Forces
See list to the left.
Terrain
The basic terrain is shown on the
attached
map. The field is divided into four quarters by the road and the gully. A
number of hills should be scattered in the marked zones. Each player may then
place an area of broken ground in each quarter, giving eight in total. Each
player may then also place an additional area anywhere on the table, although it
must be entirely within a single quarter. Broken ground may be combined with
hills to give rocky hills.
Broken ground represents areas of rocks or chaparral.
Hills do not affect movement unless combined with other
terrain.
Broken ground is diced for as in the rules. For simplicity
treat all areas of broken ground in any quarter as being the same. The gully
should be diced for in two halves, one each side of the bridge. The field is
diced for as cultivated land and the farm as single buildings. Each building can
be occupied by one unit, which may fire out of up to two faces of the building
at half strength.
Deployment
The Imperial troops set up in a single column with the head 24"
from the western edge of the table. All units must be formed and in the column
with the exception of any two, which may be placed anywhere within 8" of the
column in any formation.
The Imperial forces have no orders and will move 4" east along
the road each initiative phase paying initiative points to do so. The units that
start separated from the column will advance at no more than 4" per movement,
paying initiative points to do so, and may not move more than 8" from the
column. When any unit in the column spots enemy troops, is fired on or charged,
or if there are more than three Republican movement bases on the table, all
Imperial commands acquire Hold orders based on their current position, but the
Imperial C-in-C may begin to issue orders to himself and his subordinates.
Republican troops and dummy bases start off-table. At the start
of the game, the Republican commander must select the edge from which each base
will enter, and issue orders to all officers and leaders. On each Republican
initiative phase roll for each base to see if it enters. It must roll equal to,
or less than, the number shown on the map against each edge to enter, with a
modifier of -1 if the base consists of Guerillas or entirely of horse. Once a
base enters it must follow its orders until they are changed by the CinC. The
CinC may only influence troops once he is on the table.
Wagons
Each wagon can only be controlled by one side or the other at
any given time, but may be moved by any officer on that side. A unit may capture
a wagon during the initiative phase by being adjacent to it with no enemy unit
adjacent to it, and expending a strength point to provide drivers. A wagon
cannot have more than one strength point, and may not be moved by either side
unless it has a strength point assigned to it. The side that provided the
strength point is assumed to control it.
Victory
The game ends after 15 turns or if the Imperial column is wiped
out, at which point all wagons are assumed to be Republican controlled.
The Republicans must capture as many wagons as they can with as
little loss as possible. They score points as follows:
Each wagon captured and secured (preferably moved off-table) 8
pts
Each Republican unit lost -2 pt
Each Imperial unit lost 1 pt
If they have scored more than 10 points then they can be
considered to have won, more than 20 points is a major success. If they score 10
or less points then the action is a draw and if their score is negative then
thay have suffered a defeat. A score of -10 or less can be considered an
embarrassing defeat.
Back to The
Mexican Adventure