You are on page 1of 13

THE U.S.

MEXICAN WAR 1846-1848


25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 10 or 20
Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on
figure Cavalryman 25mm frontage Depth 40mm,50mm,60mm depending on
figure No need for bases for Artillery.
1 SEQUENCE EQUALS 1 U.S. TURN AND THEN 1 MEXICAN TURN
FIGURES in 1 TURN can fire ,move then melee or melee move then fire
U.S. ARTILLERY can move and unlimber and then fire they also do not get a
formation fail, ,this is the only exception to the rules
MOVEMENT Can March Attack and Gallop for 1 move then 3 moves
March/Trot You do not have to move the full distance scored on your dice
throw
Type Foot March March Attack
All Infantry throw 2xD4 throw 3xD4
You throw 1 and 3 on 2dice so you move 4 (10cm) Trot Gallop
All Cavalry throw 2xD8 throw 3x D8
All Oxen/mules/horse throw 2xD6 throw 3x D6
All U.S. Horse Artillery pulled by max 2 horse throw 2xD8 throw 3xD8
All Foot Artillery pulled by max 2 Horse throw 2xD4 ----------
All Field Artillery pulled by Oxen (2) throw 2xD4 ----------
All guns pull/pushed by foot All foot in Buildings throw 1xD4 ---------
All Artillery pulled by 1 Oxen/Horse throw 1xD4 --------
Retreat All Troops throw 4x D? relevant die
Artillery pulled by only 1 Oxen or 1 Horse cannot Gallop and they reduce
there movement to 1xD4 or 1xD8 even along roads.
Add 1xD? dice to all Foot and Cavalry( 2 figures width)units and all Artillery
pulled by 2 horse/oxen/mule if in Column and along roads and across Bridges
and Fords.
It takes 1 full move to change to any formation It takes 1 full move to
mount/dismount It takes 1 full move to unlimber/limber(Mexican). Throw
1xD4 to realign Artillery Gun by barrel if you want to fire at new target ,it
will be up to 4 movement.If movement is less than, you may still fire at
target , if more than no firing and finish realignment next move..
Always measure furthest figure to change formation if not completed it
requires a further 1 move
i.e A Light Dragoon unit dismounts 1 move gets a formation fail then fires
at a Mexican foot unit. This is the end of the Light Dragoons turn.
FORMATION FAIL
Each MILITIA INF/CAV UNIT always throws 1XD6 MILITIA CAPTAIN
always throws 1xD8
Each IRREGULAR INFANTRY/CAVALRY /NATIONAL GUARD (MEXICAN)
VOLUNTEER (U.S.) UNIT throws 1xD8 CAPTAIN always throws 1xD10
Each REGULAR INFANTRY/CAVALRY/ART UNIT always throws 1xD10
REGULAR INFANTRY/CAVALRY/ART CAPTAIN always throws 1xD12
To pass a formation fail a MEXICAN UNIT throws the appropriate 1xD? and a
score of 5 is a pass, a score under 5 and the Mexican unit continues with a
formation fail. A U.S. UNIT needs a score of 6 . YOU ALWAYS THROW AT
THE START OF A TURN. COMMANDING OFFICER DOES NOT GET
INVOLVED
YOUR UNIT CAPTAIN CAN THROW AFTER YOU UNIT FAILS ITS
FORMATION TEST BUT IF HE FAILS THE UNIT CANNOT MOVE.
All Units cannot fire a volley if they have a Formation Fail..
Must be taken at the start of a move. Cannot be taken whilst in melee. If fail
take again next move. It effects firing ,melee morale. Cannot be taken whilst
crossing soft/hard cover.
YOU GET A FORMATION FAIL see troop types: whilst changing formation,
, crossing soft/hard cover, out of line of sight if skirmishers, after melee,
not in base to base contact if after changing formation(measure furthest
figure of unit to least furthest figure), dismount/mount, unlimber/limber,
moving in/out of buildings. Skirmishers less than 1cm apart Whilst in Retreat
Skirmishers can move through other skirmishers but both units incur
formation fails
A unit (figures in base to base) in column or line can move through
skirmishers but both units incur formation fails
A unit (figures in base to base) cannot move through other units that are in
base to base but must go round , unless 1 unit can form skirmish see above
EXAMPLE;
A U.S. REGULAR INF UNIT crosses a low stone wall (crossing soft cover) it
moves 4 (10CM)over the wall moving through soft cover onto the other side
thus receiving a Formation Fail. Next turn before moving the unit throws a
Formation Fail Test 1xD10 The score is a 3 so the Regiment fails its
Formation Fail Test . The unit throws 2xD4 and gets to move 8(20CM) and
still has a Formation Fail. Next turn before moving again the unit throws a
Formation Fail Test 1xD10. The score is a 8, the unit passes and throws
2xD4 for movement. A Formation Fail affects Firing/Melee/Morale.
A UNIT equals 1 Regiment or 1 Battery or 1 Battalion or 1 Squadron
Up to 10 figures are allowed in a building ,an enemy needs to kill 1 figure in
base to base with the building door before he can enter.The Defender is
classed as in hard cover whilst defending the building door.Figures fighting
in buildings get no additions or subtractions in melee.
NO DEDUCTION FOR MOVING ACROSS SOFT/HARD COVER
Soft Cover *Fence *hedge stream broken ground(cactus), hill *marsh
*chaparral
Hard Cover *terrain a wagon/limber/gun cannot cross
*Wall *woods *buildings *redouts and barricade construction *fieldworks
*overturned wagons * high fences * rivers except across bridges (stone
/wood)
FIRING Throws appropriate 1xD? per figure for firing and saving.
Volley Fire only allowed to UNITS in base to base. For each figure firing (2
Figures minimum ) throw 2xD?. Shotguns/Revolvers throw 2xD?
Artilleryman figure firing Artillery Gun at enemy under 30cm throw 3xD?
Each MILITIA INF/CAV figure always throws 1XD6 MILITIA CAPTAIN
always throws 1xD8
Each IRREGULAR INFANTRY/CAVALRY /NATIONAL GUARD (MEXICAN)
VOLUNTEER (U.S.)figure throws 1xD8 CAPTAIN always throws 1xD10
Each REGULAR INFANTRY/CAVALRY/ART figure always throws 1xD10
REGULAR INFANTRY/CAVALRY/ART CAPTAIN always throws 1xD12
COMMANDING OFFICER always throws 1xD12
FIRING (Attacker picks opponent) Pistol/Revolver/Carbine if mounted
Line of Sight only Pick your target 360 degrees unless in base to base
contact then 22 degrees either side of weapon 45 degrees of artillery gun
barrel. Dismount to Fire(usually) CAN MOVE AND FIRE ETC
If 1 Artillery Gun figure is killed you cannot replace him with any other
figures. A Artillery Gun must have a least 1 artillery man if not the Artillery
Gun cannot fire. Only Artillerymen can fire captured Artillery Guns.
RANGES:-
Musket up to 30cm(12) Foot/Horse Art Gun up to 90cm (36)
Canister up to 60cm (12) Rifled Musket up to 45cm(18)
Pistol/Revolver/shotguns up to 10cm(4) Carbine up to 30cm(12)
Field Art Gun up to 120cm (48)
A SCORE OF 4 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND
IN LINE OR COLUMN BY ANY U.S FIGURE
A SCORE OF 5 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT
COVER AND IN LINE OR COLUMN BY ANY U.S FIGURE
A SCORE OF 6 IS NEEDED TO HIT ENEMY FIGURE IS BEHIND HARD
COVER AND IN LINE OR COLUMN BY ANY U.S FIGURE
A SCORE OF 5 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND
IN SKIRMISH BY ANY U.S FIGURE
A SCORE OF 6 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT
COVER AND IN SKIRMISH BY ANY U.S FIGURE
A SCORE OF 7 IS NEEDED TO HIT ENEMY FIGURE IF BEHIND HARD
COVER AND IN SKIRMISH BY ANY U.S FIGURE
A SCORE OF 6 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND
IN LINE OR COLUMN BY ANY MEXICAN FIGURE
A SCORE OF 7 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT
COVER AND IN LINE OR COLUMN BY ANY MEXICAN FIGURE
A SCORE OF 8 IS NEEDED TO HIT ENEMY FIGURE IS BEHIND HARD
COVER AND IN LINE OR COLUMN BY ANY MEXICAN FIGURE
A SCORE OF 7 IS NEEDED TO HIT IF ENEMY FIGURE IS IN THE OPEN AND
IN SKIRMISH BY ANY MEXICAN FIGURE
A SCORE OF 8 IS NEEDED TO HIT IF ENEMY FIGURE IS BEHIND SOFT
COVER AND IN SKIRMISH BY ANY MEXICAN FIGURE
A SCORE OF 9 IS NEEDED TO HIT ENEMY FIGURE IF BEHIND HARD
COVER AND IN SKIRMISH BY ANY MEXICAN FIGURE
IF A SCORE IS UNOBTAINABLE TO AN INDIVIDUAL FIGURE YOU CAN
ADD SCORES TOGETHER TO GET A HIT BUT MUST BE EXACT I.E 3xD4
need 7 so score is 4 1 2 ok.
TO SAVE A FIGURE A SCORE OF 4 IS NEEDED TO SAVE.
TO SAVE A FIGURE WHO IS FIRED AT BY FIGURE WITH A FORMATION
FAIL A SCORE OF 3 IS NEEDED TO SAVE.
Behind Soft/Hard Cover you can only fire if you can see figure.
A Oxen/Artillery Horse/mule/Cavalry Horse(figure dismounted) throws 1xD6
to save. You go through the same procedure to kill them as you would a
foot/cavalry figure.
Firing at Captains and Commanding Officer, You can fire at Captains and
Commanding Officer if not in base to base contact with other troops....If they
are attached to a Unit, hits to them are done as a ratio.
Example A Captain/Commanding Officer is with a unit of 4 figures giving a
total of 5 figures. Your opponent gets 5 hits on your unit so 1 hit is
allocated to the Captain/Commanding Officer and the other 4 hits to your unit
figures. A Captain/Commanding Officer ratio is 1 to 2. 1 to 3, 1 to 4 etc
depending on unit size.

FOG OF WAR Throw 1xD6 a score of 1 2 and there is no wind see below
2 consecutive turns of firing by figures that have not moved for 2 moves
,creates a blanket of smoke across firing figure bases so that you cannot see
any target to your front. The smoke will clear after 1 move of no firing or 1
move forward by firing figure.
MELEE (Base to Base Contact (in buildings we assume contact is made)
A figure can turn to face opponent without penalty if attacked in flank or rear
so long as he is not in melee with another figure to his front
.He can be attacked by up to 4 figures so long as they are in base to base
contact with him if in skirmish ,3 figures if defending figure is in base to base
with friendly figure.
A figure can only attack in melee in their own turn sequence(an opponent
defends in your attack turn sequence).
An Attacking figure can only throw once in melee.
A Defending figure may have to throw up to 4 times in melee
Must be in Base to Base contact ( the only exception is when a i.e low wall is
in between figures ie soft cover/hard cover)
YOU CAN ONLY KILL IN THE ATTACKERS TURN
The defender if not killed can continue in melee and becomes the attacker in
his turn, or can move away unless surrounded by 3 or 4 figures.


PROCEDURE
Each Attacking figure in melee throw 1xD? appropriate dice and each
Defending figure in melee throw 1xD? appropriate dice.
Each MILITIA INF/CAV figure always throws 1XD6 MILITIA CAPTAIN
always throws 1xD8
Each IRREGULAR INFANTRY/CAVALRY /NATIONAL GUARD (MEXICAN)
VOLUNTEER (U.S.) figure throws 1xD8 CAPTAIN always throws 1xD10
Each REGULAR INFANTRY/CAVALRY/ART figure always throws 1xD10
REGULAR INFANTRY/CAVALRY/ART CAPTAIN always throws 1xD12
COMMANDING OFFICER always throws 1xD12




After Dice is thrown add or subtract below :-
+1 To Defender if behind Soft Cover
+2 To Defender if behind Hard Cover
+2 To Attacler if Defender is in Retreat
+1 To Attacker if moved by March Attack or Gallop
+1 To Attacker if attacking Defender in Flank
+2 To Attacker if attacking Defender in Rear
Applies to both the Attacker and Defender:-
-1 If you have a formation fail if both have a formation fail +0
-1 If you are not in base to base with another friendly figure ,if both figures
not in base to base with another friendly figure +0
Artillery Guns are captured when there figures are killed in melee.
If the Attacker is the highest score the Defender is killed If Even or less
than to the defender then the Defender can become the attacker or move
away.
The Defender may have to take a Morale test if he loses 1 or more figures
MORALE (Your opponent always asks you to take a morale test)
When lost 1 or more figures to infantry/cavalry/artillery fire, or a Unit is at
Even or Less than its original strength.Unit has a current Formation Fail
Seeing friendly unit 30cm(12) retreating. Defender lost 1 or more figures in
melee
Each MILITIA INF/CAV figure alive always throws 1XD6 MILITIA CAPTAIN
alive always throws 1xD8
Each IRREGULAR INFANTRY/CAVALRY /NATIONAL GUARD (MEXICAN)
VOLUNTEER (U.S.)figure alive throws 1xD8 CAPTAIN alive always throws
1xD10
Each REGULAR INFANTRY/CAVALRY/ART figure alive always throws 1xD10
REGULAR INFANTRY/CAVALRY/ART CAPTAIN alive always throws 1xD12
Throw 1xD10 for each Dead figure This goes up to 1xD12 for each dead
figure when the Commanding Officer is killed
When a Captain is killed his unit cannot move forward or towards any enemy
but can still fire and can melee if attacked The unit can only move forward if
the Commanding Officer is in base to base with the unit.
COMMANDING OFFICER does not throw for Morale, but COMMANDING
OFFICER CAN add 1xD12 to a unit IF IN BASE TO BASE , however if that
Unit fails Morale the Commanding Officer Retreats as well. CAPTAINS always
retreat with their unit.
Add 1xD? appropriate dice to unit if behind Soft Cover
Add 2xD? appropriate dice to unit if behind Hard Cover
Minus 1xD10 dice to unit if it has a Formation Fail
Minus 1xD10 dice to unit if seeing friendly unit retreating.
i.e if Militia Unit it would use D6s for soft/hard cover
If the score is more than or even carry on as normal , however if the score is
minus retreat for 3 moves at march attack/gallop or if not applicable at march
/trot . You can take morale again after 3 moves in retreat
Example of Morale :-
An MILITIA INF Unit of 5 figures plus 1 Captain have a formation fail and is
fired at by a U.S unit, 2 Militia figures are killed Your Opponent ask you to
take a Morale test. You throw 3xD6 for the Militia still alive and gets 2 3 4
Your Captain throws 1xD8 and gets 5 giving a total of 14. You then throw
2xD10 for the Milita figures that are dead and get 4 3 and you also throw
1xD10 for your formation fail and you score 5 giving a total of 12 The score
of 14 beats 12 so your unit carries on as normal. (For formation Fail,
Soft/Hard Cover seeing friendly unit retreating use the dice your unit uses i.e
Militia Unit in soft cover you would use 1xD6 etc ) IF you would have failed
morale you would have retreated for 3 moves , then taken another morale
test using the above procedure.
YOU CANNOT FIRE WHILST IN RETREAT

FIGURES Standard enlistment
MEXICAN
Inf 1 Company= 40 men or 2 figures Cav 1 Compnay =70 men or 3 figures
Mexican Infantry Regiments =2 Battalions Each Battalion 40 figures
Mexican Light Infantry Regiment =1 Battalion 40 figures
Mexican Cavalry Regiment =24 figures
Mexican Militia inf/cav as above
Mexican Artillery Battery 1 Artillery gun 2 horses 1 limber 1 gun 2
gunners 1 captain
U.S.
1 Company equals 40 men or 2 figures 10 Companies to 1 Regiment
U.S Infantry Infantry Regiments 1 Regiment = 20 figures
U.S Volunteer Infantry Regiments 1 Regiment =20 figures
Light Cavalry Regiments 1 Regiment =20 figures
Artillery Battery 1 Artillery gun 2 horses 1 limber 1 gun 3 gunners 1
captain
EXCEPT FOR ARTILLERY BATTERIES HALVE THE ABOVE AMOUNTS
WHEN FIGHTING ON THE BATTLEFIELD
FORMATIONS PERMITTED:~
Mexican inf/cav Column Line Only Light company can skirmish
U.S inf/cav Column Line Skirmish 1cm Minimum If less than 1cm for
firing purposes class as in base to base 221/2 degrees line of sight.
Militia inf/cav Column Line Skirmish (1cm Min) as above
Column is permitted on tracks and roads by Militia, U.S.and MEXICAN troops
only in a column of 2 figures either width only.(foot/cav)
INFORMATION
U.S. ARMY infantry regiments modelled on European lines each regiment had
10 companies of 55 men but usually companies averaged about 35men. Often
in battle 5 companies per regiment were involved Brigades were ad hoc
1 company out of the 10 was a light/skirmisher and all companies had
smoothbore muskets usually with percussion caps
U.S Volunteer infantry regiments as above up to 2 light companies armed
with rifles
Cavalry 2 light regiments (dragoons) each of 5 squads of 2 companies each
on the battlefield 2 to 4 companies per regiment.
Taylor and Scott relied heavily on special companies of mounted volunteers
for recon :-Texas Rangers (mounted ) had Colt Revolvers and shotgunsr
Mounted volunteers Tennessee 1
st
Missouri 1
st
Arkansas 1
st
Kentucky
U.S Artillery Full Strength Light Field Companies of 3x2gun sections
with a large number of horses transport of ammo and up to 75 men Batteries
4x6pdr some had 2x6pdrs with 2x12pdr howitzers
U.S Naval A battalion of Marines of 3 companies class as regular inf

MEXICAN ARMY
Infantry Regiment = 2 battalions Each battalion had 8 companies of 100 men
per company 1 of which was a grenadier company and 1 of which was a light
company.
Light Infantry Battalion = 8 companies 1 of which was a rifle company
Cavalry Regiments = 8 companies of 70 men per company in 2squadrons The
1
st
squadron had lances
Militia inf and cav Regiments there quality equal to regulars
National Guard were volunteers equal in quality to regulars
The Militia inf/cav and National Guard varied in number and size of
companies
Mexican Artillery 1 Battery = 2 to 8 guns up to 30 gunners slow rate of fire
FURTHER INFORMATION :-
Mexican Army 1846 18,882 men (regular) organised into 12 inf Regiments
each of 2 battalions 8 Regiments of Cav plus 1 separate squadron of cav
3 Brigades of Artillery 1 Dragoon Brigade 1 Battalion of Sappers
10,495 active Militia in 9 inf and 6 cav Regiments
1,174 Frontier Troops which were poorly trained and clothed all commanded
by army officers
Regional force distribution scheme made hastily assembled composite armies
were filled with conscripts ,these fought well but many deserted
ARMY OF THE NORTH General Arista 5,200 men
ARMY CENTRAL MEXICO Antonio lopex de santa anna 11,000 men
ARMY OF THE SOUTH Molino del rey 3,000 men mostly cavalry
ARMY OF CENTRE General Nicolas bravo 3800 men
American Army 5,000 men 1 company of engineers 1 regiment of Mounted
Rifles
Congress authorised President Polk to raise 50,000 12 month Volunteers
Feb 1847 Congress added 10 regiments of Regulars
In all 26,922 regulars and 73,260 Volumteers served during Mexican
American war Armed with Flintlock Muskets
Several companies of Flying Artillery each Artilleryman had his own horse







FIRING AT SOFT/HARD COVER
THROW 1xD10 PER ARTILLERYMAN and 1xD12 per ARTILLERY CAPTAIN
TO SCORE 1 HIT YOU MUST SCORE 5 OR MORE IF FIRING AT SOFT
COVER AND 6 OR MORE IF FIRING AT HARD COVER. YOU CAN ADD
TOGETHER SCORES IF A HIT IS NOT REACHED AS IN INFANTRY FIRE.
All Stone buildings have a value of 24 hits. (8 hits per 6 section of stone
fort wall)
Wooden buildings have a value of 12 hits
All linear stone objects and mud walls have a value of 8 hits per 6 length. All
linear wooden objects have value of 4 hits per 6 length.(barricades)
Fieldworks or earthworks have a value of 24 hits per 6 length.
Artillery Guns are the only hits that can reduce structures to rubble.
When totals are down to 4 hits all buildings/ bridges/Fieldworks/Earthworks
are unusable.
Any units caught in a building/bridge with 4 hits or less are removed from the
battlefield.
Any figures caught in Fieldworks/Earthworks with 4 hits or less per 6 length
are removed from the battlefield
All linear objects are deemed destroyed and passable when there hits are
reduced to 0. Any figures caught behind any linear objects of 6length with
a value of 0 hits are removed from the battlefield.

TO HIT FIRING CHART
TO HIT U.S OPEN MEX U.S. S/C MEX U.S H/C MEX
LINE/COLUMN 4 6 5 7 6 8
SKIRMISH 5 7 6 8 7 9


RIVERS
Throw 1xD6 1 fast flowing 23 steady flowing 456 slow flowing
Crossing rivers at Bridges and Fords there is no deduction but at a maximum
of 2 figures width if foot or cavalry
Fast Flowing rivers can only be crossed at Fords and Bridges
Crossing rivers with no Bridges and Fords no maximum of figure width
steady Flowing :- Throw 1xD6 per figure foot or cavalry per move whilst in
or crossing river a score of 1 2 3 4 for foot drowned a score of 1 2 3 for
cav drowned.
Slow Flowing:- Throw 1xD6 per figure foot or cavalry per move whilst in or
crossing river a score of 1 2 3 for foot drowned a score of 1 2 for cav
drowned
TERRAIN
TO PICK SCENERY Each player throws 1xD10 The winner throws 1xD10
again .THIS NUMBER is the amount of scenery to place on the battlefield. If
you throw a 4 you get the first 4 pieces. Terrain pieces not more than 30cm
x 30cm
Terrain consist of in order 1 Broken ground (cactus passable) . 2 Small
Hill 3 Chaparral (shrub impassable) 4 Village consisting of 3 dwellings 5
Large Hill 6 Road (from 1 table edge through the Village to opposite table
edge 7 Broken Ground (cactus passable) 8 Small Hill 9 Large Hill 10 River
with 1 ford from 1 table edge to another table edge.and also 1 Bridge.

You might also like