.s u called the Phasing Player.
a. Siele Seament: The U.S. Pla yer may con-
11.41 GAM ESCALE GAME-TURN SEQUENCE OF PLAY duct Siege Bombardment (12.2) apinst
Each henlOn on the mapsheet represents five Prior to staflint; the pme Playm; should co nsult Mellica n units in a Fortress. Before conduc·
miles from side to side. Each Game-Turn is the the Initial Disposilion of Forces in Section 21.0. (ing bombardment, the U.S. Player mUSI
equivalent of one week of real time. Each unit There arc 25 Game-Turns in the entire game; each ask for Surrender (12.4).
represents a relatively small body of men - from Game·Tum consists of the Sequence of Phases b. Combat Segmenl: The U.S. Player may
companies to battalions to reaiments. Arlillery listed below. The Mexican Player always moves Assault (12.3) FortrCS$ hexes and/or enlage
units arc represented in batteries. firsi. in combat with any adjacenl Enemy units
11.51 GA ME EQ UIPMENT INVENTORY A. MEXICAN PLA YER-TURN (g.O).
A complete pme of V~rQ('flI: Ihould include the I. Mexical1 Supply Ph~: The Mexican Player C. DlSEASEANDAlTR IT10NSTAGE
followinl parts: determines Ihe Supply status for all hiJ combat Starlinl wilh Game-Turn ~vtl1. and occuring
OneGameMap(22" by ]4") units (sec Case 11.4). every jour/h Game-Tum thereafter (sec Turn
One sheet of die-cut counters (200 counters) 2. Mexicun R~i"'()fUm~rrl PhrIM: The MeJ[ican Re<:ord Track) both Players must check certain
One rules folder Player che<:1t5 his Reinforcemenl Schedule (22. 1) Slicks of units for the effects of Disease and Attri-
One plastic die (not included in the SUbscription to see if he is due any reinforcements this Game- tion on their forces. Note that although Ihe dierol1
edition) Turn. If so. they arc placed on Ihe game-map in takes place every fourth lu rn . the effects of such
One game box (nol included in the subscription the designated hex. Afler the U.S. Player aains allrition remain throulhout the Game-Turns in-
edition) control of Veracru.t the Mexican Player rolls tosee between (sec Section 11.0).
R3
[5.0] MOV EMENT [5. 18] Certain U.S. Infantry r(giments have "ar· 15.41] During any Movement Phase, if a Player
tillery" designations: e.g., I Any, 2 Arty. etc. moves a Friendly un;1 or stack of units adjacent to
GENERAL RULE: These regimell1s are nol in any way to be can· an Enemy unit{s), he may choose to allempI an
During rh.c Movement Phase, the Phasing Player sider(d Artillery balleries. These are In/anlry Ol'erwhelming At/ock against Ihat Enemy force-
may move as many or as few of his unils as he units. (Actually they were suposed to be Artillery, at his o ption. A Player is never forced 10 attempl
wisllcs. During his Friendly Movement Phase, but were fighting as Infall1ry). an Overwhelming Attack.
ea~h unit m~y move as many or as few hexes as [5 .2] MO VEMENT INHI.BIT IONS [5. 42] When allempling an Overwhelming At·
desired as long as its Movement Allowance is not AND PROHIBITIONS tack. the attacking Player must announce this fact
e~ceeded in a single Movement Phase. Unused to Ihe Enemy P layeL The Allacking Player then
[5. 21 ] A Friendly unit may never enter a hex oc·
MovemcRI Points may n01 be accumulated or cupied by an Enemy·unit. reveals the strenglh with which he is "attacking."
transferred. The Enemy P layer cheds the lotal strength of his
PROCEDURE:
[S. U I A unit must uop upon entering an Enemy force. and if the attacker has a 7- 1 o r greater ratio
Zone of Control (ZOC) (see Section 6.0). It may against Ihe defender Ihe aBack is successful. The
Move each unit or Slad of unils individually, trac- move no further during that Movement Phase.
ing the path of its movcmem through the hex- defender must remove all his units. including any
(Exceptions: 5.23 and 14.34). Leaders. If the odds are less than 7- 1 the Over-
agonal grid. Once the P layer's hand is removed
[5. 23) If a unit begins its Move ment Phase in an whelming Attack is Urtsuecessful. and the defender
from the unit, movement of lhal unit is considered
completed (Exceptions: Sec 5.4 and 14.3). As each Enemy ZOC it may leave that ZOC. Howevers uch need not revear his strength. (Try to be honest
unit ma y not move directly into another Enemy folks; it's only a game ... )
unit enlers a hell, it pays a certain number of
ZOC; it must move first to a hex that is not in an 15.431 [f the Phasing Player achieves a ~uecessful
Movement Points from its Movement Allowance.
Enemy ZOC. The ability to leave an Enemy ZOC Overwhelming Attack, his units mlls/enler the hex
CASES: und(r this case applies only to un its starting their formerly occupied by the defender, al a COSt of one
[5. 11 IfOWTOMOV.:UN ITS Movemenl Phase in an Enemy ZOC. Movement Point (in addition to any terrain costs).
[5. 11 1 During a Player's Movement Phase all, [5 .24 ) A unit may not expend more Movement An Overwhelming Attac k may not ~ made if the
some, or none of his units may be moved. Combat Points than it has in its Movement Allowance. attacking units do not have enough Movement
may not OI;cur during the Movement Phase. wi th Movemenl Poinn may not be accumulated or Points to make such a move.
the e~ception of Overwhelming A /lucks (sec Case transFerred from unit to unit. 15 .44] [f an Overwhelming Allack is unsuccessful,
M). 15. 151 UnilS may move only during their own the allacking units must remain in Ihe hex from
[5. 12 ) Movement is calculated in terms of Move· Movement Phase. Advances and retr(ats due 10 which they allempted the Overwhelming Attack.
ment Points. Each hex costs a cenain number of combat arc not considered movement in this sense They may move no further duri ng that Movement
Movement Points to enter, and some he~sides cost and do not require expenditure of Movement Phase. They may atlack during the ensuing Com·
additional Movement Points to cross. Sec the Ter. Points. bat Phase. In an unsuccessful Overwhelming At.
rain Effecls Chan(S.34)for details. As a unit or [5.26) Friendly units may move through hexes 01;' tack the defender does nOl have to reveal his
stack of units is moved, the number of points it cupicd by other Friendly units at no extra cost to strength, although the P hasi ng Player may use
C05U to emer a he~ or cross a he~side is sublracted their Movement Allowance. There is no limit to Reconnaissance ( 14.3) to discover this SI rengt h.
from its total Movement Allowance. When the the number of Friendly units that may pass 15.451 Leadership lind Morale effecls on combat
uniu' Movement Allowance has reached lcro it th rough or remain in a single hex in a Game-Turn. arc nOf taken into account when determining the
may move no further. (Sec also S.H). with the e~ceplion of the Perote Fortress (see Case ratios for Overw helming Attacks. There is simply
(S. Il[ All units have Iheir Movement Allowance 12. 14). a comparison of basic combat strenglh. without
printcd on their counter, with the exception of Ar. [5.27] Friendly ZOC's never affect Friendly units' adjustmerltS.
tillery, Supply urti15 and Naval unilS. movement. (5. 46) Units may make more Ihan one Over·
whelmi ng Attack in a single Movemenl P hase. if
00
[5. 28] The Movemell1 Allowance of all units may
[!] be affC'Cted by the Supply uatus of Ihose units (sec Ihey have the necessary Movement Points to do so.
11.33). All u nilS that are in General Suppl~ have a Enemy units may ~ th( target of more Ihan one
2·0 Movement A llowance of fOlif regardless of their al1empled Overwhelming Auack d uring a single
original Movement Allowance. This does not ap· Movemenr P hase.
(S. 14] All anillery bal1eries (with the e~ceplion of
Ihe U.S. Navy ballery) have no Movement Allow. ply to the Navy battery (sec Case 5. 15) or to units [5. 47] If a P layer moves adjacent to twO or more
artce (see 5.18). They may move only if they arc that are not affected by supply considerations. EnemY-QCcupied hexes and declares an Over·
assigned to and Slacked with a Divisional or Army [S. l ) EFFECTS OFn; RRAIN whelming Allack. this allack must be directed at
Counter. (Sec Organization, case 15.1). When at· only one of those hexes. The other Enemy·
[S.l I] A uni t must expend one Movement Point to OI;cupied hexes a rc ignored. If the Overwhelming
tached to a Division or an Army the Artillery bat· enter a clear terrain hex. To enter olher types of
teries may move with the Movement Allowance of Attac k is successful the attacking player must ad·
hexes. a unit may e~pend more or. in the case of vance his units into the hex as per 5.43. Howeve r,
that Division or Army. Artillery ba!leries may some roads, less than one Movement Point. When
he may ignore Enemy ZOC's fo r this advance. The
. ""
never move by themselves (sec Case 5.15). the Terrain Effects Chart calls for a Movement
...----, Point expenditure to cross a terrain hexside (i.e ..
moving units may then, after ad vance, attempt an
additional Overwhelming A ttack againsl the se·
[!] + I to cross River he~side). this cost is in addition eond he:t. if they have the necessary Movement
10 lhe terrain cost for emering that hex.
6 (I) P oints.
[S.l2 ] A unit which moves from one road, trail. or
National Highway hex directly in to another road,
[5.1 5] As an exception 10 5.14 the U.S. Navy bat.
trai l or National H ighway hex through a h(xside
tery has a Movemertt Allowance of one. The Navy
Battery may move only one he~ per Game·Turn,
crossed by one of these terrain features receives [6.0] ZONES OF
certain movement benefits. These benefits negate
regardless of whether it is allached to a Division or
the lerrain in the hell moved through if this move. CONTROL
not. [I may never, under any circumstances, move
ment is carried OUI along the road. Irail, or Na· GENERAL RULE:
more Ihan one hell in a Game·Turn. Furthermore.
tional Highway. See the Terrain Effects Chart for The six hexagons immediately surrounding a hell
the Navy ballery may never enter a rough terrain
details(5.S). constitute the Zone of Conlrol (ZOC) of certain
hex (with or without a road). a swamp hex, or any
normally impassable hex. It may cross rivers only [S.l l) A unit may nOI enler a hell if it does nOt t~pes of units in lhal he~. Hexes upon which a unit
th rough bridge hexsides. have sufficient Movement Points remaining to pay cxerts II Zone of Control arc called Conlrolled
the Movement Point COSt 10 enter lhe hex itself Hexes and inhibit the movement of Enemy units:
[5. 16) U.S. Naval units (the two gunboat
and/or t h( he~side being crossed. All units mus, cease movement for that Movement
coun l ers) have an unlimited Movement
IS.J4) Te rnin Errrd li C hll rt (see map) Phase when they enter an Enemy cont rolled hex.
Allowance. They may move anywhere in the Gulf
lSee. however. Reconnaissance, 14.34).
of Mexico into any all·sea or coastal hex. They [5. 4] OV ERWHELMIN G AlTACKS
may not enler or use rivers, nor may they enter all. CASES:
An Overwhelming AI/ock is a special type of com·
land helles. [6.1 ] WHI C H UNITS EXE RT " ZO,'II E
bat that is treated as Movement. It may occurdu r-
15. 11) U.S. Supply units have no Movement ing the Movement Phase only and is considered a OF CONTROL
Allowance. They may move only if they are trans· function of movement for game purposes. al· {6. 11 ] All combat units e~ert a Zone of Control
ported by Pack Animals(secCase 11.Z4). though it is, in reality, combat. (ZOC).
R4
16. 121 [nforrnariullal marker, do nOI exen a Zom: [7.0) STACKING follo .... inll Ihal for a fl'w IImcs. PlaYl'n .... 111 find
of Comrol. Supply Units ~tnd Pack Animal~ Cl\ert Ihat Ihe method of determining !he final combal
no Zone of Corum!. nor do Leader units in a hc~ GENERAL RULE: ralio will be second nature 10 th~m .
by Ihemscha. An unlimited number of unit~ of any type-of Ihe CASF.S:
16.I3J GUeTnlla units exert a sl)« ial r}'~ of Zone s.ame nalionalily_may occupy a smilie liven hex 11. 11 WIII C H UN ITS MAY ArrACK
of Control (Sec Casc 16.2 1). al any onl' time during the &amt (Fxccplion: Sl'("
Ca~e 12.14).
[11.11 1 Any unit .... ilh a Combal Strertlllh prinlt'd
(6. 14] [)emorali,.ed llnil~ do '101 e'(crl a Zone of on ils (OUlller may engage in combat . The~e are
Control. Uniu in Fort ress hexes (e.g., Veracruz) CASES: called romlxlf IlIIi/s. as compared 10 non-combal
do not exert a zoe (howl"'cr, see Case: 12.\'1. ]7, IJ STACKI."Ij(' AND MOVOn: NT unil~ such as Supply counten. Pack Animal"
Ll'adl'TS, Informal ion Marker\, riC.
]7, II J rhere is no addilional cost in Mo'emelll
POIl1IS for ont Friendly unil 10 slad (be in Ihl' [8.121 Unll5 mo~ing .... ithoul Ihe prewnce of a
sa me he)!.) .... ith another. Leader ma~ nOI al1ack Fnemy unil~. They may
16.21 Tin: u 'n :crs OF ZONt.:5 OF CO"lTHOI, ]7.121 Combat and non-combal unil~ may stack in also "01 cnler Fnemy Zone, of Conlrol.
[6.211 ZOC'i e~lt'nd imo all 11(',," on the lame- Ihe same he'\(, and Ihe posilion or any gi'en unil in Dtmoraliled unilS may nOf al1lek Fnemy unilS.
map. HOllo l'ver. they do nOi c~lcnd through moun- a parlicular stack has no effect on play. Combal unilS in GellcrDI Su pply only (as opposcd
tllIll lIexside'l, all-lake. all-sea or river hcx ~ldcs. to Combat SupplYI muy illack Fnemy unlls but at
]7 . 131 Unils stac ~ed IOgelher in a liven he'\( rna y be
a reduced effeclivenl'SS (sec Case 11.~4).
16.22J II COSI ~ a nnit one M o\crncni Point (in addi· moved logcther if they possc~s the ~ame MO"e-
tion 10 any Terrain COSts) 10 cruer an Enemy Zone ment Allowance (see Organi1.alion, IS. I ). For D [11.13] Friendly unit s may al1n ck adjaCl'11l Enemy
of Control. sl:lck of units 10 mo,'l' together Ihey must begin Ihe unilS ..... helher the latter arc in the former'~ I.OC
Movement Phase in Ihe same he'\(. or nol. Howl'\·er. a I' riendly unil in an Fnemy
16.23] All units must cease Mlo'crnelll upon cmer- zoe mUSI allad one Fnemy unil (or ~tllck Ilhal i~
Inll an EncmY-l:orurollcd hex. Tiley may 1l1O\C no ]7, 14J Slacksof units maysplil durlllg MO\ cmenl. neTting Ihat ZOC. A, long a.~ oncof Ihe controll-
funher in thai Movement I'ha~e hee Ca,~s ~.22, Ho .... ever. the unil' "Idl bchind" are con.idered ing Enl'my unilS is allacked. Ihe Friendl y allackcr
S.23, 14.34). to have finished Iheir movemenl for Ihat Phasc. If is fuifilllllll Ihe provisions of Ihis CISC. Thus, if the
16.24] Units may ne,er mo,~
dira:lly from one Slacks split al Ihl' beginning of a Phase there is no allading unil is adjacl'11l to 1.... 0 Enemy stach,
En~my zoe 10 anolh~r. e~cepl
if forced 10 by such penally (uniu may always bl' mo~ed balh of ""'hich are exl'Ttina a zoe upon Ihe at-
retreals{sa: Cases 6.32and 8.6S). sepa ralciy.)
tacker, the allader need at lack o nl y one of Ihose
16.2!1] Friendly unil s may "love freely Ihrough ]7,2) ST AC KI NG AND CO MIIAT uniu 10 fuifililhe provi ~ion s. The chokl' of which
he,cs Ihal arc adjacenl 10 Enemy units Ihal are not Units stacked togl'lhl'r in the $lIml' hex may split to attad is his (~Case g.22).
In an Enemy ZOC. This occun mainly where the
their rOrCl' and allack difftrent adjacenl he~es (in 18. 1041 Attacks m~y be rcwlved in any order Ihal
Inlervening hl'"itie is a ri'er (see Case 6.21). separate attacks) durinll Ihe Combat Phase. Do thl' allader ... ishe<o. as lon g as hl' complies .... IIh all
not confuse this with Case 8.22, whkh forbids al - the Combat rul es.
]6.26] For Ihl' purposes of mO~l'menl anti ret real. lackina Iwo hexes III once, Players should nOle,
the prescn~ of a Friendl y unit in an Enemy- howevn. that a ll uniLS in a Division or Army mu st 18. t5J No unit rna~ allaek more than alief' in a
conl rolled he' docs nOi neallle Ihat Enl'my con- atlack as one unit: they may nOI split (even though given Combal Phase. (Remember, O'cr .... hcimlllil
1101; it ii still conSidered an Enemy-conlrolled hu. Atta cks Dre considered MO"emf'n / and Ihus do nOl
thtrt is more than one combat unit in lhat Division
Ho"'ever, for Ihl' purposes of supply Ihl' presence o r Army). Units stacked ill the same hex must de- con~lilute an allack for Ihl' purpoSC'i of Ihis rule ,)
of II Friendly unu in an £nemy-l..'Onl rolied he, does fe"d IIJ ont unit; Ihey may not be splil for defen - No Enemy unil may be allaeked morl' than once
negate such COntrol. sive purposes. Remember; a leader must be present per Combat Phasc.
16.21] Friendly ZOC's ne'"l'r affecl Friendly unil~. for tach separall' anack (~Case 9.3 1). 11. 16J An Ellemy-occupied he)!. may be allacked
16.211 Ifan Enemy unit and a Friendly unil are ad- by as many unilS as call be broullht to bear in the
jacenlthey arc bolh considered 10 be In each olhers si, adjacenl he~l"l .
zoe (e:\"ceplion : sa: Case 6.2 1). If a Friendly unit [8.0J COMBAT 18. 111 AllHcks made at less Ihan 1-4 .ewll I~ an
and an Enemy unit bolh e)!.t~nd a ZOC illlo Ihe GENEII:AL RULE : automatic " 1'·4" rcsuh fOf Ihe alla cker and no
~me he .. Ihey lire considned 10 both cont rollha l Combat ()C(;urs bet ... t"en adjacem opposing unilS effecl all Ihe defender.
he~ for Ihe purposes of thl<; section.
during Ihe Combal Phase of the Phasing Player. [8.2] M ULTIPLE UN IT AN I)
[6. 291 Ther e is noaddilionol eHeel orha~ing more Friendly unils in an Fnemy zoe must aHack anl' M ULTI -H EX COMIJAT
Ihan one unit neTt its zoe inlO II gi~cn he~. hex contai ning F.nemy unil S l')!.trting Ihis cOlllrol. [8.21] Uni ts in Iwo or more differenl hexes may
A Friendly unil Hdjacelll 10 an Enemy unit wilhoul comb ine their Combat Sirengths 10 allaek Enem y
a zoe may allac~ al Ihe Phasing Player's discre· units in a sinille htx.
lion, The P hasing Player is considl'red the allacker
and Ihl' non-Phasing Player the defender, [11.221 Each indi,idual attack declared by Ihe
[6.3) ZONt:s 0.' CmrrrKOl.. AND COM BAT Phasi ng Player may only be directed Dt a si"1.'1" "I"X
rellardlcss of Ihe o"erall strattllic silualion .
16.3 1) Unit s .... hich arc in an Enemy Zone of Con- occupied by units uflhe Fnemy Player. The Phas·
I'II:OC EDURE: ing I'luyer may nOI allack IWO or more Enemy-
Irol al the beginning of Iheir Friendly Combal
Phase mUSI al1ad: one adjacent Encmy-occupied Each Player IOlals Ihl' Combal Slrcnglhs of his ()C(;upied he)!.l's in a si nglt combal
hell during this I'hase. II is not necessary to allack forces invol"ed in a parlicular comba!. The at- [11.131 All unils that arl' attacked in a g;'en hl"
1111 adjaCl'nl Enl'my units-only one adjacent he:\" tacker Ihen compares Ihis sirength with Ihal oflhe must lotal their Combat Strertgths 11110 a singlt
(the choice of which he)!. to allack is Il'ft 10 the defender. This comparison is expressed as II si mple Combat Sirength. The (Iefend,.r may not withhold
Phasing P layer), The other adjacl'nt Enemy- falio 12-1. 1-3, etc.) al .... ays rOUllded off in favor of a unit in a he.~ under allack. An allack on thaI hex
OCl:upied hexes may be ignored (s«Case 7.2). the defertder (i.e,. 29 to 10 rounds off 10 2-1). BOlh involvl'S all Ihe unilS in Ihal he~ (e~ceplion: see
PlaYl'rs then dl'll'rmine their Leadership Il'vels Case 13 .J6). I f Ihl' dl'fending he.~ contains an Ar -
16,32) Unns may retreat through Enemy Zones of (9.0) and Morale levels (10.0), l'ach P laYl'r addin, my or DI~ision COUnll'r, all Ihe units compri~ing
Control as a resu ll of combal. For l'ach Dnd every Ihl'Se 10lll'Iher to oblain his Combat Adjuslml'nl Ihis formalion mUSI be Imaled inlO a single Com-
ZOC emered .... hil e rellrating. the .elreatlllil stac k Fillure (CA t). Then, the defender sublracb hi$ bat Strength.
would lose onl' Slrenglh Poinl. C AF from Ihe allacker's CAl' to obtain a plus or
minus number lor a l.l'ro). This fillure is called Ihe 111.24 ) When the Phasing Player is allacking from
16.33] Fril'ndly uniu do nOI negale Enl'm y ZOC's a h e~ thaI contains more Ihan o nl' unu, Ihose unilS
for 1M purposes of rtlrl'aIS. Final Combal AdjU5lment Fiaure, This final CAF
/filly makl' separall' allacb on different adjacent
shiftj lhe rati o column of the Combal lI: esul ts
Tabl e (previously dctl'rmined) 10 Ihe right or lefe. Enemy-occu pied hl')!'l'S at Ihe O .... ning Player's
Then, organil.ational bonuses are taken inlO ilC- discrelion. NOll' lhot a I>ivision or Army is co n-
co ul1l and a final ratio colu mn is declared for Ihis sidered to be a sinll'e Combat unit-it may 110t
16.4] t: FFECTS at' ZONt:s Ot' CONTII:OL combal. Thl' dil' is rolled ....·ith lerrain l'ffects splil its unilS in order 10 allack different Enemy-
ON SU rt'!.v being eakl'n inlo account, and a result ,is im- ()C(;upied he~es.
Supply line, may "01 be traced Ihrough Enemy- mediately applied. [8,3) CO MIJAT PII: OCE UUR£
contro lled hexes. However, Friendly uni lS do CUVel/I: The above procedure win be unfamiliilr As c.'\(plained previous ly, the comb~t procedure for
nl'gate Ihe prescnce of Enemy ZOCs for Ihe pur- and unwieldy the first lime it is auempted. A Ver,,("ru~ is moderately complc~. I'la~ers should
~ of lracing supply. specific scquenC1.' i~ given in Case 8.J8. and, aftl'r tarl'fully read the SC"Clions on Morale Dnd L.c:ader-
R5
ship before- ailernpt ing to ~ompletely fat horn thi~ C. Each Pla)er lldds hi, Morale le.el with hi\
procedure. There are- 5e~e-ral step~ that nlllS! Ix: Leadership le.el to oblain a Combat AdJu,t-
follo .. C'd rigid ly Ix:fore roll ing Ihe die to rr'iol~e ment Figure: then,
combaL D. The defender <ubtraet\ his CAF flOm that of
the anacker to obtam a Final CAF; then.
13.3 1J TlIr first ~t('p in th(' procedure- to rnol ~e I'. The Final CAF iJ. u<ed to adju<1 the preliminary 18.461 Combat units in Verucru~ art rront and
comllat is for ('lch ~;dc to lotal Ih(' Combat back _printed. The side representing tht grtater
wmbat ratio (also organilational bonuses arc
Slrcngth.~ of all umt~ parltclpating m the gilen
taken into accounl); then, Combai Sirengih i. the side on which thesr units
combat. Thc allader then compares his total F. T he die i. rotted (tal.;ingterram effect' InIO llC- enter the game (or Slart on tht map). Combal unn s
Strtngth 10 Ihat of Iht defrndtr, expressing il as count). and a re~uh immediately applied. may be reduced due to tht demands of a Strength
ont of Ihe simpl(' rall(K found on Ihe Combat POint loss in a combat I~ Cas.r 8.4j). A one
Result~ Tablc (roundmg off in fa"or of Iht Ili A ) Rt::'.'i OL UT IO " O t' CO MK A r Strength POint loss (or an indi~idual unit is incur-
OC'f~nd('r). Note tllat the-re IS a )·2 column 011 the 111.41 1 Using the' Final Combat Ratio dtttrmllled tl'Ci simply by nipping the unit o-.er 10 ils "'ea~tr
CRT; thi~ is uS<'d wilen the aHackff IS al leasl in Section 8.3 Ihe allacker rolts one die and con- <ide (al .. ay~ one Strength Point less rhan itS
ISO .... ~tronget Ihal1 Ihe d<'fcnd('r bUl In~ than sults the Combat Rouh, Table (8.71). Each com- ~ lronget ~idt). The- reduClion of a combat unit to
200·.. . bat i~ resohcd 'eparalely, and the re<ults of each uro al .. ays rnulls in the eliminallon of Ihat unit .
111.321 BOIh l'la)"('r\ uow d('t('rrnim: Ihelr re5pecti~c combat afe implemented immediately, Ix:fOft pr.'- If II unit lhal has already been rC'dueed to its
Leadership Lc,·el\. a~ pc-r the IJlsrruclions in Case ~-eeding to the ne~t combat. .. eaker combat ~ide is rcquirtd to lose anolher
9.J2. !8.42J Combat rcsull.~on theC R Taree~pre~scd in Slrl"ngth POitH as a resull of combat, numbered
t.. o categories: II " oSI/ion Rt'slIl, and a f_o:u- chn. ate pro~ided .. ith which the Ow ning Player
111.3)1 Rotll Play('r~ no ..' determine their respc-cti~e "Itt indicale Ihe new Sirellgtll of Ihis reduced unil.
Moral(' Level~. a\ pc-r till" in~lructions in Ca~e 10.2. Po.mbilify. 8 0lh allac ~ er and defender \ uffer
bOlh of these Iypes of res ull'. The-.e chits are simply front and back-printed with
11I.J4J Each ,'byet now (J(lfJl' lli~ Leadership Le.cl the numbe r~ "1" and "2". When II unit musl be
10 hi< Momle I.c,·d. For l"xarnp le, lhe U.S. Player IIIA3J There arc fi"e IYpes of P OSH/O" Re.mlt~: rl-uuced in Str;.'l1l1th below its .. eaker comba t sidc.
ha< ~ Leadershi p I e~d of t 2 (1I1d a Morale Ll"~d A ., Ad~a nee: the units affecled m~y ad~a nce oue .imply place Olll" of Ihese c h it~, ... ith the ap-
of I: the add iliOIl of the\e IWO nurnber< wou ld hn into the hex ~acatcd by the Fn~rny unilS. In. propriale number facing upward. dlfecl/y
rc-;uh in a figure of -+ 1. ["h is is hi~ Combat Ad- crease 8 asic Nati o nal Morale (BNM) by one IInr/t'mI!Olh the unit in qucstion. T hi, witt iudicate
J"$lmrfll Fif{urt. ThiS CA F may be increased byan (see CaS<' 10. 14). that I h~ unit now COnl:trus Ihe number ofStrenglh
Organilational bonu.' ()~'(' Cast 15.2) or pr('se nct H .,. Hold Position: Ihe IIllit< affl'cted do n(ll Poirll'> shown on the nurnlx:red chit.
of Fortification. (CaS<' 8.9). mo.-c.
II. ., R~treat: the units affected must Retreat the t;um plr ; T he Mexican Tula ncingo Cuirassiers
111.35) The t/r/enrhnf( Player now SlIblrurlS hi~ (original Strength of 4) muSI lose 1 Sirengih Points
Combat AdjuSlment figure las oblamed in 8.34) nllmlx:r of hl'\es rotted on ant' die tolt . Decrease
8 Nil.l by ane (10. IJ). a~ Ihe result ofa combat. The I1rst Strl'nglh POint
from Ihat of Iht allac~er. The r~ult is the O,'eralt Io<;s is represented by nipping Ihe counter o~er 10
COtl1bal Adjustment Figure- ehher a plu. or RD _ Retrral Dcmoralil.ed; Ihe unilS afrecled
must Retreal the- number of he\n on t .. o die its ~ide .. ilh a 3 Combal Strength. T ht oeJ(t
minu< number (or a uro). Strength Point loss mUSI be incurred by plac;nll a
rolls. They are then OC'morah/ed. [)e(:rl'ase
t:ump lf; The U'i. Pla)'er'~ Combat Adjustmenl BNM byane(IO.iJ). numbered chn-showing Ihr figurt 2-directly
Fillure i< + I: th~ Me~Ie~n I'layer's CAF is - 2. F _ Flight; Ihl' units affected mu~t retreat the undrroeath the coumer reprr:sentmg the- Tulanc_
The Me~ican i. defending, so + I - ( - 2) _ + 3. number of he~n on IhrCC' die rolls. Thty arc lOgo Cuirassicr~ . This unil now has a Sirength
(Hope- you folk~ did .. ell in this area of math!). then Oemorali1.ed. All ArtiJtery is automalically Pomt IOtal of 2.
The O'erall Combal Adjustment Figure for that eliminated. Decrease II NM by anI' (10. 13). 18.41) The Mexican Player may rrmo,e Sirength
ballir iS lhus +3. 11I.44J T he-re are four different Loss Poss,b,hlit'$: l)olntIO"~ from hiS units as ht SC'"t:S lit. ~I e may
11I.J6J T he O'erall Combat Adju~tmfnt Figure is 1,2,3, or4: I gi ' esthl' leaq possibilit)· (or 10<sl:"'>; 4 eliminate an enlire unit before eliminating any
now used to adjust the combat ratio (8.31/ to represents the pos~ibility of highes t lossl"s. los~ St rength Poims from olher units if ht <0 chooses.
eithfr Ihf righl or IC"ft (lnfre3<e or decrease). If the arc always la ktn bt>fort' tht Position Result is ap- 111.411) The U.S. Player may remo"e lo~sC!; from hi~
O~fralt CAl' is a pos''''·t' number Ihe Combat pliC'd. units a~ he 5('('S fit IInll!s.~ his Slack conlain~ both
RallO is shifted Ihal number of column. to the 111.45) Losses are determined ,", follows: Firsl, Ihe Rtgular and Volunteer uni ts parlici pated in the
righl Ix:fore resolving combat. If thf 0.'er311 CAF atlacking Player read~ hi~ 10\S Pos,ibilily l1umlx:r com ba t (SC'C' Case 19.31). In th is case. the U.S.
i, a nrgll ti~e number. the Cornbal Ralio is ~ h ifled on Ihe Combal R~"slllt\ T able. He nOIc.' hi~ Batl le Player must rtmO"e one Vol un teer Strength Point
tllal number of colum01\ to the: left. HO"''I1W~f, Morale figure used in thc dcrcrmillalion of his for t~cry Regular Strength Poin t he et imi na tes. If
Player, should note Ihol there: are columns on Ihe Combal Adjll~rnlcnr Figure for thi~ combal (.,el" th e nu mber o f Strengt h Poi nts to be lost is an odd
Combat Rt~ uhs T ab le that contain sc~eral ra tios Case 8.34) and proceeds to Ihl' Casu:'! IY Table num be r, the od d-numbe red loss must be a Regula r
(e.g., 4- 1, ~-1, a nd 6- 1). T hose columns can a b- (8.72). He rolls the d ie. con<ulti ng Ihe proper Bal- unit if li t a tt possi ble.
sorb thfn shifts, lIS it ..·tre. T hus a ra tio of 3- 1 tic Morale and Loss Possibility numbered col-
with an O~era ll CA F of +3 woul d still be in the ul11ns. The re,ult is Ihe percell/ogt' of Combat
same 4_1, 5·1, a nd 6- 1 column, as 3- 1 would shift Strenglh P oin t ~ that arc eliminated as II re~uh of jll .4111 Uni ts which are reduced in Strength to uro
three to the right by going I1tsl to 4· 1, then 5· 1, this combat from the IIl1aeking stac~. P la)'er~ need :rre removed flom play lind set aside. Players may
Ihen 6- 1, remain ing, in tffect, within the same not compute this percentage loss by them_ nOt u\e eliminated uni rs as "dummies" or false
column. In addition. the I1nal column (1 - 1 +) is sd"I:"'>-the Loss PerC"f'fI/uge Tuble(8. 73) i\ ptO~id uni" to confus.r the Enemy Playtr.
considered 10 contain all the ralios abo"e 7- I (i.e., C'd for easy computation. Simply crO'is·refcrence 13.5J t: XTE RNAL nn:crs ON COMB AT:
8- 1,9-1. 10- 1, etc.) and operates in the samt man_ Ihe Strrngth Point total of the stack "Ith the TE RR AIN, SUI' I' LV &: ORGAN IZATIO"
ner as lhe 4- l , riC., column. pereentagt loss ascalled for by the Casualty Tablr. 11I.5 1f tf either side is using OIK: of tllrir higher
t::'\ lI mplf ; Thr U.S. i~attadinga Mnlcan for~ at T ht rC"'iultant number is the number of Strength o rganll.alional (ormalions ( Di~isions or Armin)
a basieCombat Ratioof 1-2. Wilhout considering Points Ihal muSI be remo~rt.1 by the aliacklJllI they are eligible for a bonus incrtase 10 theIT Com-
terrain or supply (set' rules below). the O"erall Player ISC'C' Casc 8.46). Ne~t. the defending Player bat Adju stmenl Figure «ec C~ 15.2 for dttai ls).
CAl' i~ determinC'd to be + 3 for the IIlIafkrng U.S. follows the e~aet procedure JUSt described in ordcr
10 determine his 10lise"!; for this combal . 111.521 After delerminingthe Final Combat Itatio
roren. The Combal RallO or 1-2 is now shifted tne Playefs check 10 set' "'hether Iht dtfending
three to the righllo 2-1, at .. hich ralio the baltIC" is t:u mplt': T he U.S. Playtr has atladed the
Mnican Player with IWO D;'ision< .. orth 35 units arc in a he~ for whIch they obtam a de(ensivt
fought. benefit. These he~c< ar(' notC'd on the Terrain Ef-
St rength Poi nts. The U.S. Playrr rl'CC';~" a rr'iult
18.37J The t(fects of terrain (8.52), supply (8.B) of H-2 on the C RT . Tlieir Bailie Morale for thi' f("(ts Chari on the game-map. If the dtfendi ng
and Organi/.al ion (15.2 ) arc taken inlo effect 4/ler com bal was + I. Tile U.S. Playtr proceeds to the units arc in such a hex. the attacker musl subtract
Ihe determinallon of the effect of the O'erall CA F Casliahy T able. refering to the + ) Moralecolum n one from his combat (lie-roll (or 'wo. if in a ci ty).
on Ihe Basic Combal lI. ado. and the 2 sub..column (reprCSl'ntl1li his Loss ant' is Ihe maxim um subtraction tht 1I11ac ~er must
Poss ibility fi gure). T he U.S. Player rotls a 3. T he ma kt fot a deft ns i~e benefit from any terrai n,
resu lt calls for a 5'1. loss of U.S. Sttenith Points IIn le\s the hex is a city.
13.38) Here is a brief review of the procC'dur~ for
i n vol~ed in rhis combal. T ht U.S. Playcr refers to 18.531 Supply affects Ihe Comba t Ra tio on ly in
delermininglhe Final Combat Ratio:
the LOSS Percenta ge Table. cross-referencing JS thai it affects Ihe Morale Level. If an A!lacker o r
A. Both Playtrs tOial Strengt hs: then wit h 5'1. loss. T he fina l rc.suh ca tls for a 2 S1rength Defender has rmy units in his forces lha t a rc in
B. Anacker compa res ~trenglh to defe nde r 10 Poinl 1055, whic h the U.S. Player must immediate- Genera l Supply he mus t sUbtraCI IWO from his
obtain a preliminary combat ra tio: thc n ly fu ll1n. MOla le die roll. Sec Supply Rules, I t.S4.
R6
[8.61 RETREATS AND ADVANCES [11.84] Demorali1.ed units alway~ have a Morale The only othcr .... ay a l.eader may be eliminared is
[1.6 1] The explanations for all relreat resulls are Level of - 1. They never roll for Morale or con- for every ulli t in the 'tack to beelilTtina!cd al~o IA ~
COVC'ftd. in Case 8.41. sider Ihe effect of BNM . in Overwhelming AllllCk).
,1.621 Retreat s arc expr~ in terms of "U~ [8.15] Demoralized Markers_and the efrt'Ct~ of 19. 131 Whenever a I)ivision (USI or Army (Me~
retreated-not Movement Poinls! Relrelt ing Demoralilation-are removed in the Rally Phase, ican) b placed on the lime-map therc must be at
units may retreat through or inlo any hex in10 after M o~ement. least one Leader assilned to that I)i~i sion or
which they may normally enter. Furthermore. as Army.
an exCC'ption 10 the aDove, a force may SlOp 19. 141 Leaders have a Movement Allowance of
retrealing if iI enlers a Friendly Controlled city 10. This is used only when they arc movina aJone.
(Mexico Cil)" Pucbla or VC'TacrUJ:), Whenever they are stacked wi th Other uniU they
assume the Movement Allowance of tM slowest
11.63) Retreat! an~ conducted by lhe Player whose
]8.91 MEXICAN FQRTlnCATIONS of thne units.
units arc relrealing. Each Slack of unil~ must be
movtd as a whole; they may n01 be split for pur- 18.91] Slarting wilh the Mexican Move ment Phase
p<beS of retrealS. tifler the U.S. hilS either taken P uebla or advanced 19.2J LF.AI)t: RS AN I) MOVEMt: NT
to within 12 he.\ n of Me:c.ico City. the Me:c.ican FTlendly units without a Leader may not enter an
[1.641 PLayers must aucmpl 10 rcircat lowards
their supply sour~: Mexicans _ Me.I!ico Cil)' or Pla yer may construct fortifications . Enemy ZOflC of Control. If a stack of units
weSlern edge of map; U.S. .. Veracruz or [1. \12 1 The fortifications mu st bc constru~ted without a I.eader bcSins its Mo\ement P haq: in an
wherever their supply is commg in. Players also within lOt" hexe~ of Me~ico City. Th e Mnican Enemy 70C it must lea .. e that Zone. If it canltot
muSI reln~'at along and throuah Toad he~n if poui- may construct no more than IhrN' fortificalion~ do so. for any rea,on. It is automatically
during the game. eliminated al theelld of the Mo,'ement Phase. Thi\
I~ I
ble. Players should ch~ the most dirt'Ct route.
usina the abOve criteria, as possible. is Ihe only efft'Ct leaders have 011 Mo~ement of
combat uni t5.
(8.65] Units may retreat through Enemy ZOC's. F,"'/I<."," oM"
However. for eac h Enemy zoe enttred in a Construction ~
retreat that force lasts on~Strenath Point . Pla y~rs [9.31 U ;AOt: RS AND COM8" ',·
must avoid Enemy ZOC's whcnever pDS5ible. and [8.9J] To construct a fortification the Mexican The abUlly of the ind ividual Leaders IS used a' a
may retreat throuah them only whefl there is no Player must statt hi5 MO\'emenl Phase with at least factor to determine the final Combat Ratio bet.
olher route available, Retreatina units may retreat lour Strength Poims (not including Artillery) in ween twO 0ppoo;lflg sidn. Each Leader 1\ rated for
through Friendly-occupied he~es; however. the the hex. Thi \ he~ may not be in an Enemy Zone of his gcneml ability; thi~ mting is based mort on t;,e·
units oriainally in the hu are then autom.litkally Control. He places a fortification counter_ tical than ~tralegic ability, but clements of both arc
demoralized feven if the retreatlnl units arc not !). construction side up to indicate building in pro· induded. The higher thc rating, thc beller the
Retrtating unilS may never enter the same he~ gre~5-on top of the units. These units may not Leader. Furthermore, units may not allad other
more than once. move durina the Movement Phase. Other Friend- units without a leader to direct the attack.
I* I
18.66] If a Flight f"F") result occurs. all afft'Clcd ly units may move through them or enter into and ]9.31 [ ln order for a Friendly unit or siad of
stay in that htx. Friendly units to attack Encmy unit ~ thcre must be
anillery uni ts are au tomatically elimi nated . If an
"R" o r " RD " result occurs and the relrtat causes a Leader ....·;th the Friendly units. Units without
an Artillery unit to cr0S5 an unbrrdgM river hex- Leaders may not allack; they may defcnd. Units
5ide the Player roll~ for each Artillery unit crossina C,mp/"'" FW'ifi""'" defending ..... it hout a Leader ha'e a Leadcrshlp
suc h a hex. If he rolls a 1.2, or 3 the Artillery unit level of um.
crossn safely; if the rnull is a 4. 5, or 6 th' Ar- 18.94) Atthe end of thai Moveme nt Phase the for- [9.321 The lcadership rating of each Leader is us-
tillery unit is eJiminated. tification counter is turned o~er to indicate com- ed to determine the Leaders hip Level of thai force.
11.67] If a force rttcivn an "A" Position Result pletion of construction. Any units m that hex gain by means of the Effecti\( Leadership Table (9.4).
that force must advance IntO the hex vacated by the benefit of that completed fortification. The means of determining the leadership Level
Ihe Enemy unit s. This advance must occur before [11.951 There is no Movement costlOcntcr or leave for a aivcn force in a ballie j, as follows:
any Other combat takes place. a fortified he~ (other than the restrictions ofCasc I. Player totals thc Leadership Rating of each
(1.6IJ Note that all units stacked with units that g.'13). leader in the ball Ie. No Leader may beexdud.
have engaaed in combat Ire arrt'Cted by the reults 11.96J Once placed fortification hun may nOl be ed: then.
of that combat. whether or not those unit~ actually mo\'ed or dntroyed. Either side may use them. 2. The Player divides the tOlal by the number of
participated in the combat. [8.91[ If a unit or ~tack of units defends in a for_ l eaders, rounding to the nearn t whole number
(i.e" 1.49 ~ I and 1.50 _ 2). This is the
11.7J COMRATTA BU:S ti(kation hex the defender adds (JIll' to his Combat
Adjustment Figure. Preliminary Leorif'rship Len-I: then.
18.7 1J Combat ResulisTable (see page R14) 3. The Player takn his Preliminary Leadership
18.721 Casualty T.bk (see pale R14) Le'el and consults the Efft'Ctive Leadersh ip
Tablc. rolling one di e and cross-refercncingt hat
I2-1 I ~.
(8.731 LOSllI'eruntaile Table (see page R14)
die roll with hls Preliminary Leadershi p I.e'el.
[9.0] LEADERS - '- 0 The result is the Leadership Level for that force
4-10 for that bailie.
GENE RAL RULE:
[I. IJ DEMORALl7..ATlON EJ
Un its become Demoralized a~ a rnul! of rt'Ceivina
an "RD" ~ "F" result in combat. Demoraliza-
Leader counters represent the most important
commanders on both sides that took part in the
Veracruz campaign. In Verucruz leaders havc a
areat effect on both move ment and combat-
mostly the laller. Each leader is ratctl by number
(wllh a possible range of one through four). This
[9.3J1 t:nmple: Thc Muican Pla yer has two Ar-
mies with a total of three l eaden: Sa nla Anna,
Valfnchl . and Alva tu. He adds togcther their
Leadership Rating:! (2 + , + I _ 4)and dividn by
the number of Leaders Il) to ael 1.3J. or a
tion is indicated by placinl a ~moraliud marker rating renecls tactical and ~t rategic leadershlP. Preliminary Leadership Level of I. He now rolls a
on top of all the afft'Cted units. Demoralized un it5 aloll g with personality. Note that no counter for die and consult 5 the Effective Leadership Table
suffer certain penallin. Winfield ScOll is provided becau~e the American under the I ~olumn . He rolls a 6, so hi~ Leadership
Player is considered to represent this General. Level for the ballie is + 2.
[I .IIJ While Demoralized. a stac k may not be
spli t. It must remain intact untit it reverts toa nor- [9.J4] The Leadership Level is combmed with thc
mal slate. CASES: Morale Level to obtain the Adjusled Combat
[9. II USE OF LEADERS Rat io (see Case 8.34).
[I,UJ Demoralized units may never ent~r an
Enemy Zone of Control voluntarily. If they beain [9. 11 J Leaders may be placed anywhere on Ihe [9.351 Leaders may be eliminated as a result of
their Movement Pha~ in an Enemy zoe, they game·map. They need not be ~taeked with combat combat only if 011 Other uni ts in the hex arc
mu~tlea\'e that zoe in that Mo\'ement Pha~. If, uniu and may operate frecly. eliminated. Eliminated Leaders are not replaced .
for any reason, they cannot leave they are [9. 12 ] Leader uniu have no combat value in and 19.361 As a corollary t09.13. a Division or Arm y
eliminated. of themsel~n. I f an Enemy co mbat un it movn ad- may not be formed unless there is a Leader pre-
[8.U]If there is ont Demoralized unit in a htx all jacent to a Leader un it which is alone in a hex se nt.
units in that hex are also Demoralized. fother than a fortrnSJ that Leader is eliminated. [9.J1 J Uf«tive Ludrrshlp Tablr (see pa,e RJ4)
R7
[10.0] MORALE prior 10 engaging in combal. For e~ample. tay the forces, espa:ially those of Ihe U.S. Playcr. Therc
U.S. Player ~tarlS a Game-Turn wiltl a BNM o f are two \late5 of supply: Combol Supply and
GENERAL RULE: + 2. He enlages in combal thattllrn and, as per Gt'''l'rQI SlIpp(~. In order for comb3t units to use:
iIo\ oralc refers to lhe general ~pl ril of tht troops in a the rules for such, must throw a die 10 delermine their full Movement Allowanca and Combat
given situation. Depenlli", on many cir. his Morale Lnel for Ihal baltle. The Player .. ou ld Strcngth. Ihey muSI be in Combat Supply. Units in
cumstances-trairll",. fru~lralion. prcviou~ Imse'; con<ult the Saule l\'loralc Table and ttlrow a die, General Supply arc penahzed as 10 MO\'cment and
or "iclone<;, etc. - an army's morale will nUC!uatc uddltlJl. his + 2 BNM to Ihal die roll. If tI)S BNM Combatllhe laller by reducing lhe Moralel.
within cerlain 1imil~. In Ihe MC~lcan War. bolh ",ere - I he ""ould ha'e sublracled one flom hi\ PROCFOURF :
sides had problem' .mainlaininJ high morale, dic roll fOi de[ermlll"lg Morafe. ThiS subtraction
or addition to the die roll fO<" delc.-rmullng i\Iorale Fach Player determines the Supply status ofallhi~
although lh(' U.S. had much gTC'3lcr ~ucce's in Ihi~ combat unilS during his Friendly Supply Pha~.
area than did !he M exican~. Morak Ihu~ play~ a for a g;"en ootlle i~ the onlyeff«1 BNM has in the
game. Whatever ~ta!U.s i~ delermined for individual unit~
crucial rok in I'trlKro: . In any giH'n combat or "aeks of Ulllts remains with those unil~ until Ihe
sill,lalion l~ units involved ha>" a Morale 1.(',.,1; [10. 11/ The eff«ls of combal on the BNM arc ap- ne\t Friendly Supply Phase. To be considered in
this Morale Levd i\ combined with the Leader~hip plied immediately after Ihe comba!. Thus, if a Combal Supply a unit must be able 10 trace a Sup-
Level 10 produce' a number Ihal w,lI dlher increase Pla yer has two combal< in one Game_Turn his ply Irn~ to a Supply source.
Ihc C{Jmbal ralio 0,.- decrease it. Thll~. a fort-e Ihal BNM ma~' be different in the <<<ond combat than
ha_~ l"~cdklll Moral e and Leader,hip could, for ex- in the firs!. Ptayer~ ~hould remember this rule
ample. incTcasc3 '.10·1 combal nuio 10, say, ~ _ IO_ whcn planning the order of their combalS.
I! Ttle Moro!1' LI'~I'I i~ a combinalion of Itle BaSIC' CASES:
[10.2) IlI:.T E RMI NING TlIF, MORAU: u :n :1. 111.11 U.S. SU PI'!. V
No/iuno! Marllll' and Itle &11/1' Moroll'al Itle in~ .' OR COMBAT
lanl of comrnll; i.e., Itle player dClennines hi\ 111.11 ) The U.S. Supply sou rces arc his Supply
Morale by rollilll1 on ttle !Janie Moralc Table and [10. 21 ] Before each and every combat, b()lh
unil~. These cons titute Ihe on ly sou rce o f Supply
using Ihc Bask Moral e Level to affe.:t Ihal die roll. P l3yer, must delermine their Moral e Levels for
Ihal particular baolc. A Player's Morale Lcvel for for the U.S. Player.
a given Combat i~ determined by Ihot Player roll . [ 11 . 121 To be considered in Combo/ Supply a U.S.
CASES
[10. 11 BASIC NATIONAL MO RA U :
I BNM I ing a die and consulting Ihe B3111e Morale Table
(undcr tli s ~idc). motlifying that die roll by his
Basic National Morale Level (SCI' Case 10.161.
Thu.' . in the examplc given in Case 10.16. if Ihe
combat IInit mliSI be able 10 Irace a Supply line 10 a
Supply unil. This Supply line may be no lonller
than 1'0010 hexes. Players should trace the line/rum
Ihe combat unit 10 the Supply unil, and nOI vice
All Ihe forces controlled by ellCtl P layer possC!'~ a U.S. Player wilh a to 2 BNM rolled a ) on the die ,er~a. The hex occupied by the combal unit docs
Basic Nalional Morale (BN M). While BNM varies when delermining hi s Morale Le\'el, his Morale 1l0l count as one he~: the hex occupied by Ihe Sup-
from lurn 10 lurn iI is riaid in thaI it is nOI arrecled Level for Ihal baule ",auld be +2. Players should ply unil doco; COUnl.
by a die roll. ONM rencels Ihe Cumulali'e effcel~ be careful and nOl confuse Ihe MfYole LI','eldeter- 11I . Il) Supply lines ma y be IraeW through any
ofa campaian on an enlire army. BNM is uSC"d 10 m>lled from a die roll and Ihe Saule Morale Table
aller Ihe die roll determinalion for Ihe Morale lerrain through which an infanlTY unit could
"'ith Ihe BNM. move. They may nOI be traeW Ihrough any
Level.
[10. 221 P layers determine their Morale Level Enemy-("JC(:upied hex Or any Enemy zoe (exccpl
[10. 11 1 AI the Slarl of Ihe lame, bOlh Player~ ha\e ",hether they arc allacking or defendina. those occupied by a Fnendly ""'II.
a Basic Nallollal Morall' of lero. Each Player
[ 10. 23J The Morale LC'o·ct for a liven combat ap.
placa hIS BNM mar~er In Ihe '0' Spacc on the
plies tool/ unit~ (from a gi.en .idel in~ol~ed in thai
r11 . 1"1 In order for a unil 10 become Combal Sup-
8NM Track 10 so indicate Ihat 5lalus. plied (after succcufully Iracinl a Supply line to a
combat. regardless of how many different stac~ ~
110.121 As Ihe ONM o fa liven Playerchanles. the Supply unit) the Supply unit must beCAl.oCnded and
of unilS arc participating.
Player mo~'C'S hIS BNM marhr inlo Ihe ap- remo~ed from Ihe game. A si ngle Supply unit may
propriate 00. all the IINM Track 10 ren«t the r10.24) In determining Moral e Level. the Mexican supply each and e"ery U.S. unil within the IWO he~
change. The ma.\imum IJNM Level is +), the Player refers to the Me,ico colu mn on the Bailie radius dl'SCnbc:d, as long as the requiremellu of
Minimum i, - ). The Ie~ell may neyer fall bela",' Mora1cTableand the U.S. P layer on the U.S. col. Case 11.1) arc mel. Expended Supply units are
o r risc above tho>;c numbers, regardless of thc cir- umn. cliaible 10 be brought back into the game ~ia the
cumstances. Furthermore, a - ) lor +J I BNM [ 10.25) If a defending Player 's force conlai ns any U.S. Supply Tabl e.
Leyel is always considered to be exactly Ihal; i.e., Demoralb.ed unils that force has an 1I"lOmall(' 111 . 151 Any U.S. combat unil thai cannoltraee a
if the Mcxican II NM i< - ) and, durinl a gi~en Morale Level of - }; he docs nOI roll for Moral~ Supply line loa Supply u nit (and e~pendl h al unit)
Game-Turn he engl18cs in co mbat with an "RO" (or bOltler wilh BNMI. is in GI'"ual Slipply.
re~ult (~ee Ca~c 8.4) he would not lower his BNM
110.26] If Qny unit s involved in combat arc in [ 11 . 161 Th e U.S. Player is not forced 10 expend a
10 - 4 (e"en the,)retically). II would stay at - 3. Genera l Su ppl y (as opposed to Combat SupplYI Supply unil 10 place hi s combat units in Combat
And if on the nexI lurn he r«eived an "A" resull the Player must subtract /"'0 from his die roll Supply. The choice is his, and he may choose to
in a combat his new BNM would ri ~e to - 2. whcn determining his Morale Level lin addition to lea~e his units in Genera l Supply even thoulh Sup·
110. Il) Any "Posilion" Combal Result (Stt Case any subtraction s or add ilions from BNM). ply un its arc available. In this way thc U.S. Player
8.4) of "R" . or "RO". or "F" received by a may con<,trve his Supply.
Player in a aiven combat in which he has used
r10.21 ) The Morale I.e\·el for a aiven baltle is add·
eilher a Di vision !U.S.) or an Army (Me~ica n) ed to the Leadership Le" el for thaI bailie to deter. [ 11 . 111 All U.S. unilS arc considered tobe ill Com-
rnults in a loss of one point from his BNM, mineany shift in the Combal Ratio for that Baule bat Supply for Ihe Game·T urn in which they enler
(Stt Case 8.3). the game, without expending a Supply unit.
rq:ardlCM of whether thaI Player was allackinl or
defending. Thus, if Ihe U.S. 2nd Oi vi~ion anacked [11.21 u.s. SUPPLY UN ITS
Ihe Tulacillio Cuirassif:Ts Relimenl and the U.S. [ 11 .2 1) The U.S. Player recrivcs Supply units
recrived an "A" P()!;llion Result and the Mexican through lhe U.S. Supply Table; he recrivcs an ad·
an "R" the U.S. Pla yer would add one 10 his 8NM dilional ) Supply units and I Pack Animal wilh
fhe ""as auackinl with a di~lsion); ho",ever, Ihe [10.281 In delermining Ihe Mexican Player's final the first Game-Turn Invasion Force.
Me~ican would nUl chang ... his ONM dnpite the Morale Level, any stack containing the San
"R" result, as hi, unIt wu only a regiment and nOl Patricio 8allalion adds o,,~ to the rina l Morale [ 11.21] AI the beginning of C'Very U.S. Supply
an Army. Le" el (1101 to Ihe die roll or to Ihe BNM .I The San Phase the U.S. Pla yer rolls a die and refers 10 the
Palricio Saltalion was comprised, to Itle greatest U.S. Supply Table under the "Supply" Column.
[ 10. 141 Any "Posilion" Combat R e.~ult of "A" The number appearina under Ihat columll for Ihal
extent, of U.S. deserters (moslly Catholics who
r«eived by a Player in a li~en combal in which he die roll is the number o f Supply units available to
objecled to invading a Calholic country) who had
ha~ IIsed either a Oi~iSlon (U .S.) or an Army (Mex- Ihe U.S. Player thaI Game-Turn. These Supply
a remarkable r«ord in combal.
icanl results in the oddillO" of one poinl to his unns may be plaeW on Ihe game·map in his Rem.
BNM. This addition is awarded regardless of [10.291 Bailie Monic T a blr (see pale R I S)
forcement Phase.
whelher the Player wu allacking or defending in
Ihe particular bailie. 111 .23] Supply ullilS may be placed on the lome-
map only in a Friendly-controllcd (stt Case: 20.12)
110.15) A Position Combat Resuh of " H " has no [11.0] SUPPL V port hex. Verocruz and Alvarado arc Ihe only
effeclon BNM. GENE RAL RULE: pon~ on Ihe game-map. However, if Ihe U.S.
[ 10.161 Thc BNM of. liven Player is used to af- In Verucr"l. Supply plays an imporlanl rolc in Player docs not cont rol either Veracruz or
fccI that Player's die roll for his Morale Level determining ttle effectivcness of the combal Alvarado he may place his Supply units in any
RS
hc~ which i.\ nOI in an Fll('my
clear lerrain coastal 11 1.4] M ..: XICA"'I SU P .... Y number of unit\ that may ~ placed in Veracrul or
ZOC. Thts e.~ception ()C!;ur~ only if lhe U.S. To ~ considered in Combat Supply a Muican San Juan de Ulua 1-1 0'H'·er. a mnlmum of fh·,
Playtr don not control a JlQTr: il i.~ nOi an opllon unit must ~ able to trace a Supply line. free of combat ~trenllth poUtl. may occupy Perote durina
lhal rhe U.S. Player may chO<Kc: anytime he Enemy units, Enemy ZOC's or impa'sable terrain. a Combat Phase. Any number of Friendly
wishes. of uny length to either Me~ico City or the rood Strcngth P oint ~ may pass Ihrull/(h a Friendly·
[ II .I"] Supply unils may ne>'/~r move o n !lIciT hexes aU}, OH/. and 27Sl. However. any Mex - rontroll"d Perote he~ (,,,e Ca.~e 20.12).
own: Ihey have' no Movement Allowance. Supply ican combat uni ts in~lde a Fortre~s arc auto- [12.1 51 Unit, in Veracruz or San J uan de Ulua do
lInir~ may mo"'" only .... hen carriC'd by Puck matically in Combat Supply. Mnican combat nut exert any ZOlle of Control. Unit~ In Pcroie do
QfllIIIQIs(ll.J). When carried by Pack 3J1imals Ihcy units that canllot trace ~uch a Supply line arc con- e~ert a normal Zone of Control; if a Friendly unit
assume rhe Pack animals' Mo>ernenr Allowance. ~iderC'd to be in General Supply. enters a he~ controlled b~· all Fneony Combat unit
1I 1.25[ Supply units have nO Combat 51renlth inside Perote it mu,t aHack Po;orot e by Siege or
111 .51 TnE Et"n::crS OF" GENERA l , SUPPLY
(the)' ItTl' nOI ComOOt units). If a Supply unil is A<;saull. Fnem y Zone<> of Control ne'er e\tend m-
111.51) Combat unit s have two states of Supply to Qny fortrl:,.,~ hn; unll~ insidc a fortress arc nevcr
alone III a he:c (L e .. nOl ~ ' ackcd Willi Friendly (Combat Supply and General Supply). All other
Combat unil5: Pa,k anlJnals aTC nOl Combat required to allack uni" adja~"Cnt to them.
uni/.\ 3rc- always ill Combat Suppl)· at all times.
uni uJ llid a Mexican Combal unit movc~ adjacent 112. 16] Units in~ide a fortr"ss are always in Com-
Note. that Divisioll and ArlllY countcr~, Mexican
10 lhal Supply unit (providil1glhc intervening hc,~· Militia unit s with a 1.ero Combat Strength. and bat Supply.
5ide is nOl impassable) Ihe Supply unit i~ U.S. Dumm)· units are con.iderC'd to ~ combat
ehminated. Supply units stacked with Combal units for this purp<)'<C.
unit~ may be.' eliminatOO only If all Combat unit~ 112.2] UOWTOCONOUCT ASIEGE
are elimmatC'd. Supply unit~ may be.' eliminatOO by 111.52] Any combat unit that is not in Combat [12 .21 1 Sie,cs - a~ o"poscd to A.~saullS - may
Guerrilla action. Supply units may rClrrat with Suppl y is automatically in General Supply. ~ cO llductcd by Friendly combat uni ts against any
rttrt3tinll Combat units, proyidlnlthc nC'Ctssary 1I 1.5lJ A combat unit ill General Supply ha, a Enemy-occupied Fortress he~. Friendly unin may
Pa~k animals arc pn:sent. Movemcnt Allowance of four, regardlcs~ of its atways enter a non-Combat-unit occupied Fortress
111 .261 E~pendOO Supply units may be rl'-,nOO and orillinal Movement Allowance. T he U.S. Navy h~x without aHackina it.
brOulht back ~ia thl' Supply Tablt. battery counter alway, mo~es one he~. re8ardlc~\ [12.22] Friendly combat unils may COllduCI a
of supply status. Sieae - and bombard the Enemy-hc1d fortrcss-
111 .271 Note that there is no liml1ation on the U.S.
Player in terms of how many Supply units (and 111 .54] If a force in combat contains Qny units in only when they have beSIeged that fortress. A for-
Pack animals) he may deploy on the map at any General Supply Ihe owninl Player subtract, IWO tress is <.aid to be besiegOO (under Sleae) when the
one time. The U.S. Pla)·er may "coin" his o .... n (rom his die roll on hi, Battle Moral e Table to allacking Player satisfies the Siege requirements
units if he run~ out of those provided in thc determine hi, Morale Level (set' CaM: 10.26), for the given fortre\s:
co unt erml~. ]11.551 Whcll dctermillin ll tllc cffC'Ct~ of Oi,e3'c/ . V'rucrJ/~: all lund hexes surrounding Ihc for-
,,1.2'1 U.S. S,,,I, Tobl. "" m,p) 1'1'1( I Attrition. if there Drc any unit~ in the ~tack th:1! arc
in General Supply the Playcr add. on/' to hi. di e
tress must be eithcr occupied by atlacking units
or controlled by tllcir ZOC',. In addition. a
roll (set' Case 13.3). minimum of t.... o Di ~isions at minimum
10(7) [11 .56I T he U.S. Navy gunboat. are alwo.vs '" strenath (sec Section 15.0)are required .
lI1.ll rA C K ANIMALS
Combat Supply. 2. Perme: The attacker must ha.-eaileast si:(com-
Pock animols rtprtstnt the variou~ mules and bat Strenath Points adjacent to the fortress.
horses nctdoo to pull the supply transports for the 3. Son JUQn de UIJ/o: No requ irement; Player may
U.S. Army. While ScOtt often found that he had bombard at will.
ample ammunition and ot hcr suppl y, he often
found himself without the means of transportinll
[12.0] SIEGES If tile abo~e requiremenl~ arc not met - alld the
il. Severe storms in tile Gulf of Muico sunk besieging !'Iayer mu st s how the defendin,l'layer
GENE RA L RULE: (liat the minimum requirements are met _ the at-
several transport neeu carryinl horses and mules.
Scott's in~asion of Mexico opc:ncd with a siege of tacker may not bombard the fortress.
and tllis storale Irew acute durilijl the campailn.
the fortifiOO city ofVeracru1. (and the adjacent San
111 .l 1] Pock animQls arc used to carry U.S. Sup- 112.231 Siele Bombardment is conductOO during
Juan de Ulua). Fortrl"-<cs arc treated differently
ply unit\. They ha,·e no other function in Ihe the Siege Segment of the Friendly Combat Phase.
from other hc)(cs on the game-map. FortresSC"\ The ultimate aim of Sieae Bombardment is the
,arne: Ihey are not combat units. hD,e <peelal rull"i for Zones of Control, Supply, rcductioll of the Fortrcss' Defensive Strength to
111 .l2 ] Pack animals have a Mov eme nt and Combat: they mu<t be taken either by Assault
~eru. Th e attacker totals his Arril/ery Strengt h
Allowance of I~n when not carryin, Supply unit~. (quick. but co<;tly J or Sicge (lengthy-possibly \00
!'oints (only) adjacent to tht' Fortress. He tllen
When carrying Supply units they have a Move_ much so-but with fcwer ca.ualties).
cons ults the Sicgc Ilombardment Table (12.28)
ment Allowam;e of sel't'n. Pack animals move like C ASES: and rolls a die. cross-refercncilla the die roll with
any other unit in the pme. There b no Mo'<ement his Artill ery St rength Points. The result is the
112.1) t"OHTHESS t:S
POint cost to pick up or drop ofrSupply units. For num~r of Defens!ve Points by which the Fortress
a Pack animal [0 pick up a Supply IImt il must 112.11) There are thr« fortresses on the pme- is Inlmf!d,o"ly rcducW. The Fortrcss counter on
simply ~ in the same he.~ as the Supply unit. map: VerQCruz. Son Juon de Uluu tactually a fort the Fortrl:>;s Strenath Track is adJustOO to renC'Ct
on a small reef which auarded the approach to
11 1.ll) Pack ani mals have no Zone of Control nor the loss.
Veracruz), and the castle of Perule.
Combat Strength. Theyareelimmated in tllesamc- [12 .241 Wilen a fortre!i.S' rating is rOOucOO to lcro
fashiollas U.S. Supply ullit~. (0) all ullil.' inside the fortress arc eliminated. If
111.34] Each Pack animal COunter may transport this happell.~, the victorious player may advance
up to Ihree Supply units a t one time. into the fortress.
lI1.l5] Pack animals enter the game vIa the U.S. [12. 12J Each fortrcq has a built-in Defensive 112 .251 To cO llduct Siege bombardment at full
Supply Table. The U.S. Player rolls a die in his Strength. which i~ o]X'rable only if the fortre~\ is strength. the besqin, units must be in Combat
Supply Phase (in Q(/llIlion to rollin, for Supply occupied by combat units. The ma~imum and Supply. III such a case. on/'Suppty unit may supp-
units) and cOIl~uhs the Supply Table under the original Deren.~ive Strength is printOO neXI to the ly all OOmbardinl units, regardll'SS of ZOC·s or
"Pack animal" Column to 5-tt how many Pa ck name of the fortrcs~ 011 the game-map. This len,th o f Supply line (if the un its arc American). If
animal counters he rC'Ceive!. in that Reinforcement Strenlth may be rOOIll:OO through Siege Bombard_ the units arc in General Supply their Bombard-
Phase. merll. and the Players mny keep trad of the .:ur- ment Strength is huh·cd, rou nding lip.
111.361 Pa ck animals inay ~ placOO on the pme- rent Ityel o f a fortress' Defensive Strenath by plac- 112.26 ) Units defending ill a fortress under Siege
map in any Fri~ndly<ontrollOO port. H, and on ly ing the appropriate fortress cou nt er on the For- may ne~et leave the fortress he~. regardless of
if, the U.S. Player does nOl control a port they /fUS Strength Truck in the appropriate 00 •. Thus. ZonC5orControl.
may be.' placed in any coastal he.\ not in an Enemy if San l uan de Ulua had bl"Cn reduced toa strenalh
of 6, Ihe San Ju an de Ulua counter would ~ plac- 112.211 Immediately after each Sieae Bombard-
ZOC. Ho>W!I't'f, if they arc placed in such coastal ment die roll the defending Player - if the fortress
he~ they may rlOI mO\'e in the Movement P hase of ed in thesu-oox.
5till stands - may roll for Counler-bullery using
the Game-Turn they arc so pia coo. They must wait [12. ll] The Defc-nsive Strcnllth o f a FOrlress is the current Countcr-battery Strenath of the fort-
until tile nut Game-Turn to move. 111.0 its Counter-battery Strenlth (sec Case 12.21). ress (12.ll ). He consults the Siege Bombardment
II1 .l7] Elim inated Pack animal COU lltcrs may be [12. 14) Units in a fortress hex areconsidned to be.' Table under !he column for his Counter_bauery
rC'Cyclcd via the U.S. Supply Table. inside that fortrts~. There i~ no restriction to the Strenlth and rolls a die. T he Player illlores the
(Rules continued on PUSe R9)
R9
numbers; ho ... ner if Ihere is an aSlerisk ( 0) ne.~llo to ;ts fortrt5S ratinl even if it is left unoccupied. be con\idered lIleJJn-tn·e. TheO .... nin. Player then
a number the besieging Player 1O"it<; one Strenglh Adjust tile Fortress Track marken appropriately. place \ a marker c orre~pondin l .... it h the
Point (this Stren,th Pornt does not have to be Ar- 112.521 A fortress may nner be rebuilt to a rnting Disease / Attrition re<Oult (e.g . . S'\ (ineffecthe).
tillery; the ooieging Player decides .... hich Sirength higher than its original fi.ure . 10 ... . . ete. ) affected.
Poinl .... illbeIO"it). I Il.H) Note thai Disease/ AmillOTl res ults are nOl
111.61 SA NJ UAN Il EU I. UA
(12.21) Sielte Bomba rdment Tabk in terms of unll ~. They arc in term s of S/rtlllttlt
(see pale RIS) The island rortres~ of San Juan de Ulua has SOllie Pom/s. It nner has to be spc:cificd .... hich unit s in a
sp«ial charaCleristi cs .... hlc h pla)'crs s hould nOle. 'tack arc suffering from Disease/ Attrit ion - It i~
(1l.1( ASSAULTS
112.6 1J Combat unit s may ne_er occupy San Juan ,imply noted lhal a certain number of Strength
Players .... ho do not satisfy the requirements of Poinl ~ in lhal "ltck are con~idered 10 be Ineffec-
de Ulua (actually, Ihere .... a~ a garrison, bUI ils ef_
Case 12.22, or are tOO impatient. may attempt to five .
feCI was nelligib1c). Thcre is no movement bCI·
assaultlhe fortress and take it byslonn. San Juan
"cen San Juan and Ihe mainland, and Ihe fOrlrt5S [ IJ.ZJ) If a ~Iack of unm s uffering from
de Ulua may flot be a"aulled. Assault is quick
may nOI be a'.saulted: it may only be reduced by Disease/ Allrilion ~plit s - each individual unit
(hopefully), but Quite costly. In Ihe actual cam -
Bombardment . mo~inl it ~ o .... n path - each of those unit ~ that
pailn SCOtt decided alainSI an assault on
Verncrul; the rrsullant siege CO"i1 Ihe U.S. fe ... er 112.62) U.S. Navy Untl s (gunboalS) must stop o riginated In thai stack automatically \ uffer the
than SOeas uallies. .... hen they enter a hc-( adjacenl to a Mnican_ same percentage o f Ineffective unit s ot tltf m o-
controlled San Juan dc- Ulua. mtnt they leave the original Slack . Place ap-
112.J I) Players may Q5SI1ul/ an Enemy-occupied propriate Dlsease / Amition marker~ on allthesc
rortr~ in the Combat Segment of the Combal (U.61J San Juan de Ulua may fire Counter-
unib.
Phase. Thus, a Player may Bombard in the Sie.e battery either at U.S. lunboats or combal unit s in
Selrnent and Ihen Auault in the very nc-xt Combat an adjacent land he.\ . IIJ.241 If 1.... 0 s tacks with differing Ineffccti ve
Segmcnt in thc sumf Friendly Combal Phase! Percenlales combine, the unit s in that ~taek adopt
[ 12 .64[ Rcmember, if Veracruf s urrenders, so
Thcre arc no requiremenl~ 10 Assault a forlress. Ihe hilthrst percentage ineffective. The~ retain thi s
doe~ San Juan de Ulua.
.... ilh Ihc exccplion that no A~saull may be con- percentage even if they spl itlaler on .
ducted al les~ than a 1·1 ralio. Leader~hip lind 11l.251 The effec[s of Disease/ AUrition la~t until
Morale effects are nOI taken into account in an lhe Milillnin" of the nnt Disease/ Altrition Stage,
Assault. [13.0) LA VOMITO: DISEASE four Game-Turns later. At the moment a stack of
[12.J2) To delermine the Defensive Strc-ngth of a unit s IS to roll for Disease/ AlIrit;on - re.ardICS$
AND ATTRITIO N of .... helher or nOl Ihat ~ tack previously suffered
fortrCS5 for an assaull. the defendinl Player IOlals
the Combat Strengths of all units inside the for . GENERAL RULE: Disease/ Allrlll o n - it is al ...·ays considered 10
IrCS5. He then multiplu:"s that tOlal by Jour if the The most crucial aspc:ct for the campaign - at ha~e flQlle of its Stren.th Poin ts inef(eclt~e.
Defensi~e Strenlth of Ihe Fortrrss is SIX or more, least for the Americans _ .... as the effect of disease Disease/ All TlIlon effects are nrver accumulati~e .
or by tltret! if such Strenglh isfi~or less. Thus, the (u sually Yellow Fever, kno .... n as La Vornl/o, but [ IJ.26) Strength Points considered to be Inerre;:·
strenllh of the Mexican garrison (8 51renllh also including dysentery and OIher endemic li~e function normally in all .... ays except Ih. t the
poinlS) in Veracruzal the beginninl of lhe lame - diseases). More cl.l;ualties occured from disease O .... nin. Player may ne~er include Iheir Combat
.... hen Veracru7. has a Defensi~e Slrenglh of 10 - ;s lhan any 01 her source. Thus. at cerlain points in Strength ~ .... hen tOlalling the Slfenllh of II stacl
8x4 - H . the lamc both Pla~er~ must roll to see whal effect for combal, Siege, or Assault - either allackinll
(1l.1JI To Assault, Ihe attacker compares the Disease (in the form of Allrition) has on Iheir ordefendinll·
forces. As II resull of thi s die roll a varying per_
Combat Strenglh of all Assaulting units thai arc FJr.l mpJe: A U.S. stack of 10 Stren.th Points oc-
cen[age of the force~ affected .... ill be ineffective-
adjaccnt to Ihe fortr~ with the strength of the cupies a dear hC"ll. east of Ihe Yellow Fever Line.
unable to engage in Combat. Siege or Assault -
uni" inside the fortress as determined by Case The U .S . Player rolls a J durinllhe Disease/ AlIti-
for a month.
12.12. (Note that lhe actual Defensive Strength of tion Stage. This is modified to a 5 because his stack
the fortrffi is nOI added inlo the Combat Strength CASES: is cast of Ihe Yello .... Fever Line. This result in-
of the def~ndinl units.) A ratio is determined and [1l. I) 1I 0 W TO In:T.:RM I N ~: dicat cs 20' _ of his stack to be ineffective. The U.S.
Ihe allackct rolls ooc: die, consulting Ihe A5SI1Ull t)I Sf.ASE! A TfRIT IO .... Player places a "20'" Ineffecth'e" marker. Dur-
Tablt. The results arc applied immediately. in. Lhe ensuin. U.S. Combat Phase, one of these
(11. 11 ) Startinl .... ith Game -Turn Seven and con-
[12.341 AS!iau llT.blt (see pale RIS) sta cks auack s a Mexican stack . The U.S . Player
tinuing every Jour/h Game-Turn thereafter, both
cons ult s the Table of Percentales , crou -
[12.4[ SURM.:Nm ; R Players mllst roll Ihe die during the Disease / Att ri-
referencing 10 Strength Poims with 200\ Ineffec·
11l. 41 ) Prior 10 OilY Sicle Bombardment or tion Stagc of thc Game.Turn .
tive. This indicates that 2 Strength PoinlS are con·
Assault, Ihe Illackef mmt ask the dcfender to sur· (1l. 1l1 Each Player must roll the die once for sidered to be Ineffective, so thc U.S. Player would
render. If Ihe defender does nO! surrender, the each stock oj combut uni/s on the mop (exception: only have a Combal Strength ofl for thb auack .
Bombardment or Assault proceeds . If the sec CaSt' 16. 13). Non-combat unit s arc never sub-
defender doc:~ ~urrend e r he must vacate the for- [1l.271 If. in combat, all ~Jn-Ilve units arc
jectto Disease/ Atlrition.
Iress: however. he may relocate all non -Militia eliminated, the Indf~ctive units are also
[1l. l ll If only one combat unit occupies a hex at eliminated. Ineffective units may relreatl .... ith ef-
unit s to another city, (lhe VeratrU7 Militia unit is
the beginning of thi s Stage, thi s unit is extmp' fective uml s ) normally.
con~idered militia for this purpose). Artiller y.
from rollinl for Discase / Attrition. Note that Divi-
Militia, Supply UOlIS and Pack animals all are
diminated if they s urrender. They ma y nOt sion and Army unit s comprise mort than one com-
relocate.
bat unit, so Ihatthese substitute counters arc flot [14.0) LIMITED
rumpt from Disease/ Attrition.
(1Z.421 If Veracruz IS surrendered. San Juan de INT ELLIGENCE
(1J. 14) For each die roll during thi s Phase, con·
Ulua is automatically surrendered, too. GENERAL RULE:
~ult the Disease/ Allrition Table 113 . lS). Both
[12.41) If Ihe surrenderinl Player i~ Mexican, and Players must make ~ure to take ~II modifiers into There are severnl rules in Verocru~ which allempt
Ihe surrendered city ;5 Veracruz thc unit s may accounl .... hen rolling on this Table. to simulate Ihe limited intellilcnce capabilily of
relocate to eithcr Orizaba or Jalapa. If bOlh cities both armies engaled in Lhis campailn . The fir~t is
Irc occupied, the units arc eliminated. If the for. [\J. 151 Di5t'I5t'/ Attri tio n Ta ble (see pale R I S) Mexican Militia, which is "untried," nenher
tress is PerOle, unit s relocate to MexicoCity. If the Player kno .... ingtheir s trenlth until combal . Also,
surrenderll1l Player is U.S .. units arc relocaled to the U.S. Player iJ provided with se"eral Dummy
any Friendly occupied he.~ not .... ithin 10 hun of unit s ..... ith .... hlch he may confuse the Me';Jcan
the cil y. If there is no such hell. the unll ~ arc Pla yer. MO"it importantly, tile: Enem y PlayCT may
eliminated . never examine Friendly SLacks of units unl~ he
[1J.2[ EFF ECTS Qt. OIS.:.I\S.: / ATf RIT10N goes through a rigid procedure called I Rtron·
[12.441 If a surrender is accepted, the aHacker
may enter the fortress immedialely. [1J. 21 [ Results on lhe Disease/ Amition Table nOIUllnu.
....ill call for a certain percentale of a Slack to be
112.51 REBUII.DI NG J'ORTR ESSES "Ineffective." The Owning Player muu im· CASES:
[12.5 11 Once a fortress .... Ilose ratinl has been mediatdy consult the l~s Percentagcs Table
reduced is occupied b~ Ihe opposing Player, ils (8.73), cr~s·referencing the Combal Strength of 114. 1) M EXI C AN MII.ITI A
rating may be built back up again. Each fortress his Slack with lhe result in order to determine [he 11 4. 11 ) Mexican MI IILia unitS arc front and back ·
adds /wo poinls per JullGame-Turn of occupation number of Strenlth Points in thaI stack lhat .... ill printed . The front side sho .... s no Combat
RIO
Snl.'lIglh; 11m is Ihe "ullIried" side. Mcxican Overwhelmin~ Alia,/( (sec Case '.4). (Nole that [15.0) DIVISION AND ARMY
Militia unilS aTt' pLaced on lhe game-map in Ihis Ihe tOp unit in a stack will alway~ show - it cannot
stale and arc nOl nipped o.'n 10 revcal1hcir ,rue be hidden. Thus. tht' Enemy Player will always
ORGANIZATION
~1fe",lh unlil.hc), enler combat or are probed by know Ihe identity of the top unit in a Frit'ndJy GFNERAl RUlF:
reconnais~ancC'. stack. The inability to examine units described Both players may combi ne IIle;r regiments, bal-
114. 121 The Me.~ican Player should place all his above applies only 10 units below Ihe top unit in a talions, elC., into larger rormations for the pur-
~.ack.) poses of ease in handling and lncn:ased combal
Militia unil'l (Clccpl for "named" Militia, ~uch as
Ihe Veracruz Mililia) unlried ~ide up in a group. [14.32] Durin g any Friendly Movement Phase. a benefits dt'rived from the belter organization. The
When he ha~ 10 place Ihrse unilS on the game·map, U.S. Engineer unit may make a Reconnai ssance U.S. Player has four DII'/S;ons I'hich he may form
he dra ....s them from this unlrlro pile, unaware of t"Reronnoller"j against adjacent l\1e"ican unles. (at varying times) while the ~Icxican Playt'r ha~
Itleirslrcnglh~. There is no additional MP COSt 10 Reconnoiter. four Armies which Ile may form. The Divisions
Tile U.S. Player must announce the Recon . and Armi es are represented b~ counters, and th~
114. 131 Milill3 units remain in an unlried Siale un-
lilthe Me,ican Player com mils them [ocombal, or naissance at the moment the Engineer unit enteu a units forming such Divisions and Armies are plac-
the U.S. Player fe'-ea ls one through recon- hex adja~ent 10 a f\1c.~ican unit if tile Recon · ed in the appropriate Organizational Bo" on the
naissance (SC't'Casc 14.3), nllssance is to be made. If 50. the U.S. Player rolls game·map. Di~isions and Armies have certarn
Iht' die. doubling the rault (i.e .• a "2" becomes a minimal requirements for their make·up. reo
114. 141 Revealed Mexican Militia unil S remalll in "4"). The resultant figure is the number of Mu. quirements which must be maintained at all times.
the game rcgardleS!! o f their 'Ircl1l1lh. Zero- ican units in that stac k that may be examined by Historically Ihe U.S. used four Di~isions in the
Strength Mililia may be uSC'd .0 confuse .h~ U.S. the U.S. Player (see Case 14.34). This Recon -
Playn-. Veracruz e~pedition, IWO of which were Volunleer
naissance only represents an interruption in Ihe Divisions. Actually. Ille DIVisions I"cre initially
114. 151 S.ar.ing With the first M~,ican Player- unit'S mo\·ement. The U.S. Pla)'er may continue brigades which were raised to areater stalusduflng
Turn after the U.S. Player enters and occupies the movement of the Engineer unit. bul it costs the campaign. Mexican organi1.ation w.... much
Veracru1... he Mexican P layer rolls a die in his Iwo additional MP's ro I/'o\'/' a Me.rican zoe (the looser (almost chaotic) as unitt> wcre shufncd from
Reinforcement Phase to set if he rttti~es a Mex - unit may slill nOI move from one zoe dirC'(tly to
.0
ican Militia unit, in addition any he may rec~ive
from the Reinforcement Schedule.
anolher). Note that the Engineer unit ",ould not be
able 10 leave the zoe unless he ~rformed a
one Army to another; Mexican ullilS themse lves
I'ere often haphazard as to si1:e, with some com-
panin being larger than ballalions! HistoricaUy,
Oit' Roll Mn il'll n M i llt i~ Reconnaissance. the Me~icans fielded what amounted to three Ar.
1 or 2 I unit in Mexico City mies in this campaign; the designated Army of
Me~ico is quasi-ficlitious but does represent an ac·
J I unit on hu 2151
4 I unit on hu 0J51 [14.331 During his Friendly Movement Phases. tual. if somewllat loose. formation.
5 or 6 No unit the Muican Player may Reconnoiter with hiS CASES:
Ca~alry units possessing an "R" on the counter.
114. ](i) Eliminated Mi litia unils may be placed 115. 11 If OW T O .-O NM I)I VIS IO NS / ANMI ES
This is performed exactly as described in Case
back in tht' Ilnpicked pool. Remember. 1:ero· J4.)2, but the Mellican Player does not double his [15. 11 ] The minimum requirement for forming II
strength Militia arc not removed simply because Reconnaissance die roll (i.e., a "2" remains a U.S. Division is five combat units (e~cluding Ar·
they are rt'vt'aled. Howe\·er. they may not be ''2"'). The Me~ican Ca~alry units may also con- lilkry) and one Leader. The minimum require -
removed tO$ltisfy a 1055 of combat strt'ngth . Tht')' tinue their mO\'e ment as described in Case 14.32. ment for a Mellican Army is six combat units
are eliminated if all Me~icln units in the hex are (including Militia but e"eluding Arlillery) and one
eliminated. Otherwise, re~calt'd zero·strenglh 114.34] When eitller Player is permilled to ClI- Leader. See Case 8.11 for defi nition of combat
Mi lilia may be remO\'ed at Ihe Me"ican Player's amine Ihc Opposing Player's units as a resull of a unit. No Division o r Army may ha~e more than
o ption and plaCC'd in the unpicked pool. Reconnaissance, the Opposing Player simp ly takn three Artillery units of any size.
the proper number of units (as ca lled for by Ihe
114, 11) Untried Militia units have a normal Zone Reconnaissance die roll) from the lOp of hi! af- P05llb~ US m vWo n
of Control. Revealed :.t.t'ro·strength Mil itia unit s fected stack (nor including rhe lopmost unir) and
1~llflllflll~1
do not have a zoe if tht'y are Ihe only combat reveal s them to t he Opposing Player. After a short
uni1(s) in thc he". period of examination. they are placed back in tile
~- ~
the order of ClIamination is rigid ly performed from
114 .21 U.S. DUMMY UNITS
~
the tOp of the $lack downward s. All units
(induding Dummies) count lowards tile number of
IZI ••
The U.S. PI~yer recei~es eight Dummy unit s in his Di vision
2·10 2·10
~
initial invasion rurn. These units have no meaning units e",mined. Howt'veT. if two Reconnaissances
Marker
or erfect on the game other than to confuse the are made against the same stack in the same Phase.
Mexican Player as to the lIrength of an American Ihe second Reconnaissance may begin to examine
Di~ision. U.S. Dummy units must be assigned to a Ihe Opposing Player's uniu where the firsl Rct:on- Possible Mula n Army
Division. but there is no limit as to the number of naissancc left offin the stack (see Case 14.36).
Dummies thll may be assigned loa given Division. 114 .3S] If a Division or Army counter (set Sec-
Dumm~ mo~e with the Mo~ement Allowance of tion 15.0) comprises a part of a Reconnoitered
the Division. Dummies remain in tht' pme e,'en stack, Ihis counter does not count towards the
after they arc re~ealed as Dummin; the U.S. number of units ella mined. Rather, the sta ck of
Player may shift Dummies from one Division 10 unit s comprising this Division or Army in Ihe ap·
another if both Divisions arc in the $lme h(')l:. propriate Organization Bo~ is considered 10 be in
the hCll. Thus, the units stacked in the Qrgani1.a.
~~
tion Box are uamined just as if they formed part
t2l I!!il of the stack on the map, in the position occupied in
2RIO I R8 the stack by their substi tute cOunter.
[14.36] A single unil may only Reconnoiter once
114.3] Rt:CONNA ISSANCE from a si ngle hex in a si ngle Movement Phase. If
114.31] Durin, the cou r5C of a game of Veracrul. the unit has the necnsary MP' s to do so. it may
both Players will oflen haVe large Slacks of units Reconnoiter more than OllCe from different htxes
deployed in various areas of the map. The Owning in the same Movement Phase. l iS. III Al uny time during a Friendl y Movement
Player may always ex.ami ne all of his units on Ihe [14.311 Dummy units and l.ero·Slrength Militia Phase that the above requirements are mel, the
map at any time. However. thert' are cerrain unilS are not removed from the game simpl y Phasing Player may form the units into Ihe ap-
restrictions as to how the Enemy PlaYeT may ex- because they are rC\ealcd. Dummy units always re- propriate organization. He simply remo~es Ihe
amine the units of the Opposing Player during the main in the game. Zn-o-strength Militia units may units from the game·map and places them in the
COurse of the game. The only time Ihat the Enemy be removed. at the option of the Me"ican Player. appropraite bo~ for the organialion he is form .
Player may ClIamine Ihe units of the Friendly whcn reveal~d. However, if all the units in a hex ing. He then places a Di~isional or Army counter
Player is during Reronnai$$antr. a combut (see arc revealed to be zero-strength Militia unil.~. then in Ihat hc". Pla~eT$ should note Ihal certain Ar-
Case 8.3). or if the Friendly Player is making an allthcse unitsare removed. mies and Divisions may not be formed until
R11
s!)«ilic Game·Turns. Consult the Turn Record units movC' adjacent or onlo Ihe Guerrilla unit. resultanl number is hightr tllan thC' number of
Track and Reinforcement Schedules. GUC'lfilia units may eliminate U.S. Strength U.S. Combat Slren,lh Poinls beinl atllcked Ihe
[15.1l1 U.S. Dummy units and reveakd uro- Poinl ~. although their prime purpose is 10 Muican Player may eXC'rcisc one of two oplions:
StrenAth Melliean Militia will not satisfy the re· eliminale U.S. Supply units and Pack animals. a) rliminate Qnt U.S. Combat StrC'nllh Point; or
quirements of Ca§c I'. 11 . However, Illey may be CASES: b) eliminate aI/Supply CountC'rs and Pack al1lmal$
assilned to a DiviSion or Army abolte and tx-yond in that hu.
[16.1) HOW GUERR II.LASA Rt:USt:O
tile minimum, as may any Oilier combat units E.\Ilmp~: Two Supply Unils (and a Pack animal
(remember Ille artillery limils). [16.11) The Mexican Player receiltcs a total of six counter) arc beinl escorted by a U.S. resiment
Guerrilla units in hiscounter·miK. The fronl of the worth J Combat Slrenlth Points. It enters 1\ hex
[15.141 Tile following units may not form part of
Guerrilla unit simply inform.~ the Player what type occupied by a G uerrilla and the Mexican Player
a Division or Army, lind may nOI be placed in an of unit it is; lhe reverse side gives the PlayC'r its
Organizational Bo~; tlley must always remain on aetiltates the Guerrilla unit and auacks. The Guer·
Combat Strength. Guerrilla units are always pIaI" rilla stre nllh is 2and Ihe die roll brinlS a result on
Ille game·map: Informaliona l markers. Supply ed "unlried" sidC' up unlil thC'y arC' used. Ncilhtr
counters, and Pad animals. the Guerrilla Attack Table of 4. As this number (4)
Player knows what thC' unit is worth until it is is ,reatC'r than the tOlal U.S. Combal Stren&lh in
[ 15. 151 AI/ unit~ in a Division or Army lIalte a actua lly activated much the same as MUKan the hex. Ihe Mexican Player may eliminate all Sup·
Moltement Allowance (in Combat Supply) of Militia. ply units (or I Sirenith Point). The Guerrilla unit
se~'tn MP' ~. re,ardless of llieir o ri,inal allowance. is Ihen set aside, untried side face·up. If the
[16. 12) GuC'rriHa units ha\'e no Movemenl Allow.
Army and Di~ision couniers assume tile Combat ance; once placed they may nOI be mO\'ed unlillhe number result on thC' Guerrilla Attack Table had
Sirengtll of lilt units that comprise sucll forma· next Guerrilla P hase. been a llhe attack .... ould halte been unsuccessful
lion, and to Ilial e~lent Ihey arc considered Com. and IheGuerrilla unit would still have been rC'mov.
bat unil ~. However. for tile purposes of Recon. r16.11) Slarlini with the Me~ican Guerrilla Phase
of IhC' first Game·Turn ajlcr a U.S. combat unil ed. Activation is always Itolunlary.
naissance, Ille Army or Divisional C'OUf!/cr (il.o;clf)
is nOf considered a combal unit. All units in tile occupies eilhtr Jalapa. Orir.aba, or PuC'bl. (any [16. 241 Regardle.~s of the rC'suit of the allack, any
Arnty or Division ImlSl be in Ille appropriate orga. one will do) Ihe MeKican Player may place Iwo remaining U.S. un its may continue Iheir mo~e·
niutional Box. Odd regiments, ballalions. etc .. in Guerrilla counters picked al random on the lame· melli, al no loss in Movement PoinlS.
the ~ame lIe~ as an Army or Division arc nOI part map. They must be placed in separate he~es. ThC'y [16.251 A ,ivC'n U.S. force may be anacked by
of Illat Army or Diltlsion. may be placed in any non-clear lerrain he~ al least more than one Guerrilla unit in a Game·Turn, but
Ihrce hnes from thC' nC'ares! U.S. combat unit. the allacks mU5t be §cparale; the Guerrilla units
[15.161 Players may disband formations as they ThC'y may not be placed in a villagC', town, or city
wish, reversin, the procedure described in Case may not add their SlrengthSlogether.
(or fortras).
U.Il. Furthermore, if, for any reaso n, Ihe unit [16.261 Guerrill. AUafk Tablr (scc map)
~Ireneth of Ihe orpnizalion falls below the 116. 141 The maximum number of Guerrilla
requirement \ of Casc 1'. 11 . thC' orlaniution IS counters the Muican Player may ha~e on the
automatically disbanded. game·map is lwo.
[15.17) Players may withdraw units from a Divi· [17.0] MEXICO:
\ion or Army (and slill rC'tain the organizational THE POLITICAL
integri ty) if Casc 1'.1 I is satisfit'd. Simply place 116. 15) During Ihe Guerrilla Phase Ihe Mexican
the \olitary linitiS) on the lamC'·map in the samC' Player may change the location of any Gucrrill3 CLIMATE
hex as Ihe Division or Army counler. units on the gamC'·map and lor place new unilS on COM MENTARY:
the Jlme·map 10 salisfy Case 16. 14. Playe" ThC' rather Itolatile and quiek sillter Mexican poli·
[15. 1111 A Division or Army counter may nelter be should note thallhe Ihrce·hn radius requirement
eliminaled from play, as the counter is only repre· tical situation resulted in some 5tranee perfor·
described in Case 16. 13 is only in efrect for place· mances by the Melliean generals - Santa Anna in
senlillive of it< relaled force. tr the force is menl. If a U.S. combat unit should move nearC'r
elimmated. the counler is simply pla~ aside. II particular. This rule is an attempt 10 infuse some
Ihan three hut'S thi s, in ilself, docs nOI mean the of Ihal navor into Ihe lame.
may be used a,ain wilh olhc-r units. Mexican must remove the Guerrilla.
[15.191 The U.S. Playc-r may nt'vel mill Volunteer GENERAL RULF.:
[16. 16) Guerrilla units have no effecl on any pmC'
(scc Case 19.11) and Regular uni!.s in thC' same function until they arC' activated by the Mexican The Melliean Player has a Politie.1 Phase whieh
Division, with the uceplions of Ihe Ky and La comes into effect at a cerlain lime dUrinl Ihe
Player. Thus, thC' U.S. Player may pass righl
Volunleel" compa nies. througll them witlloul any effect if the Mexican ,arne. ThC' I.eader counter rC'presentilll GenC'ral
Player so chooses (see Case 16.2). Santa Anna (and Ihe force he conlrols) can be af·
[15.21 IlIVISION / ARMY COM8AT 80NUSES
-
fected by die rolls taken by the Mexican Player
When either a U.S. or M e~ica n force C'n,ages in [16.I7J Activaled Guerrilla unit s are rC'mo~C'd during thi s Phasc.
combat and at least 75,," of thai force is a Diltj-
sion or Army, the affected Player may add Ont to
his Combat Adjuslment Filure (see Case 8.14).
Thus, aftC'r fi,uring out Morale and LC'adership
fro m the lame·map immediately aft er their aCliva·
tion (and subsequent "combat"). They arc Ihen
placed untried face up in the Guerrilla unit pool
for further random picking.
CASES:
[17. 11 SANTA ANNA
.... ......
2-10
C'ffeclS, the U.S. CAF is - 2, if 7''''' of the force [16.21 THEHn:crOFGUERRILLAS ANO THE PRESIDEN CY
is a Division Ihen the CAF is increased 10 - I (- 2 117. 11 ) Bceinning with Game·Tum 10 and conti·
116.2 11 Each Guerrilla unil is considc-red to oc·
+ I _ - I). Both sides may receive this bonus in nuing throulh Game·Turn U (inclusive) the Mex·
cu py thC' hex II is in as wC'1t as thC' si x hC'xt'S around
the $Rme combat (which would, in effect, cancel ican Player, in his Mexican Politieal Phase, rolls a
ii, as long as nonC' of Ihose: hexes arC' separaled
Ihe bonus. die 10 determine how Santa Anna will rC'act to the
from the hex tile unil is aClually in by an im·
passable hexside. This is not Iruly a Zone of Con. polilicalsituation (election time).
trol; tile Guerrillas are fi,uratively in all scven he~· [17.I2J If tlie MC'xican Player rolls a oncor IWO
[16.0] MEXICAN ". durinllthe Mexican Political Phase, Santa Anna,
in the ensuing Moltement Phase; must head im·
116.22) Each Guerrilla unit hPJ on il5 reverse side
GUERRILLAS a number, repreSC'ntinl its Guerrilla Combat mediately for Mexico Cit)·. He must take with him
COMMENTARY: Strength. Thi5 number corrro;ponds to one of the at leasl lwenly effective Combat Strelllth Poin ts ,
columns on the Guerrilla Altack Table (see Case not includine Militia units. He must take the mOSI
Foliowing the capture of Veracruz and the U.S direct route to the capital (unless he has to pick up
16.26). The Guerrilla unit with a ~C'ro GuC'rilla
~icl ory at Cerro Cordo, Ihe MeJlK:ans made utC'n·
Combat Strenlth may not attack and is simply additional troops). He may nOI entCT an Enemy
sive usc of luerrillas. Tht'SC' units varied widdy in Zone of Con trol on IhC' .... ay 10 Mellico City.
removed when rC'''ealed.
erfecli~encss, but they tended 10 disrupt thC' now
of SUppliK from Ihe coast to such an e~tent that [16.21) Each and e~ery timC' a U.S. unit enlers onC' [17. 1l1 While he is travellin, to Mellico City, the
ScOI! eventually cut his~upply line ah08ether. ofthC' hcJccs occupied by a Guerrilla unit, lhe Mex· die roll is sUJpc-nded (17.11). When he reaches
ican Player may "acli~ate" lhe Guerrilla un it and Muico City he must remain in the hell for the reo
GENERAL RULf:: launch a GuC'rrilla Attack on the unil(s) in that mainder of Ihe GamC'·Turn in which he reaches
The Mexican Player may deploy Guerrilla units at hC'x. If this occurs, IhC' U.S. Player SlOPS in Ilial that hex. ti owelter, the GamC'·Turn roliowinlthC'
certai n uatcsofthe lame in ordC'r lodisrupt the hu and the M C'~ica n Player nips over the Guer. arriltal of Santa Anna in Mexico City the Election
U.S. Pla yer. Guerrilla units may perform a s!)«ial rilla, revealin, its sireneth. He then rolls a die, die roll resumes. If a ontor Iwo is rolled while San·
type of allac k called a Guerr'liia Anack . This tak cs cross·referencing il with the Guerrilla Attack ta Allna is in Mellico City, he must remain in the
place during tile U.S. Moltement Phase as U.S. Table and the appropriate Sireneth column. If the ci ty thaI Game·Turn.
R12
117. ' ''1 There is no Muic3n Political Pha~ antr on Ihe indicated hex , mo~inllhcm dllring the en· patriotism or the time, less than 10'\ o r thcsc Vol-
Game.Turn Fifla:n. \uing MOH~menl Phase: if he wishes. The rein· un teen decided 10 stay - and there was no Icpl
forcements do nOI pay a movement C0'51 for the in. wa) for &'011 10 kn:p Ihl"'rn in \ le,ico. So they
[1'7. 15] If, for some reason. Mexico e i l)' is t;lher
itiol placement hex. The l\'lellica n P layer may >lere shipped hOl1le Thi, rule refl«t\ thaI ~itua-
oc<:upicd by U .S. units or unreachable beca use of
withhold reinforcement' unt il a later Game·T urn tion.
U.S. Zone' ofConlrol Sam3 A nna may ignore rhe
die roll for fhafCame·Tu rn.
if he wishes (all hough Militia must emeT if roll~od
for ). Howe\·cr. if rcin rorcemem~ arc unable to Iil
117.2J I1 En : NDlNG I N M EX IC A ,'II CIT••:'';;
T he tili" of Mexico "'ue - and s lill an: - some
of Ihe lon'.itsl in the world. Tht MC'lican citizenry
enler because their entry he~ is controlled by the
U.S. Player, they mUSI be withheld unlil Ihe he~
becomes vacant. Reinforcemcnts mo), enter inlO 119.31] Volunt~r unit~ arc those "'ith a "V"
L.i!J
\\Jj§ justifiably proud of these cities. and Ihe Mcx. an Enemy ZOC. de,ignation on the counter. For easier I:larirlCa·
ican gc"crab knew il. They "'ere thLu quill' relue - lion. all unit s w,lh ~Ialc dt"'ignalions (e.g., I TrnnJ
( I'J . 12( The U.S. P illyer reccivC!i reinforcements
Ian! to dcfclld inside a city. To n'nttl Ihis sit ua - or that aTII~e on or after Game·Turn Fourteen arc
from Ihe Reinfo"emem Schedule (For combat
lion, the U.S. Player recti~cs one Victory Poim Volunleer unit ... For the purpo<cs of this wellon
units ) and Ihe Su pply Table (for Supply unit~ and
for (,3ch li me a Muican force de fends inside (and other\ ) Art,lIery unil.~ (i.e .. tho\(' unit)
Pack animals). All reinforcements must arrive II! a
either Puchla or Mexico City . P layers may ignore port, unlns Ihe U.S. P layer docs nOI control one. capablc of firmi as Arti lkry - not the Inf:tntry
this nde if Ihey feci it hinders tl\e Mexican P layer; In Ihe lauer ca~e Ihey may be placed 011 any coastal units labelled I ArI~, ctc.) aTl.' nei thl:r Regu lar nor
votuntC'Cr. They may not be wilhdra>ln and Ihey
hO\ll'('vu, II is ren«liv(' of thl' situation. he>; nOI in an Enemy zoe. ( Remember unilS in
can be a\s'gned to any D"ision _ Volunteer or
VeTiu:'rul do nOI curt a Zone of Contro1.) Unit \
arriving el$('>I·here than in a porI may nOlll1o~e in Regutar(sc-e Case 15. 19).
Iheir turn of arrival. 119.32] Dur;na Ihe Reinforcement P hase of
Game-Turn Th ir teen, the U.S. Player mu~t
(19. 1l( Both P layer~ I11ll ~' allocate reinfofce lll ('mS remove from the game·map {hltlten Combat
to Divisions or Armic~ that have been form~u Si rengt h Poi nts worth o f Votllnteer uni ts. These
[18.0J U.S. NAVY previou<ly lif the counter is in the emry he.~ ) o r arc points arc eliminated for the remainder of Ihe
G UN BOATS forming the (urn of arrival. tn '" hich la lter case: Ihe game. If there arc less lhan thirtC'Cn Volunleer
organi/.ational I:ounll:·..... i~ "mply placed on Ihl: Strength Points (sec Ca<e 8.4), he mu ~t remove all
GFNERAL RU L E: lame·map instead of Ihe a"i~ing llnils ..... hich are Votllnleer units.
Th~ U.S. Player r~C"ivl'$ (WO Na'y un its: T he placed instead in the appropriale Organilalional ]19.33] To withdra>l' the unils. si mply remole
OhIO and the: M osquiw Flordlu. These coumc:r, !}ox. An e~ample of this wOlild be the Me,;can thl:m from the game·map. regardll"is of Iheir posi·
ha~e an unlimited M overncll! Allowance. They rei nfo rceme nts fo r Ga mc·Tu rn Sill tee:n. lion.
may moyc into any a!l·~ea Of coastal hex, although (19. 14J P layers shoul d not~ that they may nOI
Ihey may not cnlt'f riYl'f hcxsides. They may not form D ivi~ions or Armie<; untillhc Reinforcel11l:nt
enter Ihe San J uan de Ulua hex Ifil is controlled by Schedule or Turn Record Track \0 indicale (for e,·
lhe Mexican Player. GlInboal~ an: nOI affected by ample, Ihe U.S. P layer may not form the 4th l)i ~ l ·
land uniu' ZOC's. Howen'r. t!ley mu~1 ~IOp upon ) Iu n until Ga me·TllTn 17).
entermg a flu adjacent 10 San Juan de Ulua if this
(19. 2] U.S . FIRST .T URN INVAS IO N [20.0J VICTORY
hc~ is coni rolled by t he Mc\ican Pla)'cr.
(19 .21( On Game_Turn One, the U.S. Player mu st CONDITIO NS
CASES:
choose ont coa.,'al he.~ into .... hich hI: will ma~e an GENE RAL RULE:
118. 11 USt; OF GUN 80ATS invasion. Thi .• may not be an Ene my·occupied At the end of the game, victory mus t beawarded to
Gunboat s have a Combat Sirellllih Ihal may be us - hl:\. Furlhcrmore. it may nOI be a land he~ adJa· eilher the U.S. or thl: M e~ ican Player. Victory is
ed for Siege Bombardment Qnly. T o U~ Iheir ~nl to San Juan de Ulua. The he~ IIIU)' be in all
dec:ided by Virrof)' Poin/s. which can only be
Combat Suenglh, the U.S. Player si mply placC'li I, nemy Zone of Control . awarded 10 thc U.S. Player. The number of
lhe gunboat in a hex adjacent [0 Ihe target he~ and 119.12 ] AU 'nvadmg llnllS must enter ,n the:;.arne Vietory Points amassed by the U.S. Pla)er al the
adds this strength \0 lht oilltr Bombarding in\3s,on hell, includinl Supply unils and Pack end of the game will determine who has won Ihe
Sirenlih 1'01111$ in the allac~. Gunboat s may bom · animals{sec 11.21 for a\'ailable first Turn Supply). game.
bard by IhemselvC1. GunboalS adJacem 10 Doth
(19.23] Rl"'gardles~ of terra,n. all U.S. units halc a CASES:
Vnacruz and San Juan de Ulua may bombard
MO\l:ment Allo .... ance of three: hexl'S {not Poinl\' 120. 1] \' ICTO RYI' O INT SC ll t: I) UI. E
eil hercity.
Ihc fi1\1 Ga me· rurn. The hell of invasion co unts
(13.2] COMB AT AGA I NST(; UNBOATS a" one of Ihose he,e\. Overwhdming Atlack. and (20. 11 ] The U.S. Player - and on ly the U.S.
The Melucan Player may fi re Coumer·ballery R ~onnais\3n~s may be madc on the fir ~1 Gam e· Player - recei~e5 Victory Points for controlling
aaainSI a Illnboat. If the gunboat lakes a loss (an Tllrn. certain citin and towns at the end of Ihe gallle. In
aSlerisk resull - sc-e Case 12.27), ,I is remo\'t'd addilion. there is a ~iblity he· ..... 11 r«C'\'e
[19.241 All U.S. unll~ arc IJ\ Combat Sllpply for Vielory Poinl~ if Ihe l\.i(lIicans ch{)()'je 10 ddend in
from play for two Game.Turns. Gllnboa. ~ arc the fir" Game·Tllln ""lhoUI e'~nding a Supply
ne~er eliminated from play permanently.
a city he,. (see: Case: 17.21.
unil .
120. 121 To "control" a c,ly or town, the U.S.
(19.25] The U.S. Player muS! land all hi, unit, Pl a yer must ha\e beell the last I' layer 10 ha\e a
available on the ftr'l Gaml:·Turn. He may form {"Olll/Ju l uni l pass Ihrough tha t hex. The U.S.
119.0J REINFORCEMENTS [)iv i.ion' before landi ng. Player dOC'~ not have to have a unll ", the hI:,
(19. 26] The Ml:xican Player may nOI place a com· (although he may. if he so .... ishnl; he simply ha~ to
GENE RAL RULE: bal unil in an~' non -cit) coasta l he~ al Ihe end of have been Ihe las t Player to move a combal unil
BOIh Players r«ei\e Reinforcements dllring Ihe hi s firsl Mo\emem Pha'iC. (Th.< wmC'Ahal arbi· intoor through the he~ .
game, acrording 10 the R elJlfor~mem Schedliles trary rule is ba..w on Ihe hi<larical Muican reac· (20. 13] Allhe end of the game, the U.S. l'l:lyer
(22.0). R einfor~ments appcar during the Rein · t,on to Ihe inva<ion. If il bOlher<; you. \ec: the ne.\ t conSlilts the Vierory Point Schedule (20.141 and
forcement Phase. On the fir~t Game·Turn, Ihe Case.) tota ls his Victory POints. He Ihen chech the icll:1
U.S. Player receives a modified Iypc of reinforce· ( W.21] ( O p( i o n ~ l) If PlaycT\ wis h 10 ig nore Ca,c of Victory (20.2) to sec: whelher he has "'on. and
mcnt _ his initial i n va~ion force _ wilh whic h he 19.26. allow the U.S. 10 make Over.... helming At· Ihe e~ten t o f hi~ viclory or defea t.
mUSt ma~e an invasion. Furthermore. the U.S. lach again~1 Me.\ ican Coa~ l al hexes in the open.
P layer mu~t withdrnw cerlam unils during the (20. 14] Victory Points arc awarded a) rollow~ :
mg Garne·Turn. If Ihe a\lack fails, th~ in\'ad,"!!
lame. Mellican Militia arc rolled for and r«ei"ed uniu may not land Ihal Game·T urn. This oplion CIIJ'I To ..' n C(mIrQIIHl "'k IOf}' " o/n IS
durina the R einfor~ment Phase (sec Case 14. 1). will help Ihe Me\ican, wme", hat . Mellic'l Cily 6
CASES: [1 9.3] U. S. WITl II}IlA WAL Pllebla •
119 . 1] 1I0W TO Rt:O : I Vt:
Rt: I NFO RCEMt: N'f S
ot' \ 'O l UNT U : IlS
Mos t of the Voluntec:r Inon· ll egular ) U.S. uni lS
Veracrul.
Jalapa ,
)
jl9. 11 ( T he Mexican Pl ayer receives reinforce· had signed up for a year'~ duration. Unfort un ately Alvara do
ments ali pcr Ihe Reinforcement Sched ulc. During for ScOIl. this year was up in the middle of the Orizaba
his Rein forcement Phase he places his new lln its campaign. In an intere~ti n i! commen t o n .he PerOle
R13
[20.21 TIl t: U : Vt:LS 0.' VIL" ORV H owe~er, game balan~ proved to be the least ofa And as for balance. il just $('('TIled to fall into
surprisingly few amount of trouble!; in what turn· pla~. Given all the above factors - and ('\'en
To/al U.S.
cd oulto be a fairly easy game lode!;ign. We firs t gi'en the low ralings of Ihe Mexican generals (... ho
l' fe/fIr}' /'II;"U I.rl·rl 01 Yiefflrj'
concentrated on Ihe simulation aspect of the cam· ",ere an incredibly illept lot) - it was found that
16 or mor~ U.S. Oecisi'~ pailn, pro\iding the players with the events and the players were j usl not that stupid. The strategic
IJ· I ~ U.S.SUbstaruial aura that surrounded the campaign. II WI' ob· o ptions open to Ihe Mnican pla yer - options
9·12 U.S. Marginal vious from the'beginningthat both morale and Ihe so mehow ne~~r seen by Santa Anna and his
8 or 1t'SS Me~ican Vktory ability of Ihe rather strange crew of senerals "staff" - arc fairly obviolls and most Mexican
Historically the U.S. amassed 111 points in thrir played an important part. and it b«ame of para· players will use them to the fullest. The game is not
camp'1I8n. and their ~ictory was OH'T\\ helmin8 mount importance to portray these as accurately literally balanced (whal game is?): but the bias in
(and ended tIM: .... ar). Therefore, if the Me_~ican as possible ... ithin the frame",ork of the simula· favor of the US is only about 55-45. Thus a good
I'layer can hold the U.S, Player to less than 16 tion. Our map !;Ources had been excellent beyond Mexican player stands an excellenl chance of win·
points he can consider it a moral victory. H he o ur expcctations, and Ihe O B. while somewhat ning the aame, a~ he did several times during
holds the U.S. Pla yer to less than 10 points he can dusive, was 1I0t 100 difficult. And thus a~ tcstinl·
consider himself the historical winner. Actually, cver)·thing fell into place the importance of morale
Some players mighl question the inclusion of San·
had the "gringO!;" not taken Me~ico City and, and leadership loomcd even larger.
ta Anna while ScOtl was left out. There was a
perhaps, I' uebla, the war would hale dragged on 8 efore tackling this. however, a movemel11 scale definite reason for this - and not simply because
for a considerably longer time - and the U.S. had to be determined. This was an unusual pro· ....e ran out of counten. Scott .... as not a "(ield"
miaht ha\e had to sellie for a Ireat deallC'lS than blem. one simila r to that which undoubtedly con· general in the sense thai Sa nla Anna was: Scott
they got. fronted the designers of Chaco: small scale with a was a planner _ and a good one at Ihat. He led
larSe time span. Originally, game·turns ",ere bl' from his tem. Santa Anna was more of a presence
wcckly. but given the fi"e miles per hex scale, the on the fidd of ban Ie, and it was felt that he should
mo~ement ca pabililies of the uni ts were far 100 be included in the counter·mix.
(21.0J INITIAL PLACEMENT greal to provide anything but a "chutes and lad·
In all. Vf!raeru~ is remarkably successful at pro·
0'- UNITS ders" effect. After sh ufning around movelllent
allowanCe!;, we then dropped the lime,scale to 'iding both insiahl alld entertainment. and .... e
GF.NF.RAL RULE: ",cckly turn ... , which added some length to play· hope that you enjoy it.
Prior to begmning play the Mexican Pla}"er places time (which is about]-4 hours now), but sol~ed a
his illlual forces "isted below) on the game·map. great number of other problems. Units can still
The U.S. Pla}"er does nOI hal-e any unilS on the move great distances if unopposed. but this pro\ed
game·map at the beginning of pby. A~ a re!;ult of to Ix: fairly accurate in the light of events oflhe ac·
this, the Mexican Player has olle Game·Turn 10 tual ca mpaign. Only when stic k ins to the Natiollal
"react" 10 the impelldillg invasion in whatever Highway can units sai n any Ifeat momentum. and
fashion he sees fit. il is fairly easy to block movement along thai route
The numbers ancr the unit name ($a" Abbrevia· - especially in the mountain areas.
tions, J.23) are the 5trenlths of those units (for Another area which pro~ided some food for
easy identificalion). thought was the fact that Scott's army virtually
M U/(;Qn InitiallHploymrnl SlOpped dead in ils tracks for the three months at BIBLIOGRAPHY
I.(JCQ/ion Units Pueb la, and, furthermore, the Mexi cans d id
nothi ng about itl This was SOlved by applying I. Thl' War .... ,/h Mexll'o, by Jilstin i-l . Smllh (The
Veracrul (l70S) Veracrul Militia (1), Macmillan Co., N. Y.. 1919)2 vols.
Veracruz Nat ional history directly to the same. The combined effecls
of disease (statislics for Ihis were gl~aned from 2. Thl'Mexican War. 1Il46-48, by K. Jnd Baner
Guard (J). Zapadort'!> (Macmillan Publishinl Co .• N.Y .. 1974).
several sources) and the leaving of the volunlccrs
(I), Orilaba National
in ea rl y June usua lly places ScOIl in the pr('("arious J. Rl'Cuerdru de fa Invas;o" !Vorlramefteona. by
Guard. Libre!; de
position of having half an army with extended sup· Jose Maria Roo Bartera (Editorial Porrua, S.A ..
Puebla ( I), Oaxaca Me~iro, 1947)
Infantry (I): Brig ply line. And ... hile this is happening, Santa Anna
stands a prelly ,ood chance of spending most of 4. Thl M exlcon·Amffll'Un WQr. 1846·/848. by
Gc-neral Morales
his time commuting to the capital to make sure Philip Katcher (O\prey Publishing. Ltd, London,
In any city or town 1-'I'r Mexican Mililia that his followers arc voting early and oflen in the 1976)
...on! of Ihe Yellow units (see Case 14.1): dection for President. Now. while this will not S. Chronirieso/lllr Gringos, ediled by Oeorse W.
Fever Line mil' uni t ["ICT city or hnpJ>C1l every $ingle time _ or even a s tron s rna· Smith & Charles JudHh (The University of New
town jorit}" of the time - during a play through, the M e~ico Pre!;S, 1968)
In addllion to the abo,c, Ihe !'Iayen place 0'" myriad number of things that can happen keep Ihe 6. North Amer;caDI~idedbySeymour V.Connor
Pack animal counter on hex 1406. This unit may now of the game reasonably accurate atlhis point. & Odie B. Faulk (Oxford Unhersity Prcs.s, N. Y..
nOI be mo,ed unlil a combal unll Hrom either side) 1971)
Morale and leadership, howev('f, pro"ed to be
enter~ thai hex. If the Mexicans enter that hn. Ihe
more difficu lt a nut to crack. Several combat 7. Thr M exlcon WQr, by Edward D. Mansfidd
unit is eliminated: if the U.S. enten the he~. he sySlems ....ere tried and discarded as either com· (A.S. Barnes& Co .. N.V .• 1852)
may use those animals for IransportingSupply. pletel y unwi eldy or tOO si mplistic. T he desire was S. Service AjlUUI 011(1 Ashore, by Raphael 5t-m·
to recreate ballles where both sides suffered mes (Wm. H . Moore&Co .• Cincinna ti, 18~1)
rclnti~ely few casualties yet cfeated re\TealS and
122.01 REINFORCEMENT/ nights of majestic proportions. It was ob~ious that
morale and leaders hip would have to be inter.
TURN RECORD TRACK woven with Ihe basic combal syste m. The system
(sec game map) presently in use was evolved slowly and after much
discussion and tcsting. Its Icvel of complexity is far
above that of the rest of the game. bllt it portrays
so ""ell the type of combat of Ihat era that .... e stuc k
with it. The play testerS found that while they had DESIGN CREDITS
DESIGNER'S NOTES so me trouble with it initially. after t.... o or three
baltles it became "se<:ond nature" to them and Game Design: Richa rd Rc-rg
Initially, designing a game based on the Scott ex· tl1ey enjoyed it immensely. The U.'iC of morale and P hysical Systems I)c<si,n and Graphics: Red mond
pedition to caplure Mexico City was a greal leadership as inle,ral parts of the combat resolu· A,Slmon~n
challenge. Simulating an event is relatively easy: ti on system also enabled the much smaller US ar· Game Develop ment : Rlc h.,d "HI{ . Jusep h
makin, a game out of the simulalion can be much my to obtain the ,reat "odds" (in an abstract
Balkoskl
lou,her. And, given the outcome of the actual ex· sen.'iC) that it ('"\Ie nlually achieved over the Mexican
pedition - tota l U.S. victory coupled with a greal Army. Moreover. il is interes tin g to note the Playtestina: Thomas Gould . Thom u Zombek
dcal of ignomi nious action by a moraJe·less Mex· si milarity bet .... een that sys tem and the melee Graphic Production: Larry Catalllnll, Kyte IU S/.·
ican army - it appeared as if the "game" portion system u.'iCd in G DW 's CUQde/. both game!; IIlns, MllnfTf:d ..... MJlkuhn, Stephanie Mauer, Bob
of Ihe simulation was Joins to be ni8h impossib le. developed indepe nden tly. R)'er
R14
1 F·J/A·'
~ H· ' / H·J ~
~
- 1\
RD· {. , ' / H·2 A· , I F'"
R~
RD-21H -2 H· IIR·2
'.I~
A·' / R·J A.,~~
~
KEY:
Result to left of slash is attacker result; resul! to right o f slas h is defender result
Position Rt!l ul u Loss Possibility
A "" Ad vance one hell (increase Basic National Morale by one) , = Loss Possibility (sec Ca~ 8.44 and 8.4S); uS( this figure
H .. Hold Position (affected units do not move) coupled with Battle Morale 10 determine casualties on Casually
R s Retreat (affected units must retreat number of hexes rolled Table.
on onedit; decrease BNM by one) MO DI FIERS TO DIE ROLL :
RD = Retreat demoralized (affected units must retreat number See Terrain EffeclsChafl (on map). Note thaI "0" is the lowest
of hexes rolled on twO die rolls; decrease BNM by one) possible die roll, even with modifiers.
F .. Flight (affected units must retreat number of hexes rolled COLUM N SHIFTS:
on three die rolls; aff«ted unilS are demoralized; all artillery
units are eliminated ; decrease BNM by one) See Sections 9.0, 10.0, and 15.0.
[I.7l) CASUALTYTAIILE
-2 - I
r .... • _
M_ LnoI
+1
[-am +2
... , , I 2 3 4
,,,
I
~
2 3 '113'123
,N _
, ,, , ,, 4 I 2
-
3 4
,._or_
KEY:
I 1 JO '0 '0 x - x
- •
x
,, , I
- • Nocffect
, J JO 20 , , , JO I , I - I I 1
)( • Anee.ed rotee
I" "2010. I
'0 '0 '0 '0 '0 I _ I SP
NoCe ....... rorce naiY.
:£ :/0
I , 20 2l
10 0 :/5
JO I JO
10
, , JO
0
1 iDI. , raaIt ".., be t
I " 20" J~JI'
'0
""
I' 20
20
"l ~O
'0
15 I '"" 2Oi~10 10
'0
"
I5H' to 10
'0 SP.
I'
" I' I'
11.731
LOSS
PERCENTAGE
TABLE:
-=.....
or
I ' ·2 0
(_ _
0
............
U
0
~T_)
...
0 0
11
0 I
[9.37[ EFFECTIV E
LEADERSHIP
TAB LE
Preliminary
I
J
4
0
0
0
0
0
0 , , ,
0 0
I D" 0 ,
Leadership Lenl
, 3 4
I • , , 1
-
-, , , ,
0
,, ,
2
2
2
Z
3
3 , , ,
4 0
......... ..
0 I I I 2
I JO 0 2 2 J I 6 0 2 3
KEY:
II
, ,
0 I 2
•-
KEY :
~ ~
I 12 2 2 J 4 I Force's Leadership Level
, ,, , 2 1
(either positive or negative).
• ,
For a..tMM 20 add I 14 J J I I EXPLANATION:
Iltunben toactbcr to
reach total. Thus ror I
I.
, 2 I
2 2
3
4 I
The Preliminary Leadership Level
" , Z 1 I
]
is determined as described in Case
2O'P. ao.. ror oM SP'I, 9.32. Leadership Level is added 10
add the IOIIa ror lO'Ii
, ,
UDder 20. tbeIllO, lhen I 18 2 J 4 4 6 1 Morale Level in order to determine
4: or 4 + 4 +1 _ 9
SP'...... I
I.
20
I
2 J
4
4 , 1 I
any shifts in the combat ratio for
the upcoming battle.
R15
, -,
No .......
2 0
,.. 0 l
• , ,
J 0
0 "" , ,
I'- .. 11 13-1' 11+ / l
S 2
1( 1 -
-
-
, , 2 2 '0
6.,
Ireater
2 2
2
J - ,, 2
2
J
J
J
J
•
10
Il
KEY: 5
• , 2
2
J
J
J'
C'
l'
S
6 '"
20'
, _ Ballte Morale LeveJ for the & 2 2' 4' C' l' 7 2l'
currenl combat. 6 JJ'
eXPLANATION:
Morale l...evd must be determined
by both Playcn before every com· KEY:
, = Number of Defensive Stren8th
bat (see Case 10.2). Note thai
Points sublraCted from fortress' Defen- KEY:
Morale Level can be either a
positive or a ncptive number. sive Stren81h (see CUe 12.23) , c Percentqe of affected force
Morale Level is added to leader- • = Besieging Player removes one mldered lneffective(sec Case 13.3).
ship Level in orckr 10 determine Strenath Point (count~'-batt~,y Ji~ • - One StreD8th Point must be
any shifts in the combat ratio for only) eliminated from affected force.
the upcomina bank. - = Nodfec:t
MODIFlERS: Both Players must
MODIFIERS:
add or subtract their Basic Na-
All Mexican die rolls: subU'act 2.
tional Morale from their die rolls EXPLANATION:
on this Table (i.e., a die roll of 2 All stacks east of Yellow Fever Line:
If a Player has fulfilled the require- add 2 (Exception: stacks in Veracruz
with a BNM of 2 becomes a die roll ments for besiegin. a fortress (see Case
of 4). Units in GeneraJ Supply add only I)
12.2), he may conduct Sicse bombard- All stacks in swamp hexes: add I
muSI subtract twO from their die ment during the Siege Segment of the
roll (see CaK 11.S4), All stacks in General Supply: add I
Friendly Combat Phase. The be5iegina
NOTE: If • defend!n, Player's Player totals the number of aniUery
force contains any demoralized points adjacent to the fortress and rolls
units, he does nOI roll for Morale; the die. The ~iq«J Player may fire NOTE: Modifiers a~ cumulative,
he has an aulomalic Morale Level Counter-battery (see Case 12.27) as allhouah a die roll can never be
of -2. well. greater than 8 or less than - 1,
KEY:
[12.34J ASSAULT TABLE Result to left of slash is attacker result; result to rigbt of slash is
defender result. A Player may assault a fortress instead of
..
J 33 / U-O 25 / U-1 2O/U-1 25 / 5 lOIS IS I S numbe,of Strcnllh Points losl).
•
5
25/V·1 201U·I 25/S _lOIS
2O/ U-1 251S lOIS 15/5
IS IS
lOI S
lOIS
lOI S
U = Assault unsuccessful (defendina uniu may remain in for-
,,, )
S '" Assault successful (G'lIdefendina unitsdiminaied)
• 25/S lOIS ISIS lOIS lOIS liS o or I "" NwrriJBor Strcnath Points lost by defender in unsuc-
cessrul assault
II e Pm:nt~ofIOSlelinc:urredbyattaclter
VERACRUZ COUNTERS (FRONT) Cooyo;giltC 19n, SimulallonoPubl_.lnc., _VofII,N.V. l00l0
~1 ~GIl
GIIn I I I
'~
B t
~
VII6 ~
PNG ~ 5 1111
~ I 1 1 12 I 10 14
~ ~ ~ ~ -- ~ 11 ~
2U I ~
11 1~ 4lt I I' I
~
!it ~
vtM ~
lING 1 ~
lJIoP I 0.- I . . ~II'
~ ~
. 4,8 4-8 3-8 3-8 3-8 3-8 3-8 3-8 3-8 2-8 2-8 2-8 2-8 2-8 2-8 1-8 1-8 1-8 1-8 3-8
~ 11-8
~ 1, 1-8
.. "'I 3-8 ~ 11-8
~ 11-8
~ 1, 1-8
~ 11-8
~ 1~
2-8 I G I G I' I G I G 1 G I G 1 2-8
r;a 2~ I 3~
I( 2-8 2-8 1 4~
2-8 5[;
1-8 .~
I 1-8 I
MEXICO
1 10 12 13 14 15 1
I ~1-8 I ~1-8 I ~1-8 I ~1-8 I ~0-8 I ~0-8 I ~0-8 I ~0-8 ~0-8 I
11
rs rs
1
1~ ~
- 11- 1 - 1~- 1 ~ 1' rs-_ 1 _ 1~- 1 _ 1~_ I B I!!!l I
ZIIoh
1-8
1U 1U
0 0 0
UIU I U I U I U 1
0 0 0
01
4-0
** * **** ** **
I
General
Supply 15% 15%
10% 1 ineffctv
ineffctv 1ineffctv I 1~1~] ~] 2 ] 2 1 22] 212121
General
Supply
IGeneral
Supply
I General
Supply
I BNM
-
~* I *] *l 212 21 2] 2 ' ~~~e l t:~
VERACRUZ COUNTERS (BACK)
--- + +
Demrlzd \ Demrlzd I
Demrlzd I Demrlzd
I t~ I ~ I ~ l l I 1 \ 1 1 I 1 I
jDe_ I...", I ~ I ~ I ~ I ! !.!J ~ l ~ 1 111\ 111_1_! 1 ! 1
~ ~ ~ I ~ ~ ~
~
...
~
s.I'IIaI
0 0
I
I 0 0 0 0 ~. ~ ~ ~ I. ~ ~
2-8 1-8 0 1 I 1 2 2 3 U-8 U-8 U-8 U-8 U-8 U-8
.... I _ .. 5 II! I 12 • 4 I n , a. IIJ .. III ..... '
+
~
3-8 _t~-8
~ ~
.2-8 ~
2-8
~
2-8
I ~
2-8
~
, 2-8
~
2-8
~
2-8
~
1-8 -+-
l ~ .
1-8 I 1-8
~ ~
1-8
~
1-8
~
1-8
~
2-8 t
· -~ --
= oz
::3
~
~
~
~ ~ ~
~ ~
~
o~
Ul
I!
~
8 N
~ ="
~
~
~ -....I
_ ....
QC
~
n 'C
~
gii =
~
~
~
~ii
~
N
~
~
oooi
O~
~
~
~~ ~
Ul
L-.-_~ ___ ~ .. ~
FORTRESS SIEGE
25
[16.26] GUERRILLA 11 12 13 14
ATTACK TABLE launch a Guerrilla Attack on the
Guerrilla Strength U.S. unit(s) (see Case 16.2). The
Mexican Player flips over his
DIE 1 2 3
1
Guerrilla unit, revealing its
strength. He then rolls the die. If
MEXICANNA'
2 the resultant number is higher than
3 2
the number of U.S. Combat -3 1 -2
Strength Points in the hex being at-
4 2 3 tacked, the Mexican Player may
5 2 3 4 either eliminate one U.S. Strength
in which they appear. See Point in that stack or eliminate all
6 3 4 5
" T~ that, if a city in which the Supply and Pack animal units in
.forf.ements .is controlled by the EXPLANATION: that stack. If the resultant number
Ime-Turn, these reinforcements When a U.S. unit enters a hex oc- is lower than the number of U.S.
htel play. See Case 3.23 for ab-
cupied by a Mexican Guerrilla Combat Strength Points in the
unit, the Mexican Player may hex, then nothing further is done. ARMY
12 SA 13 SA 14 SA 15 South 16
" SA
North I 17 18 19 20 21 22 23 21
June DIsease July Disease August Disease Sept
RSM8
Mexico City
(\349)
181
3-8 MEXICAN TURN
REINFOR __
Mexico City I 1
181
3-8
12
181
3-8
0
2
3-10
East, Mexico, South, North =
.LJH
~
(1349) Mexico City
Ac8rvo Victoria Hidalgo
181 Army; Disease = Toil for Disease
(1349)
181 181 fluence on Santa Anna (see Case 17. 1) .
1-8 1-8 1-8 1-8
o I 2-0
m Alvana
~
Reinforcements:
3 **
3-10 1-10 Reinforcements are keyed to the Game-Turn .
ffi:l
10 Tamest Case 14.1 for rules on Mexican Militia . Note
181 181 181 0 Mexican Player is due to receive reinfnrcpmp;
3-8 1-8 1-8 4-10 • MexicoCity U .S. Player during the appropriate
are considered eliminated and never enter
• (1349) breviations of reinforcing units.
o8 1 ~
9
IZl m m m Santa AIYla
**
~·10 2-0 2-0 4-0 2-10 4-10 2-8 2-0 1-10
•
.
~
=
a
~~
iO
N ......
o
N., TERRAIN KEY [5.34] TERRAIN EFFECTS CHART
~
I r ~I ~'
_ 0
I Terrain Movement Cost Effect on Combat Notes
O
i: -.----
~1'VI1i I .... ~ Clear Clear IMP None
~~J ~~I
go iO - "--~-~
~ B ! Jungle Jungle
---_-0-
3MP - I to die roll + I to Diseasedieroll
~
_ N -
- '- -- =
~~t ~~t r ;;,,,71 r..~ -, ~
Rough 2MP - I to dieroll
~ ~j
= I~
Roush Mountain or Impassable None allowed No ZOC through
1_ I . ,...LlIJ := rsJir
I ~ f
I N ~ Mountain Hexside
_ ..... --11... Swamp -.::::......=. - -----
- - I
~ I-
= - r.....
---
Swamp 3MP - I to dieroll + 2toDiseasedieroll
&
National River Hexside - I to dieroll if any Artillery units may
&' Highway unit attacking across cross only at bridges - r-
~ - . ::::
~ I <: • I .!o"'~
-I'VI
i!
:.....~~
_ il' . -.--- ::-:" •• ::s
Road All-Sea Gunboats Only '<
-v.(")
C
I .. - , " .....i - Coastal Terrain in hex; Terrain in hex See Invasion Rules 2-3::~
' Oc~-
;<::-\
_ :~_ I -1 ~ ~ Trail see 18.0forgunboats (19.2) -
"0
~ _......
'" 0
x ...,
.... ..., (") 0
-
~
-
:E>
2.:
....
:5!: \.Y National Highway 1I5MP Terrain in hex
0.~ ~
-< ::
~ 0
Cities o 3:: '!!
...,
~~
-.~
...
,"". """""
e.'" .!o"" l!I
•
0 _ - ll·
m
c
Road
-- -----
I12MP Terrain in hex ~ ~~
~ iii's:,
_' -
"J0' I-N _
~
Q I ~?
-1 ua Towns Trail IMP Terrain in hex Artillery do not ? c ;.
"
~I'VI ~. Oc~lt
receive benefit of trail ::::
a'~
:=!\I E 2 I-- Villages • "0
~
~~~ := =
,...LlI g ~
::B r-- Cities IMP - 2 to dieroll (see 17.2) ~=
'"
~ ~
n~
~~ ...~I\l~
Villages, Towns IMP None
O
i- - '0 N Fortress
-~,
CI. - - .. <:
~"" __~", ~
N Q)
~~'"
=
""LlI~
,.i_- ___-
OC >+-K
coastal "
Bridge RiverH ,
--- -
iir
~l'VIfo! ~r.J
".
-<
_~~_
_ =t.:J
f---
~I'VI~
~~_
~r.J
=t.:J
~
- - -~~t
~~. ~
____ .J
..- -- - - ~
=
~I\l ~~Ii
~",. .!o' ~ ~ en
~...
,~~ ~
'- __ C
.. - on' ...
,...'fSJ ~
= ,...~~ ~
m
r~_1 ~ - ~!;-
1=m.1 CD 00
I ~ :N I
~,..
1 2 3 4 5 6 7 8 9 10 11
April Disease May Disease
-
I 2 J 7 I Arty 4 Arty MtdRtl Oootan Twigos
181 181 181 181 181 181 181 [!] [illJ 3rd
* lR8 Division
3-8 3-8 3-8 3-8 3-8 3-8 1-8 2-0 2-10
4 5 6 8 2 Arty JAnv lJIV KyV Taylor Talcon Worth
- 181
3-8
I8J
3-8
I8J
3-8
I8J
3-8 3-8
I8J I8J
3-8
181
1-8 1-8
I8J [!]
2-0
[!]
2-0
*
4-10
1st
Division
St."too Panenoo
Note: U .S. Player receive!
I T"",V 2 T_V 1PaY 2PaV 1SC.V lGa-V IAJa.V II~V 21~Y lNY·V
2nd [!]
181 181 I8J 181 181 I8J I8J I8J I8J 181 ** Special Note: U.S. units
Division
2-8 2-8 2-8 2-8 2-8 2-8 2-8 2-8 2-8 2-8 2-0 2-10 ass igned to their his tor
ass ignments at will (see C!
12 13 14 15 16 17 18 21 22
With-
June Disease July 4th Div Disease August
draw
PiIow
**
YoIt·Y
!8l
11-Y
!8l
14-V
!8l
11·Y
!8l
9-Y
!8l
15-Y
!8l U.S.A. TURN
1-10 2-8 3-8 3-8 3-8 3-8 3-8 REINFORCEMENT
Drum 10!ogoon Magruder Sherman 4th Div = U.S. Player may form the 4th Division;
[!] IZI [!] [!] must remove 13 Volunteer Combat Strength Poin s
2-0 1-10 4-0 2-0 (see Case 19.3).
Reinforcements:
Quitman
Reinforcements are keyed to the Game-Turn in hich
** 19.2 for rules on U.S. first-turn invasion. Note that a
3-10 unit designations of U.S. volunteer units. All units arri
Turn 14 are Volunteer units. Note that units U~-"6"'~"".I
(e.g., 2nd Artillery regiment) are Infantry units;
tillery. U.S. Reinforcements may land at Ports
Iyer receives 8 Dummy units on Game-Turn I. neither Port is unoccupied by Mexican units, U.~.
U . units are depicted on the Reinforcement Track as on any Coastal hex (see Case 19.12 for restrictions;
. h r historical divisions. Players may change these First-Turn Invasion Rules) .
11 (see Case 15.1).
25 [11.28] U.S. SUPPLY KEY:
# = Number of specified
Sept. TABLE units made available.
Supply Pack EXPLANATION:
DIE Units Animals
U.S. Supply units and
RDI 1 0 0 Pack Animals are made
'TRACK 2 0 0 available to the U.S.
Player by die rolls at the
~iOI); Withdraw = U.S. Player 3 0
beginning of each U.S.
'oints plus Maj. Gen. Pallerson 0
"
5 1 1
Supply Phase (see Cases
11.2 and 11.3). Roll once
for Supply units and
DJ'
n hich they appear. 'See Case 6 2 2
once for Pack Animals.
te that a "V" appears after the
,mits arriving on or after Game-
signa ted as Artillery regiments
oits) they may not fight as Ar-
)rts (Veracruz or Alvarado); if
U.S. Reinforcements may land
1cti ns; see Case 19.2 for U.S.
Z
;edieroll Ii &22 f:~.~~"i:ti'1~~~.}ti;f-::'~;~:'~j',:;~b;·;t:'rr.{Mt~,~il:~ ..... \--( 1111 0
~~
'ough
edieroll
I f~
._------,'"
". , ~ ~
>< .-k .'!>
R - ~~ ..
,
.
". "
t'~,~,
.-~----~.
~!P~
'tJi~
(\ / 2503 \
. ~-- ...
/
.
2703 .... ...00
~~
;,
~
Q
.ts may
~ bridges ~3 •~ c::I 5'
PJ' ~ ~~c
I Z
;;~~ I QC ~
-von
c:
I Rules II ~.
~
s:-<0
(1)
'0 )( ...,
~~Ei:
('D _.
..., n 0
g.~ ~
,...... I
OC
m
-. Z
6 S::E 0
-t _.("t)
-"> "C~
0'
:e =:;
OJ ......
~~~
I
OC
S
g
".00
M~
~ot
It of trail
1= = . ~
C::r
;,
a'-< (1)
(1)
N ~
~=
V>
~ :e
0
~ ... '"
~ Q
()~
OJ<
'"
(1) (1)
...,
z
o
"C~
COO
N$:
~
z
... o
~
0000
~~
a J
~
.-~ r::.
w .~ TERRAI N KEY [5.341 TERRAI N EFFECTS CHART
,,
~
O el'"
0 ,
o,.
w
"
-
~.
•
0 w
.... Terrai n Movement Cost
•
.-• Clear IMP
Effec t o n Comba t
None
Notes
z
\=[iiJt
00
\=[iiJ J
00 "
w
~
~
Jungle 3MP ..... 1 to die roll + I toDiseasedierolJ o
.c-
...."
_(I]
Rough 2MP - 1 to dieroll
..".;;,
\=[iiJ J
00
\=
00
[iiJJ
~
....
am
<:>
r,- - . . . , . - -.....
a<:> lSJf '"
w
~ Rough
Swamp
~y
':"'" ilK.
~
(3
Mountain or
Mouniain Hexside
Swamp
Impassable
3MP
None allowed
..... I to dieroll
No zoe through
+ 210Diseasedieroll - Q
,•
g
.- ';-' • w
~.
<:>
t 'f [iiJ~
00
I
[
I <S>
N.liO",1
Highwa y
Road
River Hexside
All-Sea
+ I MP 10 cross
Gunboats Only
..... I 10 dieroll if any
unit anacking across
Artillery units may
cross only at bridges -r-
f" 5' :::
-
~ ..
0 •
~
- -
. . [iiJ' . . [iiJ~
Ii-
-
I I ~V.!!·I
~. 3;-<
L:;; [iiJ- ~
?:
=.,
.... 0 T <ail
Coasta l Terraininhex;
see 18.0forgunboals
Terrain in hex See Invasion Rules
(19,2) 'C !:l Q
";:; -'
Q°
..... . . [iiJ ~ 'f[iiJ! z
1 '"
00
~. ~ Cities National Highway I/S MP Terrain in hex ~.::: ~
o
0
I "
, '" '~,:";: .
7 8 .... _. '"
o3;'!;
"'[iiJ
. ... ". !i-,
I~ '~2
QC
Road II2MP Terrain in hex
..=- -
8:E ;;;.~
~ -,,'
Oc ~ 8 ... (1]
"CI-
-
f.Il
n_.
oo ~ Tow", Trail IMP Terrain in hex Artillery do not
M;;'
L
I
"'[iiJ
,
~
_ _. ";_.t,~
::I:l " [ "w
N . -< :&:[iiJi
Villages -
Cities IMP - 2 to dieroll
receive benefit. of trail
(see 17.2)
·"
;;' -<
•
<h'5' Q
!o ~
QC <:> - ..,. ::t :;:;
L $
bEl g, Villages, Towns n~
O
I MP None
N
..[iiJ= "
:;;:
,:.. ",~
"'" K1
<:> I
Fonress
Fortress IMP (see 12. 1) ·-
•• •<
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