Sie sind auf Seite 1von 44

Gringo!

Battle Book

The Battles of: Monterey Buena Vista Cerro Gordo El Molino del Rey and Chapultepec

BATTLE BOOK
2004 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com
2004 GMT Games, LLC #0306

Gringo! Battle Book

Historical Background
Taylor and Northern Mexico (Monterey and Buena Vista)

The War with Mexico is not a topic that excites admiration in too many minds, especially in these days of political correctness. Without going into all the pros and cons of why we were there in the first place, suffice to say both sides had a lot to be unhappy about. That President Polk, with Zach Taylors help, pushed the situation over the edge, is pretty much a given. Then again, Mexico, with her political stew at its usual boil, did not exactly shrink from wading in. As a matter of fact, opinion below the Rio Grandeand throughout much of the Western worldwas that the small and fractured U.S. Army would be a push-over for Mexicos far larger, Europeantrained and armed force. Whatever, Mexico still considered Texas part of Mexico, even though it was now a U.S. state. So, in May of 1846, with a prod from President Paredes, Mexicos commanding general, the unfortunate but not totally incapable, Mariano Arista, took his Army of the North, crossed the Rio Grande, and headed into United States territory for a confrontation. Arista had executed a turning maneuver against Taylors army at Fort Brown/Matamoros, by crossing the Rio Grande down river in an effort to seize Taylors supplies at Port Isabel. Unfortunately for Arista, Taylor countered the move rather quickly by getting between Arista and the gulf and then heading south towards the Mexican army. The US Army of Observation was a division-sized force of US regulars under Old Rough and Ready, Zachary Taylor, a man of immense courage and even larger political ambitions, but a tactician of somewhat minimal military perception. His usual theory was to take everything with a bayonet charge, and he had a poor appreciation of the marvelous artillery he had been given and had a similarly dim conception of logistics. His peers may have thought little of him, but his men loved him. Not something the Mexicans could say about their generals.

Most US survey texts tend to place Aristas Mexicans at about 6000 to Taylors 2200+. While the latter figure is pretty much unassailable, the Mexican numbers are not so sacrosanct. In fact, all Mexican sources state Arista had only about 3700 men! As 6000 would be accurate only if all the Mexican line regiments were up to paper strengthwhich they almost never were, added to which Arista left a sizeable force behind at Matamoroswe have opted for a Mexican army of just under 4000 or so. Regardless, troop numbers were almost totally irrelevant at the first major engagement of the war, for Palo Alto was an artillery battle in almost its entirety. Unfortunately for the Mexicans, all the good stuff was on the wrong side of the field. The Mexicans deployed in a rather extendedand thinline across the road south to the Rio Grande, just north of a large growth of trees (Palo Alto means tall timber, or something to that effect). Taylor, who insisted on approaching the Mexicans complete with a rather huge wagon train, deployed in the face of the Mexicans. Both sides expected a classic, frontal battleit was not to be. The Mexicans opened with a few desultory artillery shots, all of which hit the ground and bounced with such minimal impetus that the deployed US regulars simply avoided them by stepping aside. Then the US artillery opened up. The flying field and horse artillery of Sam Ringgold and John Duncan moved and fired so rapidly, and to such accurate effect, that the Mexicans could not believe their eyes. After standing there and getting pounded for some time, Arista finally ordered Torrejon to charge the US right and change the impetus of the battle. Off went Torrejons menbut before they could arrive, Garland swung the 5th infantry around and into Square, successfully beating off Torrejons charge. It was then further disrupted by some counter-charging Dragoons. As Torrejon trotted back to the Mexican lines, some burning wads from Duncans guns lit a grass fire several hundred yards in front of

2004 GMT Games, LLC

Gringo! Battle Book


the US lines, starting a wall of grass fire that spread westward towards the road. With the billowing smoke providing cover, both sides re-dressed their lines, with the Mexicans attempting to swing their right forward in an oblique manner and both sides, in effect, each wheeling about 30. However, all this achieved was that, when the smoke lifted, the Mexican infantry was closer to the US guns, which now proceeded to rain destruction on the Mexican right wing infantry as it crossed in front of them. This put most of the Mexican right into a full retreat, and Aristas request for a second Torrejon charge came to naught. Short of artillery ammunition, his men in a state of virtual shock, Arista chose discretion over valor and withdrew from the field. The Mexicans had lost some 350 men; the rest were almost totally demoralized. US losses were limited to five deaths, but the Mexican army was still intact (their retreat was quite orderly) and they still held the road. Unfortunately, one of the US losses was Major Samuel Ringgold, their brilliant artillerist, who had his entire groin area shot out by a Mexican cannonball as he stood up in the stirrups of his horse. Ouch. After Palo Alto, Arista marched his rather dispirited army some 20 miles south, down the road, to what his engineers determined would be a far better defensive position: a broad resaca that cut across both roads southa position virtually covered by dense chaparral and approachable only at a difficult angle. The Mexicans called this Resaca de Guerrero; the gringos chose the name by which the northernmost channel was known: de la Palma. The Mexican position was quite goodso good that Ampudia and several of Aristas staff convinced Arista that the Americans would never attack such an unassailable position, especially outnumbered as they were. So, Arista deployed to cover both possible approaches and then sat down in his tent to write a few letters and reports. Unfortunately for Arista, several things were now conspiring to work against both him and his army: His men had not eaten a half-decent meal in a day; Most, if not all, of his men were totally demoralized by what they had seen of the US artillery. Few had any desire to see them in action again. (Aristas staff had chosen this location just for that reason, that it effectively limited the offensive effectiveness of the US guns.); Aristas deployment left his left wing totally hanging, mostly because he was advisedand believedthat Taylor could not get any men into this area; The chaparral-covered terrain almost totally nullified Aristas tremendous advantage in cavalry; and, of course, there was always Pedro de Ampudia. Stung that the government had given command to Arista and not him, the unabashedly fame-and-office seeking Ampudia apparently spent most of the battle playing Iago, whispering all sorts of lies into Aristas ear. Then again, Arista could have taken a peek outside his tent to see what all the shooting was about. Into this nest of defanged vipers walked Taylors army, somewhat reduced in strength because his subordinates had talked Zach into leaving the wagons to the rear, which required a guardsome guns (all those over 6-pounder level), some infantry (the Artillery battalion), and some cavalry (Kerrs dragoons). Taylors advance scouts reported that Aristas new position appeared, as advertised, untakeable, especially given the relative strengths of the armies. A
2004 GMT Games, LLC

quick council of war was held, with Taylors advisors about split down the middle between aggression and caution. However, when Tayloralways a sucker for the basic principle of when in doubt, just slam right up the middle and hope the bayonet carries the day heard that his men felt that, having prevailed rather easily the day before, they would have no problem winning again, he ordered his army to attack. Without belaboring the point, his men were right. With a screen of skirmishers in advance and to the side, the gringos started down the road towards the resacas. Part of the 5th US filtered through the chaparral at the western edge of the resaca, while the rest of the small army moved forward under heavy, and often effective, fire. After skirmishers unmasked the Mexican batteries at the center, batteries whose guns were taking their toll on the slowly advancing North Americans, Charles Mays dragoons were ordered to charge them. They did, knocking most of the Mexican gunners to the side. But their momentum carried them far beyond their target, across the resacas and halfway to Mexico. Mays men had to turn around and then fight their way back through Diaz de la Vegas infantry, which had reformed behind them. In doing so, Mays bugler grabbed hold of General Vega himself, taking him prisonerfor which May then took the credit. Taylor was not overly happy at Mays failure and now ordered Belknaps infantry in to take those guns, and, by God, keep them. This meant, of course, Taylors favorite tactic, the bayonet assaultand it was a fearful one, with Mexicans and North Americans slugging it out in the resacas in desperate, hand-to-hand fighting. When the Mexican line started to waver, a final US assault broke it and the entire Mexican center collapsed.

Gringo! Battle Book

By this time, Arista, still in his tent finishing off his correspondence (Ampudia having insisted that all the noise he was hearing was just some skirmishing with advance scouts), smelled a rat especially when half his army streamed by his tent in overdrive. Finally alerted that there was a battle on, he grabbed Torrejons lancers and ordered a charge, himself in the lead. Well, most of Torrejons men didnt see any advantage in that sort of thing; most of them trotted in a halfhearted way towards the oncoming gringos, a few actually ran some Americanos through with their lances, and then they all turned and headed back to the Rio Grande. And with US infantry now showing up on his rear left flank (having scratched and chopped their way through the chaparral), Arista, too, took off also at top speed. It was First Mexican to the Rio Grande Wins the Piada time and the first, but not the last, excellent opportunity to deal the gringos a hard blow drowned in the Rio Grande along with hundreds of routing Mexicans. US losses, this time, were not so inconsequentialover 100 dead and woundedas the fighting in the resacas had been brutal. Given an opportunity to fight, the Mexican regular Line units had shown they could be tough. Aristas army, though, was finished as a fighting force, at least for the time being. Reports of losses at the Resaca ran from 600 to 1200+. Even worse, the average Mexican foot soldier now didnt know who to fear most: the gringos, their artillery, or his own comic-opera commanders. With no viable enemy army in sight, Taylor now headed into Mexico. Now that two battles had been fought, the US Congress finally got around to declaring war, which then enabled them to ship more troops to Taylor. These turned out to be, for the most part, hordes of untrained and unfit states volunteers. The volunteers were roundly despised by the regulars, and, for the most part, with good reason. They knew little of organized warfare; even worse, they knew nothing about maintaining a healthy camp. Taylor managed to get most of the three-month short-termers sent back, but, of those who stayed, far too many died of disease and exposure. Arista had retreated towards Monterey, the capital of Nuevo Lon, considered the key to defending the most important city in northern Mexico, Saltillo. Arista estimated he would need at least 7000 more

Ampudia men to even start to prepare a defense, but his opinion was no longer needed, as the political winds in Mexico City had shifted yet again. The new president of Mexico was Antonio Lopez de Santa Anna, self-styled Napoleon of the West. Arista was out; Francisco Meja, who made Ampudia look good (see the notes on Meja in the Monterey Order of Battle), was in. Well, he was for a while. Most of the survivors from the two May battles filtered down to Monterey, where they sat while Santa Anna suggested Saltillo would be a better place to take a defensive stand. Meja, however, took illsomething he did better than anything elseto be replaced by the omnipresent Ampudia, who smelled a good opportunity to make some political hay with a spirited defense of Monterey. So he began to troll the presidios for troops while Santa Anna sent up some reinforcements from Mexico City. Ampudia also began to build the defenses around the town, mostly with civilian help, as Santa Annas reinforcements wouldnt arrive until the end of August. And while all this was going on, Taylor finally decided to move his army south. By mid-September, Taylors army of 5795 men (not including officers) was approaching Monterey. The army was no longer completely professional, as it had been at Palo Alto and Resaca; now, almost half of it was comprised of volunteer units. At about the same time, Ampudia had managed to amass a somewhat motley, but willing, force of 7300 or so men, about 2300 of whom had seen action against Taylors army before. Despite outnumbering (albeit slightly) the Americans, the literal numbers were misleading. Twenty percent of Ampudias army was cavalry, which would be useless in any fighting inside the city. Moreover, defending the city required holding far too many key points, thereby stretching an already thin force even thinner. As formidable as the defenses of Monterey looked, at some point they were going to be vulnerable. And formidable they were, indeed. The city, itself, was ringed by steep mountains to the east, south and west; only the north was approachable. The linchpin of the citys defense was the huge CiudadelaThe Citadel, which commanded all approaches from the North, and whose guns reached virtually all quarters of the city. The Black Fort, as it was known, was also considered impregnable. Directly to the west of the city was Independence Hill, on top of

Arista

2004 GMT Games, LLC

Gringo! Battle Book


which the Mexicans had built a redan which led down to the Obispado, an abandoned Bishops Palace with more thick walls that directly overlooked the city. And across the Santa Catarina River, which flowed by the southern edge of the city, was another ridge with redans and fortifications, Federation Hill. Both of these hills guarded not only the western approach to Monterey but the Mexican lines of communication to Saltillo. Other fortifications had been constructed along the northeastern edge of the cityat La Tenria (so-named for the abandoned tannery that guarded its open end) and El Rincon del Diabloand barricades and ttes-de-pont had been constructed within the city. The city itself consisted mainly of one-story, flat-roofed adobe housesmany with iron-barred windows and heavy, wooden doors which had now been sandbagged and loopholed for further defensive benefits. It was a city that could be held by a determined, well-commanded garrison. Ampudia, however, was not the man to provide such leadership. Taylor divided his army into two sections, as he planned to execute a double envelopment from east and west. The first, under the commander of the 2nd Division, William Worth, consisted of that division plus Hays Texas Rangers. This column was to seize the western defenses to the city and cut-off communications with Saltillo. The rest of the army, two divisions, would hit the city from its northeastern edge. Considering that this was not a field battle, but an assault on a well-defended city, the plan showed some rather unTaylor-like aggressive creativity. Worths division set out on the afternoon of the 20th, slowly working its way westward towards Independencia. Mexican outposts quickly relayed the news of the American movements to Ampudia who, after some thought, hurried a few more men onto the hill and then ordered Romeros cavalry brigade to keep the Saltillo road open. By 6 AM the morning of the 21st, Worths column was again on the move. As they rounded the bend and headed towards the road they were greeted by a charge from the Jalisco Lancers and Guanajuato Activos, which was driven back by accurate fire from the Texas Rangers and Worths batteries. Worth now decided to seize the Mexican position across the river on Federation Hill. A small group of some 300 infantry waded across the hip-deep Santa Catarina under fire from the western redan and, by noon, had worked its way through the trees to the base of the hill. As they caught their collective breaths and prepared for the precipitously uphill assault, Worth sent the rest of his 2nd brigade to join them. Scaling the heights from both the west and south the attackers, led by Colonel Persifor Smith, quickly subdued the defenders of the redan, captured one of the guns and turned it on El Soldado, at the eastern end, which had no guns with which to reply. By mid afternoon, Worth held Federation Hill and the Saltillo Road, the latter despite several more attempts by the Mexican cavalry to drive them off. Things had not progressed quite so well on the other side of the city. Taylor had ordered John Garland to take Twiggs Division and demonstrate against the eastern end of the town. (Why Garland and not Twiggs? See the notes in the Order of Battle.) The only problem with this was that Taylors request sounded more like an order for a direct assault, so Garland marched his brigade right at the northern edge of the town. Before long they were under heavy fire from the Black Fort and, when Garland angled his division to the right towards the Purisma Bridgethey also came under flanking fire from La Tenria. This was too much for the volunteers of the Washington and Baltimore Battalion, who broke for the rear while the remaining men headed into the city.
2004 GMT Games, LLC

Unit cohesion quickly disintegrated as the remaining regiments came under heavy Mexican fire. Most of the regulars were forced to withdraw. Ironically, though, one company from the 1st US somehow found itself in possession of the old tannery building that faced the open end of the incomplete Fort La Tenria. Even as Mejia rushed reinforcements into La Tenria, Taylor, seeing Garlands units retreating, ordered John Quitmans brigade into the assault. Quitman, unlike Garland, swung way to the east, away from the Black Fort, and, by mid-afternoon, pinpointed his attack against La Tenria. Aided by fire from the 1st US troops in the Tannery, Quitman took the fort. That was about as far as the American troops got, as heavy US losses forestalled any further movements. Nightfall brought a cold rain, but it did not diminish the expectations and plans of Worth at the western end of the city. By 3 AM, a hand-picked force of regulars under Lt.Col Childs made their way up the almost cliff-like western slope of Independencia, clawed their way over the top and overran the redoubt, her defenders streaming back into the safety of the Obispado. Artillery was needed, and Worths men now dragged a howitzer, piece by piece, up the cliff, and turned it on the abandoned palace. By late afternoon, the U.S. commanded all the viable approaches to the city. Ampudia now reverted to an almost laager-like mentality of withdraw and defend. It would be extremely facile to simply say Ampudia was a coward and had no stomach for an open fight. While Ampudia was not exactly Horatio at the Bridge, this does not appear to be what his reasoning was. Cut off, with his left wing, western defenses gone, and with far too many non-line units upon which to depend he assumed a house-to-house style defense, where they would have stone walls to stiffen their spines, was the best way to handle the situation. The theory wasnt all that bad; Ampudia simply didnt have the resiliency or courage of his own convictions to carry it through to a conclusion. On the morning of the 23rd, Quitman, under Taylors orders began to cautiously filter his troops across the canaland the abandoned Mexican positionsand into the city. Taylor, himself, joined the advance at about 11 AM, and, by 2 P.M., they were only a few blocks away from the main plaza. Here they stopped, Taylor fearing even greater losses than his troops were already taking in the heavily defended inner city.

Santa Anna

Gringo! Battle Book


Santa Anna, however, was gleeful. His scouts had just intercepted an American courier carrying the whole of Scotts planincluded the removal of the regularsto Taylor. He now had the opportunity to turn momentum in favor of Mexico. With an enemy army to the north and an invasion about to arrive in the south, Santa Anna transformed himself from the Napoleon of the West to the Harold Godwinson of Central America. His plan? Gather a new army, march north, smash the stripped-down and unsuspecting Taylor before Scott could land, and then turn his attention to Vera Cruz. On paper it looked great. Unfortunately, certain aspects of the plan seem to have escaped Santa Anna, or at least he pooh-poohed them. Almost half the army was not only newly raised, fewif anyhad any experience or drill of any kind. Symptomatic of this was Santa Annas order to not engage in any practice firing of weapons in order to save ammunition. This meant that several thousand men went into action without ever having fired their muskets. Even worse, the route chosen by Santa Anna was 100+ miles of more than hard road; it was mostly pitiless desert, terrain even seasoned troops would have found a hardship. For the auxiliaries, defenserias and National Guard units, it was a deathtrap. Taylor had, at this time, some 4700 men, virtually all of whom were volunteers, sitting south of Saltillo at the hacienda Buena Vista. While he spent most of early February moving between Buena Vista and another base, some miles to the south, at Agua Nueva, Santa Annas army continued on its march, losing hundreds of men a day. By February 16 its vanguard cavalry had reached Encarnacion, only a days ride from the Americans at Agua Nueva; the bulk of the army marched in during the next two days. By this time thousands had died or deserted, despite Santa Annas exhortations and promises of plunder and glory and if that didnt work and you were caught more than a couple of hundred yards from camp, you got shot on the spot. None of it had much effect, and Santa Anna listed his strength at Encarnacion at just a little over 15,000 or three times that of the Americans. This, though, was a tired army. Americans patrols, by now, had spotted the army and sent the alarm to Taylor at Agua Nueva. Taylor now deferred to his second-incommand, John Wool, who had been over this ground before, to not only pick the place to stand but the disposition of the troops as well. And Wool knew just where that was: the rugged, lunar-like terrain just south of Buena Vista. The right flank was clearly delimited by a series of gullies whose 20-foot sides were so steep that they effectively precluded military movement. To the American left, was a wide plateau which was sliced into a half dozen, steep-sided fingers by difficult, rocky ravines, carved out by eons of running water. Where one of these fingers reached out to the road as it ran by the gullies was La Angostura, or The Narrows, a defile only 40 feet across. It was so easily defendable that Santa Anna would be forced to flank the American army on the plateau, a task made quite difficult by the ravines they would have to cross to do so. Pushing his army in an effort to catch the Americans still under preparation, Santa Annas advance screen of cavalry rode onto the open ground just below La Angostura on the morning of February 22nd, asking for a parlay with Taylor (the standard Mexican method of buying time, one to which the gringos never seemed to catch on). When the Mexican emissary demanded Taylors surrender, quite civilly of course, Taylor replied in rather brusque language, which his aide, Major William Bliss, reduced to a most un-Zach like, I beg leave to say that I decline acceding to your request. The battle was on.
2004 GMT Games, LLC

To the west, however, things were different. Worth, hearing the gunfire to the east, assumed it was a signal to attack. He formed two columns, each advancing eastward along the two main streets running into the city. Resistance, as expected, was fierce. The Mexicans contested each house, each street, and each block. The Americans abandoned the idea of advancing down the streets and decided to go directly through the walls. Grabbing six-pounder shells from the guns they dug small holes in the common walls of the buildings, lit a short fuse, and waited for the explosive results. It was slow goingbut it was sure. House by exploding house, Worths infantry blew its way into Monterey. By mid-afternoon, Worth had set up the 10" mortar in the Plaza de San Antonio, near what appeared to be a cemetery. Shortly after, the gun started lobbing shells towards the center of town and its renowned Cathedral. Soon after it achieved its first direct hit, Ampudia asked for a meeting with Taylor. What followed was a lengthy two-day palaver in which Ampudia, wily as ever, tried to con Taylor out of as much of the latters victory as he could. Taylor finally relented to a somewhat unusual quasi-Honors of War situation which allowed the Mexican army to retire and put an ersatz truce in place for several weeks. Taylors army had taken a bad beating, losing close to 9% of its total force (whereas the Mexican losses amounted to only 5%). His acquiescence to many of Ampudias requests can be ascribed to his realization that his army could probably not have survived another day of attacking which leads one to wonder what would have happened if Ampudia had shown somewhat more spine than an amoeba. As it was, Ampudia was a beaten man, and it was Taylors mistake to not recognize the tremendous advantage that gave him. Regardless, Taylor should also have known that his truce was a political disasterPolks cabinet was not only aghast, they instantly repudiated the whole thingas well as operationally unsound. As far as President Polk and his advisers were concerned, Taylor was finished. Not only was the Monterey truce untenable, but Taylor was starting to show presidential ambitions. More importantly, Winfield Scott had come up with a viable plan to take the war into the heart of Mexico by invading through Vera Cruz. In order to ensure the success of this expedition, though, Scott would need virtually all of Taylors regulars, which he was now empowered to have shipped to him in the Gulf. As for Taylor, he was reinforced with yet another horde of dismal volunteers and told to stay put in Saltillo. He was not happy.

Gringo! Battle Book


Wool had deployed the small army so that the Angostura position was heavily defended, with the remainder of the units to the left of the defile, along the plateau, to guard against what was sure to be a Mexican flanking move. Santa Anna, though, was still moving his huge armyeight large brigades of infantry which he had placed in three divisionsinto position. There were a lot of Mexicans, to be sure; the main question was, were they ready to do the job? Santa Anna first set up his heavy guns on a knoll south of the American position, where, at about 2 P.M., they began to send out a round every now and then. About an hour later, Mejias brigade of activos feinted towards the American right while Ampudias Light Brigade started to work its way through the ravines to the south towards the mountains and the thinly defended American left. Taylor quickly dispatched William Humphrey with several rifle-armed, mounted volunteer companies to cover that area, and, at about 3:30, Humphreys and Ampudia started a series of small fire-fights as the Mexicans tried to get up and around the Kentucky and Arkansas troopers while the latter attempted to counter the maneuver. Neither side had much effect on the other, as fire was disorganized while both sides concentrated on the difficult terrain. Within an hour or so, darkness began to fall and further actions ceased for the night. Taylor, aware of the presence of Mions cavalry riding around in the area to the north, now felt it best to return to Saltillo to see how the garrison there was doing. In case anything was happeningand trusting that Wools dispositions would hold for awhilehe took with him Jeff Davis Mississippi Rifles as well as Mays dragoons, probably his two best units. Santa Anna used nightfall to begin to implement his tactical plan. Ampudias and Mejias probes had shown him what Taylor had, that Angostura was a lost cause, and that the plateau, if attainable, was held by a thinly stretched force of Americans. To that end, he planned a massive, concentrated assault by almost all of his forces on the American left. Wool, in the meantime, began to strip some of the forces from Angostura to help on the plateau. Shermans, and half of Braggs, battery (he had one gun in Saltillo and another across the gullies) remained on the plateau in support, while the rifle companies of the Kentucky and Arkansas mounted regiments still held off Ampudia along the lower ledges of the mountain. Only Lanes 3rd Indiana was available as a reserve. At dawn, Ampudia renewed his assault on Humphrey along the mountains, while Blancos brigade made a half-hearted move towards La Angostura, a maneuver which fooled no one. It was a different story with Lombardinis three brigades, all of which moved under cover of a broad ravine just to the south of the Americans and emerged, in brilliant parade-ground fashion, ready to assault the American line. Right behind them came Pachecos very irregular irregulars, moving in behind Lombardini to his right, while the remaining brigades in Ortegas division remained just to the rear as a ready reserve. About 7000 Mexicans were about to descend on the 2nd Indiana and OBriens three guns. Indiana Brigade commander, Joe Lane, immediately ordered his men to hold at all costs, but his subordinate, William Bowles, either didnt hear this right or didnt want to hear it. After a heavy exchange of fire, he yelled for his men to cease fire and retreat! The Hoosiers, who had already lost over 15% of their men, instantly broke and ran, leaving a huge hole between Humphreys now-beleaguered troopers on the mountain and Bissells 2nd Illinois a hole in which only OBrien and his three guns stood. OBrien had no choice but

to fall back, leaving a previously captured 4-pounder for the oncoming Mexicans. His retrograde move was instantly covered by a wall of fire from the 2nd Illinois and Shermans battery, as the entire American line undertook a slow and disciplined withdrawal of some hundred or so yards. Unfortunately, this move completely isolated the Arkansas and Kentucky troopers at the mountain, all of whom now took to their horses in full flight to the rear. The American left flank no longer existed, and through this huge vacuum swept Juveras cavalry, headed for the thinly defended supply base at the Buena Vista rancho. It was about 9 A.M., and Santa Annas plan was working perfectly. It was at about this time that Taylor returned from Saltillo, along with Mays dragoons and Davis Mississippi Rifles. Taylor quickly took command at La Angostura and sent Wool to reform the slowly retreating infantry. Wool ordered Davis to cover the approach to the hacienda while he sent over the 3rd Indiana and one of Braggs guns. In the meantime, Steens dragoons hastened back to Buena Vista to reinforce the Kentucky and Arkansas troops that had halted their retreat there, only to find their respective commanders, Marshall and Yell, in a shouting match over who had seniority. As Juveras troopers galloped to the charge, the command confusion was too much, and virtually all of the volunteers took off once again. Only Yell and a handful of men, plus the dragoons, remained, as Juveras brigade charged home. The van of the charge was most successful, overrunning the remaining infantry, killing Yell in the process. But Steen launched an immediate counter-charge at the center of the Mexican column, slicing it in half. The front portion overran the hacienda and charged right into the face of one of Shermans guns, which brought them up short in no time. The rear portion of the Mexican cavalry now fell back in disarray, only to be shelled by more American artillery from the plateau to the south. Juvera, repulsed at the hacienda, now regrouped what he could and turned to the south to charge the Mississippi Rifles and James Lanes 3rd Indiana. Davis, however, had deployed the two regiments in an inverse V, and Juveras lancers rode right into it, where the deadly fire from the rifles shot them to ribbons, routing them into a nearby ravine for cover. It was about this time that, several miles to the north, Vincente Mions column of lancers, sent ahead on just this mission, emerged from the mountain passes east of Saltillo and charged the American garrison at Saltillo: several companies of infantry and a couple of guns. The charge was mostly half-hearted and totally unsuccessful. Major Warrens troops made short work of Mion, with the latter beating a hasty retreat back into the mountains yet another opportunity lost to unenthusiastic cavalry work. Back at Buena Vista, Juveras failed flanking maneuver lead to a short period of inactivity, during which Santa Anna reorganized for the final, big assault. He moved almost all of his troops over to his right and sent them back onto the plateau, under Perez. Again, the numbers were massive, but this time the American line was tighter and reinforced by the well-placed guns of OBrien and George Thomas. Close-ranged, rapid fire chewed huge holes in the Mexican line. The Mexican soldiers slowed, wavered, and then began to fall back, at which time Colonel John Hardin, assuming it was a fullfledged retreat, ordered a counter-charge by a mixed group of Illinois and Kentucky companies. The Mexicans were anything but through, however, and a fresh brigade of Mexican infantry met Hardins assault head-on, killing Hardin and pushing the American

2004 GMT Games, LLC

Gringo! Battle Book

line back, once again. American artillery fire was causing heavy casualties, but the Mexicans were still moving forward as darkness approached. It was at this point that Braxton Bragg and his battery arrived. Pushed into the line with guns blazing, Bragg was told by Taylor to maintain his position at all costs: double-shot your guns and give em hell, Bragg. And that he did. The first round of fire blew away Mexican infantry in bunches, the second stopped them cold, while a third round sent the entire Mexican line scurrying back for cover. Braxton Bragg, a commander whose men so disliked him that they once tried to kill him by rolling a lit shell into his tent, had, in essence, used double-shotted volleys to signal the end of the battle. Santa Anna tried to get Torrejons brigade to charge the American line, but they came under withering flanking fire by Washingtons batteries, and, as they turned back to the Mexican lines the skies opened and the rain came down in thick, cold sheets. The Mexicans had fought well, but the outnumbered Americans, supported magnificently by their guns, had held. Both sides were so played out that a continuation of battle by either side was highly unlikely. The casualties were grotesque. The Americans lost almost 15% of their men: 665 men killed, wounded (which was as good as being killed given the medical skill of the day) and missing. For Santa Anna, the numbers were far worse: 3533 killed, wounded or missing, almost a quarter of his army. (To be sure, 1900 of those were just missing as opposed to being casualties, but the end result was the same.) Santa Anna reported a victory, based on guns and flags captured an interesting spin on losing one-fourth your army. From a purely tactical viewpoint the battle was a draw, both sides having been beaten up so badly that neither could continue. However, from a strategic standpoint, it was a huge American victory. Santa Anna was forced to drag his army back to San Luis Potos with only some 7000 men, less than a third of what he started out with. For Taylor, the victory was bittersweet. Buena Vista had been John Wools battle; he set it up, and he directed most of the movements. And, although Taylor was, once again, a hero, he was also on the shelf, as the crux of the war shifted to Scotts army moving on Mexico City. Bothered by the relative inactivity, Taylor relinquished command and went home to Baton Rouge. By fall of 1848 he had been elected 12th president of the United States. DESIGNERS NOTE: Some of this article appeared, in somewhat different form, in Strategy & Tactics magazine, #212, which, for those interested in more battles from this war, also contains games on the first two engagements of the war, Palo Alto and Resaca de la Palma, plus Rio Sacramento. Information can be obtained from Decision Games.

Gringo!

Contents

A complete game of Gringo! contains the following: 2 34 x 22 maps (one is backprinted) 4 Sheets of die-cut counters Note: Sheet 2 contains only 240 units 1 GBACW System Rules 1 Battle Book 4 Player Aid Cards 1 die (10-sided)

CREDITS
GAME DESIGN: Richard

H. Berg

DEVELOPER: John Alsen ART DIRECTOR: Rodger MacGowan PACKAGE DESIGN & COUNTER ILLUSTRATIONS: Rodger

MacGowan
MAP ARTWORK: Mark Simonitch COUNTER & RULES LAYOUT: Mark Simonitch PRODUCTION COORDINATION: Tony Curtis PRODUCERS: Tony Curtis, Rodger MacGowan, Andy

Lewis and Mark Simonitch


HEAD OF RESEARCH: Anton Adams ADDITIONAL OoB RESEARCH: Carleton Andrews Playtesters for GBACW Version: Anton Adams, Keith Cumisky,

Mike Junkin, Derek Batchelor, Jeff Boschmann, Paul Glowacki


PROOF READERS: Elis Simpson, Kevin Duke

2004 GMT Games, LLC

Gringo! Battle Book

Additional Rules Applicable To All Battles


(8.29) Mortars. These rather ungainly looking gunsthey resembled nothing less than someone trying to blow dinner leftovers out of a big kettlehave some interesting pros and cons, most having to do with their high trajectory fire. They may not fire at any target within a two-hex range. They may not combine fire with any other guns. Terrain effects against artillery fire are halved, rounding down. Thus, the trenchworks on the plateau just east of at La Angostura (BV) do not affect mortar fire (1 halved, rounded to 0), but there is a 1 adjustment if it fires into La Angostura through the parapets of the trench (2 halved to 1). Mortars may fire over blocking terrain that is in the adjacent hex (or Monterey block) as long as that adjacent hex is not enemy occupied or controlled and there is then a line of sight from that adjacent hex/block to the target.

(11.8) SQUARE
Square is a defensive formation used by infantry units to maximize their defensive potential against charging cavalry. It did make them vulnerable to artillery fire and it was often difficult to get a unit out of Square in any semblance of cohesion. Square may be formed during Movement or, with some difficulty, in reaction to an enemy infantry attack or cavalry charge. (11.81) Who May Form Square: The ability to do this is restricted to units with training. This means the regulars. Only Regular infantry units may attempt to form Square. The US Regular infantry are those units that have no state designation. E.g., 2 Ind (2nd Indiana Volunteers) is not a Regular unit. The 1st Arty Regiment is. The Mexican Regulars are the Line, Ligero, and Activos units. PLAY NOTE: Dismounted Regular US cavalrythe Dragoons may form square. It was part of their Indian fighting training. (11.82) Forming Square during Movement: Non-disordered Regular infantry units that are not adjacent to an enemy unit, and are under Advance or Attack Orders, may form Square as part of Movement. It costs a unit two (2) MP to form Square. Place a Square marker on top of the unit. (11.83) Standard stacking restrictions apply. If the unit was in Line Extension, simply remove the extender markers when they go into Square. In addition, one artillery unit may remain if stacked with an infantry forming Square, but it may not move into a hex with infantry in Square. Once stacked in the Square, it may not move out until the units leave Square.

EXAMPLE #1: The US mortar is in Monterey 3443; the US controls Loma de Independencia (Independence Hill). The mortar could fire at a target in 3041, but not one in 2943, because there is no LOS from 3342/3 to the latter.

(11.84) Forming Square as Reaction: Non-disordered Regular infantry units, under Attack or Advance Orders, may attempt to form Square when in danger of being charged (11.5) by cavalry. The decision to do so is made immediately after the charging unit announces it is doing so, and which hex is the target, but before the cavalry undergoes the Charge UDD (11.54). The player attempting to form Square, then undertakes a UDD for the unit: Pass means it forms Square Fail means it does not, and is Disordered. (11.85) Square Facing. All hexes surrounding a unit in Square are considered Frontal. (11.86) Effects on Combat and Movement Square has the following effects on combat situations:

EXAMPLE #2: The US mortar is in the Plaza de San Antonio (Monterey); there are no Mexican units in either of the two city blocks directly to the east. The mortar could fire at the Cathedral (on the east edge of the Main Square). HISTORICAL NOTE: For the most part, mortars were highly ineffective as anti-personnel field guns. They were designed for siege work, although the 10" mortar Taylor had at Monterey was just as ineffective against The Black Fort. The 7" mortar included with the Mexicans at Buena Vista is somewhat speculative, as it does not appear in many of the sources. One also wonders what a Mexican army trying to move across a desert to engage an enemy army in a stand-up battle would want with such a gun but one learns never to underestimate the capacity of Santa Anna to surprise.

Units in Square subtract one (1) from pre-Shock DR (not add one, as in 11.55). Subtract one (1) from all combat-related Disordered and Rally die rolls for units in Square. This does not apply to die rolls for entering/leaving Square. Units in Square are treated as Massed Targets, regardless of the number of SPs in the hex. Units in Square have a Movement Allowance of one. Not one hex, one MP. Units in Square may not Shock, nor may they enter an enemy ZOC. Units in Square are automatically under Attack Orders, regardless of what the rest of the Command is doing. However, they cannot use Refuse.

2004 GMT Games, LLC

10

Gringo! Battle Book


Henry, Robert Selph, The Story of the Mexican War (Da Capo Press, NY, 1950). A well-written, survey bookone of manythat has a little more bite than most. Dreadful maps. Nevin, David, The Mexican War (Time-Life Books, Alexandria VA, 1978). For a marvelous visual look at the war, this is a great book. From the sweeping painting of Palo Alto, complete with grass fire, to the watercolors of Monterey street-fighting, to the individual portraits and daguerreotypes of the participants, this book is invaluable. That the text, while surface, is succinct and supportive is an added benefit. Bottom Line: you can see what it was like. Great stuff. Nichols, Edward J., Zach Taylors Little Army (Doubleday & Co., Garden City NY, 1963). A Taylor reconstructionist, although he does admit that Zach was not one of historys greats. Good volume on the first half of the war with some equally good information. Mostly supportive rather than first-line. Excellent maps by Palacios. Smith, Justin H. The War with Mexico, Vol. I. (Peter Smith, Gloucester MA 1963). 75 years old and still the definitive work on the subject. So, all right, the Mexicans are all swarthy banditos who couldnt out-think a chimichangathe unrepentant bad guysbut thats part of the fun in reading Smith and he doesnt spare some of the gringos, either. Smith was single-handedly responsible for the abrupt fall of Zachary Taylor as an American hero. His research was voluminous, as can be gleaned from the large number of informative footnotes. Smith may not be Politically Correct, but he knew his subject. His maps are, for the most part, quite good, especially as he notes what he based them on. Tyler, Ronnie C., The Mexican War, A Lithographic Record (Texas State Historical Association, Austin, 1973). Playtester George Pearson literally stumbled upon this book, which contains 50 period lithographs, many in full color, of the war, including the remarkable series of works by Carl Nebel on each of the battles. The information provided visually by some of theseespecially Nebels detailed and evocative views of the battlefields, as well as those done for Monterey by Daniel Whitingwas just as valuable as the maps and the texts. Urwin, Gregory J.W., The United States Cavalry, An Illustrated History (Blandford Press, New York, 1983). Osprey-type book with a lot more meat. Good chapter on formation of regular dragoons and their operations in the war, as well as how well the volunteer cavalry units did. Several specific cavalry actions discussed in detail, and the weapons the different units carried is also provided. Webb, Walter Prescott, The Texas Rangers (University of Texas Press, Austin, 1991). Reprint of 1935 work, a rather complete, but somewhat flowery and uncritical view of the rangers. Nice pics of the boys, though and it is very informative. I also had done extensive reading in David Lavenders Climax at Buena Vista and the wonderful Chronicles of the Gringos, compiled by George Winston Smith and Charles Judah; however, that was over ten years ago, and I did not retrace those steps this time around.

(11.87) A unit in Square may fire at more than one target/hex. If doing so, the player divides/distributes the firing strength points amongst the target hexes in any fashion he wishes, as long as: 1. No target hex may be fired at by more than one-half (1/2) the units strength (even if firing at only one hex!); and 2. The usual 8.31 maximum is now observed for any one target. EXAMPLE: An 8 SP infantry regiment is in Square. It may fire 4 SPs into two different hexes. (11.88) Leaving Square takes the place of Movement. It also requires a Cohesion check die roll to undertake successfully. Roll one die and compare it to the units Cohesion Rating. Make the following die roll adjustments: 1. If the unit is Disordered, add one (+1); 2. If the unit is adjacent to an enemy unit, add two (+2). 3. If the unit is stacked with a leader, subtract two (2). If the adjusted die roll is the same as or lower than the units Cohesion Rating, the unit successfully leaves Square; if it was Disordered while in Square it is no longer Disordered. If the adjusted die roll is higher, it leaves Square but becomes Disordered. If already Disordered, it Routs. Units leaving Square assume their commands Orders if In Command; if Out of Command, they are under Advance. (11.89) Units in Square may remain in Square if Disordered.

ANNOTATED SOURCES:
BOOKS:
Adams, Anton, The War in Mexico (The Emperors Press, Chicago 1998). The most recent work on the war, and a most valuable source, complete with excellent maps, OoBs with numbers, and a battle by battle run-through of the proceedings. Also includes extensive discussion on tactics, weapons, and uniforms. Invaluable. Alcaraz, Ramon (trans by Albert Ramsey), The Other Side (Burt Franklin, N.Y.,1970 reprint of the 1850 edition). The one Mexican source we could readily get our hands on (Barcenas Recuerdos was unattainable), this one is pretty much a howler much grandiosity, wringing of hands and laying of blame. The North Americans are greatly despised something the 1850 US editors felt they had to ameliorate with equally politically incorrect statements. Interesting to get some of the feel of how Mexico felt (not good). It also contains some excellent maps (except for the one for Buena Vista, which bears only a passing resemblance to the battlefield), much better Mexican OOB and deployment information for the earlier battles than virtually any other source. Bauer, K. Jack, The Mexican War, 18461848 (U. of Nebraska Press, Lincoln, 1992). Probably the best single volume concentrating on mostly the military aspects of the war, with far more detail in that area than most other volumes. This reprint of the 1974 edition does correct some of the typos that caused one to blink, but other, similar whas? remain (notes about which are spread through the rules). Connor, Seymour and Faulk, Odie, North America Divided; The Mexican War 18461848 (New York, Oxford University Press, 1971). In terms of its narrative, just another of those overview books. HOWEVER, the 90+ page annotated bibliography is magnificent, listed by subject with comments on virtually every bookUS, Mexican, old, recenton the subject. For that alone, invaluable. Dillon, Lester R., Jr., American Artillery in the Mexican War, 18461847 (Presidial Press, Austin, 1975). Interesting little book with some good hard information on the US guns, plus some rather unusual theories on certain battles and people. He does spot the disparity between the number of Bragg guns at BV and where they were used. He also is of the two-resacas school of thought. Eisenhower, John S.D., So Far From God (Random House, NY, 1989). The most recent of the survey books on the war, and one of the best written. Eisenhower is more interested in the whys and wherefore and ramifications if the war. He does come up with unusual numbers, though, and they come without discussion. Interesting, with some good pictures and supporting art. Mediocre maps.

MAPS:
The Monterey map presented a couple of problems, as there were several that appeared excellent, but all of which differed in seemingly smallbut often significantdetails, such as the location of barricades, redans, etc. We chose to combine the information contained on the maps in Alcaraz and Smith, which were far more detailed than any of the others (and were closer to the period). This was augmented to no small extent by several contemporary drawings and paintings (one of which, for example, details the extended stone walls on the south/river edge of the city) as well as the narratives and personal descriptions. Needless to say, this was a difficultbut funmap to recreate and we spent much time in getting the city grid as close to actuality as possible. There is no shortage of Buena Vista maps, most of which agree what the battlefield looked like. (Then theres the map in Alcaraz, which must have been drawn after a three-Chihuahua fandango.) Most modern maps leave out some of the branches from the main roadand most importantly the one that runs onto the plateau just behind the gringo linesand some older maps show items for which there is no explanation (like the phantom stone wall in Smiths map). When in doubt, we used Smith, as he based his version on Mexican topological surveys, aside from two visits to the battlefield site. The map for Cerro Gordo is the one in Tony Adams book, which is the one in Justin Smiths. The only difficulty was in determining the (relative) elevation levels. The El Molino map is based on the very detailed one surveyed (and autographed) by Lt. Robert E. Lee and drawn by Z.B. Towers of the Engineers in 1848. There is no dearth of maps on this area/battle.

2004 GMT Games, LLC

Gringo! Battle Book

11

bility of sticking it out for another day, or of coordinating his attacks, it could have been an impressive Mexican win. Given evenly matched players, the Mexican has a slight advantage providing he can keep his troops in some semblance of order and stay away from the US artillery.

CHANGES TO BASIC RULES


PLAY NOTE: Some changes are covered in greater detail in the Special Rules.

5.0 THE ACTIVATION SYSTEM

BUENA VISTA
February 2223, 1847
Preliminary Information
Buena Vista is the biggest battle of the war, a classic confrontation between a small, mobile army emphasizing firepower, and a considerably larger, but slower, Euro-Napoleonic-style force. As such, we recommend players have familiarity not only with the system, but with the various pluses and minuses each army has as these will often be the telling factors. There are two BV scenarios: the February 23rd scenario, and the Full-battle, which covers the tentative skirmishing and positioning of the 22nd.

(5.34.) Neither side may use Brigade Coordination at any level of command. (5.4.) Efficiency Transfer is not used.

6.0 THE ORDERS SYSTEM


(6.2) Brigade Orders Change. For the US, this applies to the individual Regiments.

10.0 FIRE COMBAT


(10.61) Mexican artillery may not move and fire in the same Phase.

11.0 SHOCK ASSAULT


(11.5) US Irregular (Volunteer) Cavalry may not Charge.

13.0 MORALE AND RALLY


(13.2) Brigade Combat Effectiveness. For the US, this applies to Regiments. (13.3) Division Combat Effectiveness is not used. (13.42) Mexican leaders may not be used to affect/help Rally in any way, other than specifically stated in the Special Rules.

Map Scale
Each hexes covers c. 110 yards from side to side or 80 yards, depending on which source map you think is more reliable. We had at least a half dozen maps, some US, some Mexican, and a few from that period. The numbers varied, but not enough to make a major issue over it.

14.0 SPECIAL UNITS


(14.2) Mexican cavalry may not Dismount.

Length of Game
Not as long as the usual GBACW dice-burner, but at least six to eight hours for a complete game would be about normal.

15.0 ENGINEERING
(15.1) Constructing Breastworks is ignored; no one may build breastworks. The US breastworks are discussed in the Special Rules.

Balance
This is a battle that, on the surface, the Mexican Player should have a fairly easy time winning. He outnumbers the gringos by 31, and he has some fairly good units with him. However, several factors are working against him: general army fatigue, a large number of untrained units (both factors represented, initially, by the low Cohesion ratings), and the usual mediocre to miserable subordinate command staff. For the US player, desperation will be rampant most of the time. He has far too many volunteers, several of whom cut and ran more than once during the actual battle. What he does have is a very independent command system, the usual American superiority in artillery (this is the battle on which Braxton Bragg dined out for decades), and units like Jeff Davis crack Mississippi Rifles (more dining out for Davis). Its Ten Holes and Five Fingers time for the gringos. Historically, Buena Vista was a tactical draw, with both sides taking a beating. Strategically, with Taylor still holding his position, it was a US victory but a very close one. Had Santa Anna had the capa-

SPECIAL RULES APPLYING TO BOTH SCENARIOS


TERRAIN
The battlefield of Buena Vista is almost surrealistic, one which provides some unusual problems for both sides. The area is essentially a valley between two rather forbidding mountain ranges, one of which can be seen encroaching on the field in the SE portion of the map. Extending from this mountain is a series of ravines, dug out over the eons by now (for the most part) forgotten rivulets. The sides of some of these ravines range from tough-going, to difficult, to almost impossible; e.g., the sides of the plateau near La Angostura rise some 4050 feet straight up. Aside from the difficulties in traversing such obstacles, in form-

2004 GMT Games, LLC

12

Gringo! Battle Book


The roads are nothing more than dirt paths beaten down into the stony ground by years of use. The Road halves all elevation change costs, rounding down; it also negates any d or D effects. The Road has no effect on streams or the trench. The face changing benefits for roads apply. Buena Vista is a hacienda; officially, Hacienda de la Buena Vista. It had four, maybe five, ill-kept, adobe, flat-roofed buildings, militarily usable only by small detachments. In the words of one of the battle participants, it was a dirty, insignificant little rancho. Because it was slightly uphill from the valley and plateau to the south, it provided a marvelous location from which to watch the developing battle. Disorder Terrain: Note that some terrain types require a UDD/ Disorder die roll (small d), while others are automatic Disorders (large D). The d/D applies as soon as the unit enters such hex or crosses such hexside, and it applies each time such movement takes place. Units that are already Disordered may not enter auto-D hexes or cross such hexsides, and that restriction includes retreat movement resulting from combat. Line of Sight: To make things easy, there is no terrain, other than change in elevation, that blocks LOS. That includes those trees that dot the countryside, which were pretty sparse at best. The desultory, rundown buildings of the hacienda are too dispersed to affect LOS. Some difficulty arises, though, when the slopes come into play. Target on lower elevation: both sheer and steep slopes act as blocking terrain for small-arms fire and artillery firing at a range of four hexes or less if the slope hexside is closer to the target unit than the firing. Halfway is considered closer to target. (With fire range being 2 for most units, this is a problem that occurs rarely.) The slopes do not block artillery firing at 5 or more hexes. Target on higher elevation: the sheer or steep slopes block LOS only if firing unit is firing through a (higher) slope hexside that is part of the firing hexunless the target is directly adjacent. Units may always fire into adjacent hexes through slope hexsides (with some drms for the tendency to fire high when firing at targets that are much higher or lower). However, because of the difficulties in depressing and raising the guns, artillery may not fire into an adjacent hex separated by a sheer or steep slope hexside, whether higher or lower. DESIGN NOTE: As for the mountain in the SE corner of the map, by the time you get past level 6, youre into straight up the mountainside. Level 6 represents the farthest limit a military unit could go on this rather formidable mountain range.

ing these deep cuts, the rivulets managed to deposit a good deal of debris, mostly in the form of stones, rocks, boulders and whatever. What is indicated on the map as streams, are nothing more than an inch or two of trickling water. These, together with some minor tree growth, made moving up and down the ravines a major problem for cavalry and artillery. On the other, western side, is a spectacular series of gullies through which runs actually dribbles whats left of the river that formed them. These narrow gullies have almost vertical, 2030 foot sides, rendering them uncrossable to all but the most determined infantry. Even then, it is not recommended. About the only feasible crossing on the map is to the rear of La Angostura (which is treated as a stream hexside), which is where McKee crossed over before the battle began. (Theyre there to guard a rather tortuous mountain trail that Santa Anna could have used to by-pass Taylors position. Santa Anna did not so choose because of the difficulty of using that trail. See the Optional Rule on this, below.) The restricted passage between the spurs and the gulliesat 1632/ 1633is appropriately named La Angostura, The Narrows. And narrow it is 40 feet from the spur to the gully (or, realistically, about 15% of a game hexside!!). To reinforce this passage, General Wool had his men dig a ditch during the night of 2/22, backed by a parapet of earth, behind which the infantry stood. Thermopylae, Mexican-style. The spur immediately above and to the east of La Angostura was further protected against enemy fire by a somewhat haphazard breastwork. Special Facing Rule [7.1] Units in 1632La Angosturaface the hexside, not the vertex. The three hexes to the front1532, 1633, 1732 (albeit across the slope)are its frontal hexsides; the other three, its rear. Fire may directed into/through any reachable hex within the arc between 1036-1532 and 1633-1733-2336, etc. The Trench and the Breastworks: The defensive benefit of these hexsides apply to those units in 1632, north of the hexside, inside the teeth and only through those hexsides. However, the trench and the breastworks do not exist during the February 22nd turns, until the Night-2 turn. (They were constructed during the night after the first day of battle.) Of course, they can be so constructed only if the US player occupies the appropriate hexes during the Night-2 turn. There is no cost to doing this; they just appear at the beginning of the 0600 turn. The Elevation changes are relative scale varies, depending on the location. However, the map differentiates among: Gradual Slope: a change in elevation without a slope indicator. Thus, while 2142-2242 and 1731-1730 both represent changes from Level 1 to Level 2, the former is distinctly abrupt, almost cliff-like, while the latter is quite gradual. Steep Slope: any change in elevation of around 3045o or so. Sheer Slope: any change in elevation that is closer to straight up than what steep represents. For all intents and purposes, these are uncrossable militarily. All Level 5 and 6 hexes are considered Rough hexes. The Gullies, as discussed above, are crossed with great difficulty, and only by infantry. And, yes, the +5 cost means units with only 5 MP available may not cross them ever. The light woods on the map are mostly sparse, single-lines of trees that dotted the countryside. They arent much of a hazard or obstacle, but they do allow us to throw in a little green.

Courage
Some of the leaderson both sidesshowed a definite tendency towards wobbly legs, soft spines, and a desire to return home. These leaders are indicated with a + next to their Profile Rating. Any time any + Leader is within one hex, or stacked with, any unit from his side (whether it is his command or someone elses) that is the (defending) subject of a Shock attack, before resolving that Shock, that leaders Player rolls the die. If the DR is a 0 or a 9, the leader in question has turned tail and bolted. Place a Bolted marker on that leader; he is not in play. At that instant, and before anything else is resolved,

2004 GMT Games, LLC

Gringo! Battle Book


The units from his command are now Out of Command (until, at best, their next activation). Undertake a UDD for each combat unit in that leaders command that was within his range at the moment he Bolted. If it fails, it is Disordered (as if from Shock). The next time that unit is Activated, before doing anything else, the player rolls to see what the leadership status of that command is. Roll the die: If the DR is a 01, the Bolted, no leader status remains in place. If the DR is a 23, remove the Bolted marker and flip that leader to his Replacement for the remainder of the game. If the DR is a 49, the fellow has come to his sensesa little cold water and a couple of sharp slaps across the cheeks probably helpedand returned to command. Remove the Bolted marker, and that leader is back to his original condition. (And he can still Bolt again!)

13

All Infantry Division Commanders, and all Cavalry Brigadiers in the MSA get that Efficiency that turn minus one (to a minimum of 1). Reinforcements: Use the AM listed for the turn of arrival. EXAMPLE: At the start of a Turn, Santa Anna is in his Command Box in the MSA and the Mexican Player draws the 3 Efficiency Marker. Pacecho (I Division) is in the MSA, as is Mejias Brigade. They get 3 AM; but Uraga is on the map. He gets only 2 AM. Lombardini (II) is on the map, so all his In Command and MSA brigades get 2 AM. Any brigades outside his range get only 1 AM. Juvera (2/Cav) is in the MSA; he gets 3 AM (as Cavalry does not need a Division Commander to relay Efficiency). Artillery always gets 3 AM (2 regular, one extra for the San Patricios, as below).

Thunderstorms
Starting with the 1300 game-turn of 2/23, either player rolls the die at the end of the Orders Segment (II). If he rolls a 0 or a 9, a thunderstorm has broken loose, with the following effects: All MAs are halved, rounding up. No unit may cross a Sheer or Steep slope. Command Ranges are halved. Artillery range maximum is seven (7) hexes. There is an automatic 1 when firing any unit during a thunderstorm. If a small-arms unit fires during the storm, if the die roll used to resolve that fire is a natural even, that unit incurs an Ammo Depletion of 1 level. (This represents the problems with wet powder, and is obviously used only when using 10.9.). Thunderstorms last only one turn, and there is only one Thunderstorm per game. Once a storm occurs, do not roll for it again.

Mexican Cavalry
The four Mexican Cavalry regiments are activated when the Cavalry AM is drawn. They are independent of any Division Command, and they do not suffer any penalty for being out of any Division Commanders Range.

The Mexican Staging Area (MSA)


The Mexican Army does not use the reserve Rules (6.3). They may not be placed In Reserve. The abilities of 6.3 are replaced by these MSA rules. The Mexican Staging Area has a box for each Mexican brigade. All Mexican units enter the game-map, from the MSA, through hexes 1549-1949 inclusive.

Movement Into/Out of the MSA


It costs 1 MP (any/all types of units) to enter 1549-1949 from the MSA and vice versa. Only units exiting (retreating off) the map through 1549-1949 may enter the MSA; all other units are eliminated if they leave the map through any other hex. US units may not enter the MSA; those that attempt to do so are treated to a fandango, given a brief (?) speech from Santa Anna, and then thrown to the coyotes. (It is somewhat difficult to tell which of the last two is worse.)

MEXICAN SPECIAL RULES


Mexican Command Efficiency and Activation
Santa Anna is the Overall Commander. The Mexican Player gets four Efficiency markers (1, 2, 3, 4). These apply to all units in Santa Annas Army, as follows.

Santa Anna in the Mexican Staging Area:


All Infantry Division Commanders, and all Cavalry Brigadiers in the MSA get that Efficiency that turn. All Infantry Division Commanders, and all Cavalry Brigadiers on the Map get that Efficiency, minus one (to a minimum of 1).

Routed Units
Mexican units that rout are placed in their MSA Box. The Mexican Player may attempt to Rally any Routed units in the MSA, in Phase IV/B/2. To do so, he undertakes a UDD. If the same as or lower than the rating, the unit is Rallied to Disordered status (retaining any Hits). If higher than the units Disordered Cohesion, it remains Routed and loses a SP. He may adjust the die roll as follows: If Santa Anna is in his Command Box in the MSA during this Phase, subtract one (1) from the die roll. If it is a Night Turn, subtract one (1) from the die roll.

Santa Anna on the Map:


All Infantry Division Commanders, and all Cavalry Brigadiers on the Map and within Santa Annas Range get that Efficiency that turn. All Infantry Division Commanders, and all Cavalry Brigadiers on the Map and not within Santa Annas Range that Efficiency, minus one (to a minimum of 1).

2004 GMT Games, LLC

14

Gringo! Battle Book


Any Mexican unit of the brigade forced to retreat must retreat towards 1033. Units attempting to enter via 1033 may not be resupplied if Out of Ammo. PLAY NOTE: Using this rule helps the Mexicans, tipping the balance somewhat in their favor.

For each intact (all units in the brigade) cavalry brigade in the MSA, subtract one (1) for each such brigade. No units in the cavalry brigade may be Disordered or Routed.

Fatigue and Disorder


Mexican brigades can reduce Fatigue only if they (all units) are in their MSA. 17.43 applies, but only if the entire brigade spends the turn in its MSA. PLAY AND HISTORICAL NOTE: Obviously, as the game progresses, the Mexican Player must start making choices as to whether Santa Anna is best on the field, running the show, or back in the rear, flogging the troops onward. Historically, he did a bit of the latter, hanging a prospective deserter every so often to stiffen a wobbly spine or two.

Mexican Small Arms Fire


The Mexican infantry was armed, mostly, with muskets. That wasnt the problem. The problem was that the powder the Mexican Army used was of inferior grade, requiring the soldiers to often double the amount used to get an adequate charge. This resulted in a shouldersmashing kick, to which the soldiers adjusted by firing their muskets from any physical position other than against the shoulder. The result of all this was that their musket (and rifle) fire was less effective than it could have been. When using the Small-Arms Fire Table for Mexican M, C, and R weapons (but not those peculiar escopettes [E] the cavalry carried) the Mexican player subtracts one (1) from each and every such die roll. Mexican units may not use Prepared Fire (10.5) under any circumstances.

Santa Annas Personal Guard


The two Hussars of the Guard of the Supreme Powers cavalry units are Santa Annas personal guard. They stay stacked, in the same hex, with him, and goes wherever he goes, moving at the same rate. They may not attack, charge or do anything other than move when so attached. They do defend normally, of course.

Mexican Off-Board Movement


The road leading off-map at 1033 is a rather rough, mountain trail that skirts the rather imposing mountains just off the west edge and ends up several hundred yards behind the Mexican Staging Area! Santa Anna was very much aware of it and seriously considered sending some troops to flank Taylor, which is why McKee is sitting where he is on the morning of February 23rd. (Wool was also aware of it.) The prevailing opinion is that Santa Anna chose not to do so because it was a difficult trip over rutted, narrow paths, which pretty much obviated bringing artillery. Justin Smith, however, visited the battlefield several times and stated that the trail was a viable infantry path, albeit a rough one. Knowing all this, we have the following rule. At any one time during the game (either one or two-day battles) the Mexican Player may remove any one infantry brigade (all units) from its Staging Area Box and place it in the Mexican Off-Map Movement Box. Neither Artillery nor cavalry may be placed in the Off-Map Box. This requires the use of that commands entire AM. When the Mexican Player places a brigade in the Off-Map Box he takes the three Off-Map Movement markersone with an 8, one with a 10 and one with a 12and puts them in a cup, randomly drawing one. This is the number of AMs that the brigade will take to reach the western edge of the map (as below). He keeps this marker secret until it has to be revealed. When the brigade reaches the western edge of the map the Mexican Player may now do one of two things: 1. He may (attempt to) enter the brigade through any hex within two hexes of 1033. Units so entering may move into an enemy ZOC, but they may not enter a US-occupied hex nor may they fight their way onto the map. (Lets keep these rules to a workable length, OK?) After that, theyre on their own. If the units cannot enter, they remain off-map until they can. Or, 2. He may return the brigade to the Staging Area. Use the Off-Map Movement markers as above and add +2 AM to represent fatigue from the original march.

Mexican Lancers
Most (if not all) Mexican Cavalry was armed with lances. They were thus more in the Napoleonic mode than the US mounted troops. Lance-armed cavalry (L) adds one (+1) to the resolution of all Charges. PLAY NOTE: This means the Mexican lancers get a +2 for Charging, not just a +1. DESIGN NOTE: Mexican cavalry used either carbines or escopettes. Which units used which is almost impossible to tell. So we gave the regular line units the carbines and the rest the escopettes.

Mexican Artillery
Mexican artillery batteries may not be assigned to any brigade or division. They fire only when the Mexican Artillery AM is drawn, and in Reaction. The Mexican artillery has three AM every turn. With two of them, any/all Mexican guns can fire. With the third AM, San Patricio Only, only the guns of the San Patricio batteries may fire. PLAY NOTE: Mexican canister/grape is so ineffective because of poor powder/shot.

Los Zapadores
Los Zapadores were an elite infantry unit of engineers (sappers) under the direct command of General Santiago Blanco. The Zapadores may be assigned/attached to any infantry brigade at the beginning of any turn that both the Zapadores and the brigade of Assignment are in the MSA, and Santa Anna is there, too. Otherwise, they stay in the MSA, or on the field if already assigned. may be treated as an Independent command, using whatever the Mexican Efficiency marker is for that Turn (and the Zapadores AM).

2004 GMT Games, LLC

Gringo! Battle Book

15

The US Player draws only one Efficiency Marker per Turn, from which he gets AM for only three groups: Taylor, Wool, and Independent.

Mions Marauding Minions


The cavalry brigade of General Vincente Mion had been sent east, through the mountain passes, with orders to attack the rear lines of communication of Taylors army at Saltillo. It did so, in rather desultory fashion, and was easily repulsed by the Saltillo garrison (four companies of Illinois foot, one from the Mississippi Rifles, a sixpounder from Braggs battery, plus some heavy howitzers under Captain Webster.) (Another such column of cavalry, from Santa Annas Division of Observation, under General Jos Urrea, had better success to the north, disrupting supply and travel from Monterey for a month or so!) We feel that Mion would never have been a factor in the battle (there is little, if any, evidence to indicate he would have turned south to aid Santa Anna). At best, his horses would have been in pretty poor shape even if he had had some success at Saltillo. So, for those of you who feel that the Mexicans need yet another useless brigade of 1000+ men, heres what you do. Starting with the 1200 turn of 2/23, in any turn in which the Mexican Player draws an Efficiency Marker of 3 or more for his Cavalry, he may use that entire turns Cavalry Efficiency to bring in Minon. This means that the only AM placed in The Pool is one Minon AM, plus one AM, each, for the other cavalry commands. Mions brigade may be brought in through any three contiguous hexes along the NE border of the map between 3801 and 4810. All units in Minons brigade arrive with a Fatigue Level of 2. The turn following Minons arrival, the US Player has available as a Reinforcement: 2 Illinois d infantry (Bissell), and a 1-gun 6-pounder from Braggs C, 3/US battery. They enter as Independents through 1301 or 1601; if they cannot, they do NOT enter at ANY time. They may use March Orders, if eligible.

In the Activation Efficiency Determination Phase (II/A), the US Player must designate each of his regiments and batteries/section as belonging to one of these groups. Regiments may belong to a Taylor or Wool Command if the regimental leader is within that commanders range. Otherwise, they are Independent. See, below, for artillery. There is a series of boxes for each Regiment, onto which the US Player places his Command Indicator. The assignments made in II/ A last the entire turn. Units under Taylor/Wool may receive Division Orders, even though they are actually only regiments. Units operating under Taylor or Wool use the drawn Efficiency marker, without any adjustment, and that commanders AM. For example, all Taylor-designated regiments are activated when a Taylor AM is drawn. The mechanic for Independents, though, is somewhat different. The Independent AMs are numbered 14. The specific # of AMs placed in The Pool is that of the maximum possible Efficiency any individual Independent could have that turn. Independents use the turns Efficiency marker, minus one, and then adjusted by the Regimental leaders Orders Rating, and the Independent AM. Thus, drawing an Efficiency marker of 3, reduced automatically to a 2, and a leader with a +1 Orders Rating, that Independent will have 3 possible AM that turn. To indicate this, place an Independent Marker, information side down, atop that Leader. That marker will indicate that the Leader will be activated when Independent AM 1, 2 or 3 is drawn. If Independent AM 4 is drawn (if in The Pool), it is not activated. PLAY NOTE: A Regimental leaders Orders Rating is used, therefore, for two mechanics: Changing Orders during an Activation (as per 6.2). Adjusting that Regiments Efficiency for that turn. EXAMPLE: There are three independent regiments. The US player draws a 3 Efficiency for that Turn, which is automatically reduced to a 2. One regimental leader is a +1, one a 0, one a 1. This means that the US Player will have, available, three Independent AM#s 1, 2 and 3that turn. Three AMs numbered 1-2-3 are placed in The Pool and the leaders marked accordingly. The +1 regiment (with a 3 marker) will be activated when 1, 2 and 3 are drawn; the 0led regiment (with a 2 marker) when 1 and 2 are drawn, the 1 led regiment (with a 1 marker) only when the 1 AM is drawn.

SPECIAL RULES FOR THE UNITED STATES


U.S. Efficiency and Activation System
By the time of Buena Vista, most of Taylors regulars had been stripped away and sent to Winfield Scott for the Vera Cruz expedition. They had been replaced by untested volunteers to such an extentof the 4700 men available, only 700, including artillerists, were regularsthat virtually all semblance of command hierarchy had disappeared. However, because the US army was composed of such small units, and, perhaps, because they were volunteers, they displayed a remarkable independence of action at BV. The command system for this battle is adjusted accordingly. The US Command Hierarchy is very simple. Taylor is Overall Commander; Wool is a sort of second OC, with both functioning, in game terms, as Corps (probably more like Division) co-commanders. Below that, all commands are regiments, each with a regimental commander who functions like the Basic Rules brigadiers.

US Artillery
US Artillery units activate either as Independents (all artillery units stacked with or adjacent to another artillery unit), or, if within Taylor or Wools Range, as part of a regiment (and so designated when the Taylor/Wool assignments are made). When Independent, US artillery has an Orders Rating of +1.

Saltillo
Taylors main base of operations was the city of Saltillo, about 56 miles north of Buena Vista. Taylor had received word that Mions cavalry brigade had circled to the east, slipped through the passes, and was headed towards Saltillo. With Saltillo defended by only a

2004 GMT Games, LLC

16

Gringo! Battle Book

minimal garrison, Taylor was rather worried that his base would be taken and his army would be trapped. Therefore, each turn, starting with the 1700 turn of 2/22, the US Player rolls a die in the Initiative segment. If he rolls the DR listed on the Turn Track Taylor, all of the 1st Mississippi, the Texas Rangers, and the 2nd Dragoons (with May), are immediately removed from play. If they are still on the map by the 2000 turn, they are automatically removed at the beginning of that turn. Taylor, and all of the departing combat units, return to the game, as Reinforcements, (through hex 1601) in the 2/23, 0600 game-turn.

BUENA VISTA SCENARIOS THE ONE-DAY BATTLE; February 23


This scenario simulates the main battle, beginning with the unfolding of Santa Annas initial attack. There is no information as to how many losses were taken by units on the 22nd, although the fighting was minimal. Therefore, no units start with any reduced strength. The game starts with the February 23rd, 0600 game-turn and ends either when one side Withdraws, or at the end of the 2000 gameturn. The Mexican Player automatically has the Initiative for the 0600 game-turn and may deliberately choose any AM available. No units have any Fatigue.

The Texas Rangers


There is a detachment from Hays regiment of Texas Rangers (see Monterey), led by Ben McCulloch. The Rangers pretty much did what they wanted (and much of what they did do wasnt very pretty), although, as cavalry, they are nominally attached to Lt. Col May. To reflect their independence of thought and action, the US player may either use them as part of Mays cavalry, or he may use them as an individual regiment. For this purpose, McCullochs Rangers are considered to have an Orders Rating of +1, and an Action Profile of Aggressive.

Initial Deployment, United States Army of Occupation


Cavalry is listed as mounted or dismounted and Specific Orders are given. If none given, choice is up to the Player. Units may be faced as desired. Hex 2014 Anywhere 1912 1810, 1910 1632 1732 1833 3135 3236 3038, 3138 3239 3339, 3440 3541 4243, 4444 4546, 4547 Units Taylor Wool May; 2 Dragoons [March] Davis; MS Rifles (Mounted) [March] 1 IL c, B, 4 US guns (two 6s, two H12s) [Attack] Hardin; 1 IL b [Attack] 1 IL a; B, 4 US ( two 6s, two 4s) [Attack] McCulloughs Texas Rangers (Mounted) [Advance] [a] 1st Dragoons (Mounted) [Advance] [a] McKee; 2 KY a b [Attack] E, 3 US battery (all guns) [b] Bissell; 2 IL a b c, Texas Foot [Attack] C, 3 US (all guns) Marshall; 1 KY Mtd a b (Mounted or Dismounted) [Orders Players Choice] 1 KY c, AR Cav c (Dismounted) [Attack] [c]

Marshall as Cavalry Commander


Humphrey Marshall was the de facto cavalry commander for the battle, serving as a sort of ersatz brigadier. To represent this, Marshall may commandin addition to his Kentucky Mounted men any three, nonregular cavalry units (counters) the Texas Rangers are considered regulars for this purpose within his range, whether they are mounted or dismounted. These attached cavalry are so designated in the Activation Efficiency Phase (II/A), and such designation lasts for, at least, that turn, and until designated otherwise (in a subsequent II/A).

W/i 1 hex 1729 Jm Lane; 3 IN (all)

Captured Mexican Guns


John Washingtons B, 4US battery contains two captured, Mexican four-pounders. The battery personnel was not as trained in their use as their standard caliber, and the limbers and caissons were not the same type Ringgold had had installed to make the artillery flying. Thus, they have a reduced Movement Allowance.

W/i hex of 3936 Yell; AR Cav a, b (Mounted) [Advance]

3642, 3742, 3843 Bowles, 2 IN a b c

[a] Treat these as one command, at least to start the game. [b] The actual whereabouts of some of the US guns on the morning of the 23rd can get a mite confusing. Weve chosen the simplest one. [c] The Arkansas c is under the command of Marshall.

2004 GMT Games, LLC

Gringo! Battle Book

17
1st Dragoons (Mtd) [c] 2nd Illinois (a, b, c); 1st Texas Foot; Bissell 2nd Kentucky; McKee [e] Arkansas Cavalry (Mtd): Yell [d] 1st Kentucky Mtd (Mtd); Marshall E, 3US battery (three 6-pounders; one H12) C, 3US battery (two 6-pounders, one H12) [e] 1st Mississippi Rifles (Mtd); Davis 2nd Dragoons; Texas Rangers; May

Initial Deployment, Mexican Army of the North [a]


Cavalry is listed as mounted or dismounted. Specific Orders are given. Units may be faced as desired. No units have any Fatigue.

W/i 1 hex of 2734 W/i 1 hex of 2936 W/i 1 hex of 3138 W/i 1 hex of 3440 W/i 1 hex of 3740 2834 2631 1524,1625 1809-10

Starting in the Mexican Staging Area:


Mejias Brigade (3/I); all of Ortegas Division (III); Andrades 4/ Cavalry. Hex 1946 1641 W/i 1 hex of 1943 2144 2145, 2246 2945 In any Level 1 hex from 2243/4 2743/4 3946 4246-9 Units Santa Anna; the Hussars Zapadores (Independent) [Advance] Juveras 2nd Cavalry; Torrejons 3rd Cavalry [Advance] Leon Artillery battery San Patricio Artillery battery Ballarta Artillery battery Pacheco (I), Uragas Brigade (5/I); All of Lombardinis Division (II) 4 Line Infantry (Guzman) [a] [Advance] Ampudias Light Brigade [Attack] [b]

[a] Although all sources agree as to which units were present, few agree on exactly where they were when the battle started on 2/22. Our deployments used those sources which tended to place units before Santa Annas arrival south of La Angostura. [b] Also problematical, as with [a], is the location of Taylor, the Mississippi Rifles, and Mays 1st Dragoons. They left with Taylor when he returned to Saltillo the evening of the 22nd and were not involved at all in the preliminary fighting of the 22nd. There is some indication both units were being held, in reserve, far to the rear which is where we have placed them. See the Saltillo rules, below. [c] Any one of Mays cavalry units may be attached to any other commander, simply by being within the latters range. [d] Detachments from these units were sent across the gullies, to the west, to guard the approach on that flank (c. hex 1021). Exactly when is a good question. [e] One of Braggs six-pounders is with the Saltillo garrison.

[a] The 4th Line infantry is assigned to Ampudias Brigade and is considered part of that brigade for the remainder of the game. [b] Ampudias good Orders rating, when compared to his ratings for the first three battles, is based on his performance (and unusual energy) at Buena Vista.,

THE TWO-DAY BATTLE February 22-23


The game starts with the February 22nd, 1300 game-turn and ends either when one side withdraws, or at the end of the February 23rd 2000 game-turn (when Santa Annas supply situation dictated his abandoning the battlefield.) It allows the players to recreate the original maneuvers prior to the next days fighting. The Mexican Player automatically has the Initiative for the first game-turn. For the first turn, the Mexican Player automatically, without drawing, has an Efficiency of 3. The US draws.

Initial Deployment, Mexican Army of the North [a]


No Mexican units start on the map. Some start in the Mexican Staging Area (see below); the rest enter the game as Reinforcements. All Mexican reinforcements, as well as those that start the game in the Staging Area, are at Level 1 Fatigue. Starting in the Mexican Staging Area: Santa Anna; the Hussars; Ampudias Light Bgde; Pacheco (I), Mejias Brigade (3/I);

Reinforcements (All during 2/22)


Turn 1300 Units San Patricio Arty Battalion; Juveras 2nd Cavalry Brigade; Zapadores [3 AM; Zapadores arrive with the Cav AM] Uragas Brigade (5/I) [2 AM] Torrejons 3rd Cavalry Brigade [2 AM] Lombardini (II); Condes Brigade; Perezs Brigade; de Leon Artillery Battery [3 AM; Artillery only 2 AM] Ortega (III), Guzmans Brigade (4/III); Terres Brigade (6/III); Parrodis Brigade (7/III); Andrades 4th cavalry Brigade; Ballertas Artillery Battalion [3 AM; Artillery only 2 AM]

Initial Deployment, United States Army of Occupation [a]


Cavalry is listed as mounted or dismounted. If none given, choice is up to the Player. Unit Orders are up to the Player. Units may be faced as desired. Hex 1629 1632 1732 1833 W/i 1 hex of 1729 W/i 1 hex of 2128 Units Taylor [b] Wool; 1 Ill a ; B, 4 US (two 4s, two 6s, two 12Hs) Hardin. 1 Ill b 1 Ill c; B, 4US (two 6s) 3rd Indiana; James Lane 2nd Indiana; Bowles

1400 1500 1600 1800

2004 GMT Games, LLC

18

Gringo! Battle Book

RULES APPLICABLE ONLY TO THE TWO-DAY BATTLE


Mexican Reinforcements
It costs arriving reinforcements one AM to be placed in its Mexican Staging Area box. All Reinforcements enter the game in Advance Orders.

Winning the Game


Santa Annas objective is to put Taylors army hors de combat for a while, so that he can turn his attention to Scotts coming invasion at Vera Cruz. He can do this either by destroying Taylors army, or by cutting Taylors LOC so that the latter is forced to retire far to the north. Taylor, of course, is trying to avoid either of these; if he can retain the field at the end of the battle, he has won the day regardless of what losses he takes (for the most part). Automatic Mexican Victory #1: If, at the end of any turn, the Mexicans control 1601, 1809, and 1810, and there are no US units on or adjacent to the road 1601-1810, the Mexican wins. Automatic Mexican Victory #2: All US commands, other than the artillery, are Combat Ineffective. Automatic US Victory: All Mexican commands are either Combat Ineffective or in the MSA. For this purpose, Andrades Brigade is not considered. Failing the above, its a fight to the finish. (We assume that no Mexican player will ever get swept off the map in entirety; if that happens to you, perhaps a hobby switch to, say, raising guppies, would be salutary.) Players earn points for rendering enemy commands Ineffective and/or attaining geographic objectives, as follows. Control means occupy or last to occupy. Objective Ineffective Enemy Command [a], each Controls 1632 Controls both 1809-1810 Mexican unit occupies any one hex in 1027-1033 Mexican unit controls 1601 No Mexican non-routed unit in any hex xx26 or lower (i.e., to the north) Santa Anna killed [b] US Points 6 1 3 0 0 10 Mexican Points 2 10 5 5 5 0

Mexican Fatigue
As noted, above, the Mexican Army was not in good shape. It had lost 25% to attrition over the last month on its march across the desert from San Luis Potos, had not eaten in the last 12 or so hours, and had slept little, if any, the previous night. Santa Anna would have been wiser to allow his army to rest at Agua Nueva, just south of Buena Vista, before joining battle but he chose otherwise and, on the 22nd, was forced to use an army whose effectiveness was severely reduced by fatigue. To simulate this, all Mexican reinforcements, as well as those that start the game in the Staging Area, are at Level 1 Fatigue.

Reassignment of Mexican Line Infantry


As festivities started on the morning of the 23rd, Santa Anna reinforced Ampudias light brigade with a regular line unitthe 4th Linefrom Guzmans brigade. The player may Re-create this, if he wishes, at any time starting with the 0600 2/23 turn. He may transfer any single Line Infantry regiment to Ampudias command for the rest of the game, if the regiment is either within Ampudias Range, or in the MSA, as is Ampudias brigade. PLAY NOTE: This is not available for the 2/23 scenario, as the 4th Line has already been reassigned.

Straggler Recovery
US Units use the normal rule (16.2); Mexican units may recover Stragglers only if in the MSA.

What If? Santa Anna Rested His Men


The following, alternate history rule is highly optional; it is included for those who wish to explore the avenues of possibility. Assume that Santa Anna realized that his army was at the end of its emotional tether and decided to let them take a breather at Aqua Nueva. He thus starts the battle one day later (same time, though, as he still had to get to La Angostura). None of his units have any Fatigue Level. However, the US Player may redeploy any/all of his on-map units as he sees fit, as long as no unit deploys in a hex ending in 44 or higher.

[a] For purposes of victory points, a Mexican brigade that has some units in the MSA but all of its on-map units are Disordered is considered Ineffective. [b] There are no points for loss of any other commander as only the Mexican army was led by cult of personality. The gringos may have liked Taylor, but it really mattered little to them who was in command.

NEW ARTILLERY UNITS: After countersheet #1 was printed, it was decided that artillery should have the same cohesion level on their disordered side as their front sidetherefore, sheet 2 contains the corrected artillery units.
2004 GMT Games, LLC

Gringo! Battle Book

19

II. B Division Orders. The US Player must be within range of Taylor. The Mexican Play may change any brigade (the Mexican army has no divisions) if Ampudias posture is aggressive and the Brigade Leader is within range of Ampudia. II. C Reinforcement Orders is not used. II. D Reserve Placement is not used. IV.D. When the fifth Turn of that Assault Period is finished, play proceeds to the Interphase, unless it is the 4th Assault Period, in which case, the game is over.

THE INTERPHASE

MONTEREY
Nuevo Lon, Mexico September 2023, 1846
Preliminary Information
Montereyan assault complete with cavalry charges and street fightingis probably the most demanding scenario in Gringo!. It has an extended amount of special rules, most having to do with the unusual nature of street-fighting and the game-type terrain rules it requires. And both players must make a large number of difficult strategic decisions, decisions often made obsolete by rapidly changing situations. It is also potentially a long game. We therefore strongly recommend that you give one of the other battles a runthrough before tackling Monterey.

When all five (5) Turns of each Assault Period have been played, players, in the Interphase, may do the following: Stage 1: US Unit Relocation Stage 2: US Rally and Recovery Stage 3: Mexican Re-deployment and Rally Stage 4: US Re-Staging

(4.0) COMMAND
(4.2) CHAIN OF COMMAND
(4.21) The US Chain of Command is Brigade to Division to Overall (Taylor). The Mexican Chain of Command is Brigade to OC (Ampudia). (4.3) There are no Artillery Leaders.

(5.0) THE ACTIVATION SYSTEM


(5.1) TURN INITIATIVE:
Neither player uses their OC Ratings for this. However, the Mexican Player adjusts his Initiative DR according to his (Ampudias) Strategic Posture.

Length of Game
The game is not played using the usual Turn Track. Rather it uses four Assault Periods, each period with five (5) turns. More information on this is given, below. Experience shows that each Assault Period takes about 8+ hours. Redeployment, between periods, takes about half an hour. While the game can take less than four Assault Periods, it will usually take at least two. Keep in mind that this covers four days of actual fighting. Its a long game.

(5.2) EFFICIENCY
US Efficiency
The general principles of Efficiency apply, except that there are no Corps commanders. Instead, Efficiency markers are drawn for the Division commanders. And, the Division Commanders each have an Efficiency Rating for adjusting the drawn AM marker for their Division. 5.22 is changed slightly to note that a Divisions Efficiency (AM for use) is increased by one if that Divisions commander is either in the same Staging Area as Taylor or on-map within Taylors command range. The Cavalry Brigade (under Henderson) is treated as a Division for AM purposes. As a Brigade Commander Henderson has no rating to adjust his AM Efficiency. Hendersons individual units (1 Tex, 2 Tex and 2 Dragoon) may be re-assigned to other brigades (limit one per brigade). If all cavalry units are so assigned: Henderson is placed and must remain in a Staging Area for that assault period. No cavalry AMs are used.

Map
The Monterey map uses a scale of c.125 yards per hex. The city of Monterey is drawn to scale using the actual (and complete) street layout at the time.

Balance
Many factors to consider here, but, overall, the US is slightly favored.

CHANGES TO BASIC GBACW RULES


(3.0) SEQUENCE OF PLAY
I. Ampudia Strategic Posture Determination. Before determining Initiative, the Mexican Player must determine Ampudias Strategic Posture, as per the rules for doing so. II. A. Activation Efficiency Determination. US Efficiency applies to its Divisions. The Mexican Efficiency applies to its Brigades, depending on their location, as per Ampudias Strategic Posture.

Mexican Efficiency
Mexican Efficiency depends much on Ampudias Strategic Posture. The Monterey and Outside City AMs use the Mexican Efficiency markers, as adjusted by Ampudias Strategic Posture. AM for the Black Fort and unattached artillery (usually those guns outside the city) are fixed and not affected by Efficiency.

2004 GMT Games, LLC

20

Gringo! Battle Book

(10.0) FIRE COMBAT


(10.2) Some Elevation Notes. (For elevation within the City, see M.2) The Mexican Army has: 1 to 4 Monterey AM, these apply to all brigades whose leaders start the turn inside/within Monterey. They are affected by Efficiency. 14 Outside the City AM for those brigades whose leaders start in a hex outside the city. They are affected by Efficiency. 2 Artillery AMalways two, not affected by efficiencyfor all guns outside the City that do not start a Turn stacked with a unit from a specific brigade, or start the Turn within the Command Range of a brigadier. 2 Black Fort AM; see M.9. The usual March Orders AM. (5.34) Brigade Coordination is not used in this battle. (5.36) Mexican brigadiers within the Urban City may use II/B Division Orders to change Orders at the beginning of a Turn depending on Ampudias Strategic Posture, but regardless where Ampudia is in terms of Range. Otherwise, they may do so only if Ampudia is within range. (5.4) Efficiency Transfer is not used. The Bishops Palace (Obispado; 3341) renders that hex Level 6 (even though the hex, itself, is Level 5). Fortifications and redans have no effect on LOS. However, La Teneria Distillery (2503)not the redanrenders that Level Two hex into a Level Three hex. (This means that units on top of the distillery can fire over the redanand into it.) (10.6) Artillery may not fire into any adjacent hex that is two hexes (or more) lower or higher than the firing hex. (10.61) Mexican artillery may not move and fire in the same Phase. (10.8) The varying effects of the large number of fortifications in terms of Fire are given on the Fortification Effect Chart.

(11.0) SHOCK ASSAULT


(11.36) Mexican Shock Commitment. Any Mexican infantry unit wishing to Shock must die roll for Commitment. (It would take place instead of 11.11 [3].) The die roll adjustment for this depends on Ampudias Strategic Posture (see the rule for this, and the chart). Cavalry Charge is covered by 11.54. (11.42) The varying effects of the large number of fortifications in terms of Shock are given on the Fortification Effect Chart.

(6.0) THE ORDERS SYSTEM


(6.3) The Reserve Rule is not used. The Interphase between Assault Periods is used to rally and redeploy units.

(11.5) CAVALRY CHARGE:


US Volunteer Cavalry (all the Texas units) and Mexican Irregulars (Canales Presidiales, the Bejar Auxiliares and the Permanent companies) may not Charge.

(7.0) FACING
(7.14) Units in fortified hexessee 5.44 and 6.12that have more than two hexsides so protected, may face the hexside, not the vertex, as facing is dependent upon the fortification, not the positioning. When inside a fortification all protected hexsides are treated as Frontal; all unprotected hexsides are treated as Flank. EXAMPLE #1: In Ft Libertad (3146), all of the hexsides are protected, except for the 3146/3246 hexside.

(12.0) COMBAT RESULTS (12.4) RETREAT


Mexican Retreat: Mexican units retreating do so either: Towards their Brigade Leader, if such movement does not move them closer to an enemy unit; or Towards the Cathedral/Plaza Mayor complex/block in the city. US Retreat: US units retreating do so either:

EXAMPLE #2: unit in 3108 uses normal facing rules. (7.15) Units inside a fortified hex may fire through any fortified hexside (given 7.14) as long as they are facing towards one of those hexsides. They may fire through an unprotected hexside only when facing such a hexside. PLAY NOTE: For firing purposes a unit may face only a protected hexside or only an unprotected hexsideno overlap regardless of the counters actual facing.

Towards their Brigade Leader, if such movement does not move them closer to an enemy unit; or Towards the Staging Area from which they entered the map. US units that retreat off-map into their Staging Areas are eligible to reenter the game in the following Assault Period (not turn).

(12.5) ROUT
12.53: Routed US units are placed in the Staging Area they originally came from. Routed Mexican units are placed in either the Outside Routed Box or Monterey Routed Box, depending on where they were when Routed.

(8.0) STACKING
The rules for this (as well as several other entire sections) inside Monterey are different; see the separate rules for Monterey.

(13.0) MORALE AND RALLY


(13.3) Division Combat Effectiveness. This rule is not used. (13.42) [Rally DRMs] Mexican leaders may not be used to affect/ help Rally in any way. (13.5) Recovery from Rout occurs in the Interphase; being in Reserve is not used in this game.

(9.0) MOVEMENT
See the separate rules for Monterey.

2004 GMT Games, LLC

Gringo! Battle Book


(13.52) Recovered US units stay in the SA they were in when rallied. Recovered Mexican units are all placed in a Plaza Block closest to their brigadier, even if he is outside the city. The Plaza Blocks are: Plaza de San Antonio (either block), Plaza de Cadulines, and Plaza de Mayor (either block).

21

Stage 2: US Rally and Recovery


All disordered units that are in a US Staging Area are automatically restored to normal status. Any Brigade Leader in a U.S. Staging Area has all of his routed units returned. All Fatigue is removed. Units that have Step Losses may reduce those losses by one. However, no unit may so reduce losses to recover to original, printed strength. Once they take a Step Loss, they are always operating with at least one Step of Loss. Disordered units that are on the map (but not in Staging Areas) and within their Brigade Leaders Range are flipped to their normal side and have all Fatigue removed. They do not recover any Step Losses. Eliminated units are not affected, or returned, by this rule.

(14.0) SPECIAL UNITS


(14.2) Mexican cavalry may not Dismount.

(15.0) ENGINEERING
(15.1) This section is ignored; no one may build breastworks. PLAY NOTE: The Mexican player can put up street barricades, but that is covered by a different mechanic. See M.75.

Stage 3: Mexican Redeployment:


After the US Player has finished the first two stages of his redeployment, the Mexican Player may Redeploy and Rally. First, determine which Strategic Posture he (Ampudia) will adopt. Re-assign up to three units from one brigade to another. Within the restrictions of his Strategic Posture he may place his units in any hexes, Points or Blocks that are not within three hexes or two blocks/points of a US unit. Units that start adjacent to a US unit may not move. All Mexican units in the City are automatically Rallied, Recover from Rout (unit placed with its brigadier) and remove Fatigue. No die rolls necessary. Mexican units outside the city are Rallied and reduce Fatigue by two levels. Recovery from rout occurs normally (13.52). No steps are recovered and eliminated units are not affected, or returned, by this rule.

(17.0) FATIGUE (17.4) REDUCING FATIGUE


Fatigue is reduced only during Interphases. All unit Fatigue is removed during the Interphase. All units start the next Assault Phase fresh (if not quiet as eager as they were before).

SPECIAL RULES
ASSAULT PERIODS
The game is divided into four Assault Periods, with the players starting anew at the beginning of each period. In between each Assault Period is an Interphase, wherein players can redeploy, rally and recover. Each Assault Period has five (5) turns. When the fifth turn has been completed, so has that Assault Period. There are no Night Turns.

Stage 4. US Staging Area Re-assignment


The US Player may re-assign all units in Staging Areas to new Staging Areas, if he wishes, in the same fashion as he did for the first Assault Period. However, no more than one Division may ever be assigned to Staging Area #4. DESIGN NOTE: Thats because SA #4 is really a non-existent place; the area represents units on the march from SA #3 that have an early start.

The Interphase
PLAY NOTE: The Interphase can take some time; its like setting up anew.

Stage 1. US Unit Relocation


At the beginning of each Interphase, the US Player may: Leave units in place. Move individual units so that they are within their Brigade Leaders Range. Such movement may not move the unit within four (4) hexes or three (3) block-points of a Mexican combat unit, unless the US unit is moving away from the Mexicans. Regardless, all such movement must be towards the Brigade Leader. Disordered units may be moved. Place up to two SP of artillery in a Full City Block which the US either occupies or controls (last player to occupy) that is within twelve (12) infantry MPs of the guns initial locationas long as such movement does not violate the above movement restrictions. That gun is considered to be on top of the roof of a house and may not move for the rest of the ensuing period. It may be redeployed the next Period, though. Units on the map may move off the map into any US Staging Area, as long as they do not violate the above restriction and their brigadier is in, or has moved into, that SA. Re-assign cavalry units and/or the C, 1 US guns.

Reassigning Units
The US Player may assign one cavalry regiment to a brigade, one cavalry unit per brigade. If all cavalry units are so re-distributed the US Player does not get to use the Cavalry AM. The lone, unattached artillery batterythe Siege guns of C, 1 US, may either remain independent (and be used as per the Siege Gun rules), or they may be attached to any one brigade that has no other guns attached. The Mexican Player may re-assign up to three units during each Interphase, from one brigade to another. Units inside the Black Fort are so eligible, if there are no US units within one hex of the road running 2114-2515. You may have to keep track of this on paper.

US Siege Guns
The term Siege Guns refers to artillery capable of destroying walls. The US Player has two guns which qualify as Siege guns, his 24-pounder howitzers from C, 1 US. These are the only US guns that have any

2004 GMT Games, LLC

22

Gringo! Battle Book


keep handy as a reference as posture affects a wide range of activities. Once chosen, a Posture remains in effect for the entire Assault Period. It cannot be changed until the next Period. The Mexican Player does not have to reveal his choice until he has to do something that would make such revelation necessary which, to be honest, in most cases is almost instantly.

affect on the walls of the Black Fort; all other guns fire only at human targets (or the Cathedral). The 24-pounders may fire either as field guns (against troops) or against the walls of the Black Fort. C, 1 US exists either as an independent battery, or as a battery attached to a brigade. If independent, the guns do not operate under any AM. Instead, the US Player may undertake three 3 activations per Turn at any time during any of his AM. During an Independent Activation, those guns may either Move or Fire, not both. If attached to a brigade, they operate like any other battery. The assignment of guns is determined at the beginning of each Assault Period and may not be changed during that Period. Regardless, C, 1 US always starts an Assault Period in a Staging Area. To fire at the Black Fort walls the US Player determines the range (the wall is considered to be in the hex closer to the firing guns) and rolls the die. If he rolls the die within the range listed on the Siege Gun Table he reduces that wall hex by one. From SA #1 it is 14 hexes (range) to 2016-8, the only walls it can hit from there. The reverse is also true. In SA #2 it is 12 hexes to 2016-8. SA #3/4 are out of range. All other ranges are counted from the hex the siege guns are in. When that wall hexside has suffered the number of hits listed below (use SP markers) it is no longer there; otherwise, regardless of the number of hits it still provides the benefits listed on the terrain chart. As you can see from that table, its not a very effective form of warfare, is it. Black Fort Walls are: The Moat/Outside Walls (3 Hits to destroy), Any Bastion hex in entirety (e.g., 2018) (6 Hits to destroy), and Any of the 4 walls of the Citadel facing N, S, E or W. (5 Hits to destroy) Fire at any other targetmostly personnel inside the Fortis conducted as per the usual Artillery rules.

Uragas Orders Ratings


Col. Jose Lopez Uraga, in charge of the Black Fort garrison, was actually quite a capable brigadier and he commands, probably, the best brigade in Ampudias army. Because he is isolated in la Ciudadela, Uraga has two Orders Change Ratings which he uses when the rules requireexcept when he gets Orders via the Telegraph (M.72)as follows: If he is inside the Black Fort, he uses the 2 If he is anywhere else, he uses the +1.

Canales
If Canales is killed, there is no Replacement Leader, and his two Presidiales units are immediately removed from the game.

Mexican Hidden Deployment (Optional Rule)


PLAY NOTE: This is a rule that gives the game a lot of sizzle. It does, though, require a certain amount of bookkeeping and honesty. Any units that the Mexican Player wishes to start an Assault Period inside a Partial or Full Urban Block, or in any Point to which a LOS could be traced from any of the US Staging Areas only through a Full City Block, do not have to actually be placed on the map. They may be deployed Hidden. EXAMPLE: At the start of the game, Mexican units in the Plaza de Mayor cannot be seen by any US units in Staging Areas because LOS from the SAs is blocked by the Urban City Blocks. To deploy Hidden units, record the unit and its Block location on a piece of paper at the start of the turn A Hidden unit becomes spottedno longer hidden and placed on the mapwhen one of the following happens: It Fires or Shock Attacks. It moves into or through a hex or block into which any US unit on the map could seetrace a LOS. (There is always a US unit in any Staging Area which was used by the US Player at the start of the Period). See the LOS mechanics in the Terrain rules. Once the US Player occupies Obispado and both redans on El Soldado, Units may hide only in Full City Blocks Any movement by a Hidden unit reveals its location.

SPECIAL MEXICAN COMMAND RULES


Ampudias Strategic Posture
The Commander of the Mexican Army of the North, Major-General Pedro de Ampudia, spent most of the time prior to the actual assault wavering between plans to attack Taylors army as it approached (which wouldnt have been a bad idea for the period in which Taylors army was strung out all over the Mexican countryside) and bowing to local pressure to hole up inside the city and defend to the last man. Each strategy had its adherents and ultimately Pedro decided on an almost totally defensive stance. It could have been differentactually Ampudia was somewhat bold the first day or so, using both his cavalry brigades to assault US troops and we hereby allow the Mexican Player to choose between a handful of strategic postures. Prior to each Assault Period the Mexican Player must choose whether he (Ampudia) will be Aggressive, Cautious, or Defensive. Each posture carries with it benefits and restrictions, and it also has a major effect on the Ampudia Surrender die rolls. Virtually all of these are listed on the Ampudia Strategic Posture Chart, which the Mexican Player should peruse closelyand both players should

SPECIAL RULES FOR THE CITY


This section is quite extensive, as the terrain for Monterey is different from any other game in the system. All of the rules, below, apply to movement/combat inside the city.

2004 GMT Games, LLC

Gringo! Battle Book


Monterey, a rather beautiful city of low-slung, white buildings, groves of trees, etc., is nestled in the foothills of the Sierra Madre one of the more picturesque cities in northern Mexico. At the time of the battle it contained about 10,000 inhabitants. It also contains a host of problems for the designer, problems whose solutions ask for a bit of flexibility and understanding on the part of the players if they want to get some of the feel of what this fascinating assault was like. We have tried to be as brief as humanely possible. DESIGN NOTE: Many of you may have seen Monterey when watching the several Major League games played there some years ago. The mountain in the background is the games Loma de Independencia. Most of our vision of Monterey, in terms of how we have represented it on the map, comes from the several detailed and descriptive pictures and drawings of the city included in Tylers The Mexican War

23

(M.1) THE MAP


The Monterey map is divided into two types of terrain: The Hex grid, for all areas outside the city. A Block and Point system, for inside the city of Monterey. The former uses the normal terrain rules (9.4), except for The Black Fort, which well cover, below (M.9). The Santa Catarina River was hip-deep fordable in most places, so we have not bothered with any ford rules. The roads east of the city do not cross the river, or effect the cost of doing so. The road to the south includes a bridge.

(M.2) THE CITY


(M.21) Monterey is considered to be all Streets and City Blocks. The city of Monterey is defined by two things: The Street grid. The intersections where streets meet are called Street Points. There are also street points along streets where there are no intersections. The City Blocks. The four different types of blocks represent the varied level of buildings within that block. (M.22) A Block is an area of the City surrounded by hexes, streets and/or Block-Dividing lines. A Block is identified by the letters/ numbers of the streets surrounding it.

THE AMPUDIA STRATEGIC POSTURE CHART


Posture Chosen: Item Affected Aggressive Cautious Defensive

Initiative DR Adjustment Efficiency Adjustment: Outside City Inside City Units May Start Assault Period[a]

0 +1 0 Anywhere [b]

1 0 +1 In Monterey or a fortified hex

3 1 +1
All units of at least one infantry brigade must start in Ampudia's Range. Remainder in Monterey or fortified hex.

Cavalry Restrictions Effect on Orders Dierolls by Brigade Leaders inside City May use II/B to Change Orders if in Urban City Location of Ampudia Shock Attack Commitment? Def. Shock Dieroll (11.37) Barricades to Build Calling Canales

None [b]

Starts in Monterey

Starts in Monterey. +2 to all 11.54 DR.

1 YES Anywhere Dieroll 2 Dieroll +2 1

0 NO Must Start in Monterey Dieroll Dieroll 2

+1 NO Must Start and Stay in Cathedral Dieroll +2 Dieroll 2 4 No Canales AM

May Use 2 Canales AM May Use 1 Canales AM

a = Uraga's Brigade must start in the Black Fort in the First assault Period b = But not within six MP's of a US Staging Area
2004 GMT Games, LLC

24
There are four different types of blocks:

Gringo! Battle Book


and they are extremely difficult to cross. (They were fairly high.) Exception: the street to Saltillo running through the wall allows passage through the wall. (M.27) Elevation and LOS: Within the city, the following elevation premises are used: Streets, Open Blocks and Plaza Blocks are Level One. Partial City Blocks and Stone Walls are Level Two. Urban City Blocks are Level Three. LOS may not be traced through Partial and Urban City Blocks.

1. Open are blocks with little or no buildings/walls. Those buildings and other terrain shown have no effect on movement or combat. 2. Plazas are open areas and were the center of town activities. PLAY NOTE: The Plaza de San Antonio and the Plaza Mayor (or Main Square) are subdivided by Block Dividers into two or more blocks. The Plaza de San Antonio, at the southern edge of the city, is divided into three Plaza Blocks, at the center of which is the city Cemetery, a Partial City Block (for game purposes). 3. Partial City are blocks which contain enough buildings to aid protection but delay movement. 4. Urban City. These are the urban areas of Monterey, consisting (mainly) of one story, flat-roofed adobe houses that the Mexicans have sandbagged and loop-holed for defense. Some of the Urban City blocks also represent larger edifices: The Hospital (P/Q-2/3). The Prison (in the center of the Plaza Mayor, which disrupts Street #10). The Cathedral (X/10,11, just off the Plaza Mayor). The Bull Ring (Just off Street W, south of the Plaza Mayor).

(M.3) URBAN CITY MOVEMENT


(M.31) Units inside the Urban/Block portion of the city move from Point-to-Point, Point-to-Block (or vice versa), and/or block-to-block. If two blocks are separated by a Block Divider, units pay the cost of entering the new block. (M.32) The cost to enter a block or street is whatever is listed on the chart, regardless of the size of the block or the length of the street. (M.33) Infantry and cavalry using Attack Orders get several benefits in the Urban City: Units may move into an adjacent (see M.5) Point without drawing Reaction Fire. See M.63. It negates any possible Ambush. See M.67. (M.34) Command ranges are traced using Point and Block costs as if they were hex costs. Ranges may never be traced through Urban Blocks, even if friendly occupied. (M.35) Phasing units may enter City Blocks occupied by Enemy Units. See M.72.

(M.23) Streets.
Running through the city are the Streets. These are identified by numbers (from 1 to 11), for the streets running generally east-west, and letters (A to BB) for those running generally north-south. PLAY NOTE: The Numbering/Lettering system for all of this is needed if you are using Hidden Movement and/or are playing by mail/computer. Along the streets are points, usually at intersections or corresponding to block dividers. Points are used to regulate movement of units. When moving on streets, units move from Point to Point. (M.24) Block Dividers divide and separate large Blocks into different blocks. Dividers are not streets. They simply delineate blocks. (M.25) The Ojo de Agua, the canal running through the eastern section of the city, is a Stream, except where it becomes a Pond. See the Terrain tables. There are several bridges crossing the canal. The canal acts as a Block Divider. (M.26) Stone Walls. These run along portions of the southern edge of the city, separating city blocks from plazas. They serve as protection, in that they pretty much negate any fire (theyre Level Two),

(M.4) FACING AND STACKING IN URBAN POINTS/BLOCKS


(M.41) Units inside Monterey City do not have to be faced in any particular direction. They are always considered to have Frontal facing and may not be flanked, either by fire or shock. PLAY NOTE: Thus, there is no cost to change facing while moving. (M.42) The Stacking restrictions inside the City are somewhat more restrictive: 4 SP of Foot, 3 SP Mounted, or one unit (whichever is larger), plus 3 guns in a Point or 6 guns in a Block. Artillery may combine with either foot or mounted.

(M.5) ADJACENCY
(M.51) Inside the Urban City, the term adjacent means either: A unit one Point distant from an enemy unit in another Point. A unit in a Point which borders a Block occupied by an enemy unit (and vice versa). (M.52) Rule 9.52 does not apply inside the city. Instead: Units using Advance Mode that move adjacent to an enemy unit may draw Movement Reaction Fire (M.63) from the latter. If they do draw Reaction Fire, they must stop, ending their movement for that Phase. If they do not draw fire, they may continue to move. PLAY NOTE: Thus, unlike 9.52, where mere presence and position is the defining factor, whether or not a unit must cease movement under adjacency circumstances depends on Reaction Fire.

2004 GMT Games, LLC

Gringo! Battle Book


Units in Attack Mode do not draw Reaction Fire when moving adjacent to an enemy unit. However, (a) they do have to stop (for that Phase) when so moving, but (b) they can Shock units in adjacent Points onlynot Blocks (see M.72). Units in Advance may not Shock. DESIGN NOTE: In this case, Attack represents something different than the usual, linear-oriented attack of the base game system. (M.53) Artillery units may move adjacent only if stacked with a friendly non-artillery unit, or moving into a Point/Block already occupied by a friendly non-artillery unit.

25

+1 dr adjustment if unit spent only 1 MP to enter the hex (see 12.24). +1 dr adjustment if unit is in Attack Order. +2 dr adjustment if unit is in March Order. The above are cumulative. PLAY NOTE: This rule, essentially, is usable only when playing with Hidden City Deployment. Otherwise, its too easy to avoid. Note, though, that protecting a unit by using Defend Orders makes it difficult to launch any cohesive assaults on enemy-held blocks. Interesting choice.

(M.7) SHOCK
(M.71) Any phasing unit under Attack Orders that ends Movement in a Point may Shock attack enemy units in: any adjacent Point (including Points bordering a Block the unit wishing to Shock is in); or any hex adjacent to that Point, and vice versa (for units in hexes just outside the city grid). Units in Advance may not Shock attack when inside the City. (M.72) Any active unit that ends Movement in a Block (M.35) must Shock attack enemy units in that Block. Thus, a phasing unit wishing to Shock attack enemy units in a Block must first move into that Block as part of Movement and then resolve combat as part of Shock. Stacking restrictions apply separately to each side. PLAY NOTE: Shock Combat in Blocks takes place with both sides in the same place. If it so happens that both sides are still there after combat resolution, they stay there until one side leaves, either voluntarily or involuntarily. (M.73) Units that must Retreat from a Block; do so into the Point from which they came, if the attacker; do so into any unoccupied Point otherwise. If they cannot so Retreat, they stay and lose an additional SP. (M.74) Units may not form Square in Points or Blocks. PLAY NOTE: Remember, there is no Position Superiority. This is not linear warfare. (M.75) Barricades. Barricades are jerry-rigged, temporary street fortifications that provide defensive benefits for those behind (actually, stacked with) them, very much like Breastworks. Barricades may be placed: On any Street Point. On any bridge Point. The Mexican Player starts the game with three (3) Barricades. He may build (place) additional barricades only at the beginning of the 2nd, 3rd and 4th Assault Periods. The number of barricades he may so place is limited by Ampudias Strategic Posture and the counter mix (10). Barricades increase the cost of moving into a Point. They also add defensive (terrain) benefits to units that are stacked with the barricade. The Monterey Terrain Chart lists the benefits/costs of barricades. Once in place, a barricade may not be moved. Any player may destroy a barricade by passing into the Point and paying 1 MP to destroy barricade. He does not have to destroy it; it is simply an option.

(M.6) FIRE COMBAT


Fire Combat is pretty much the same inside the City as outside (in the hex field), with the following changes.

(M.61) Range.
Each Point is considered to be one hex from the next Point when using the Range Table. Each Block is considered to be one hex from any Point that is bordering that Block. Each Block is considered to be two hexes from any adjacent Block, whether separated by a street or a Block Divider. (M.62) What a unit may fire at depends mostly on LOS. In this case, terrain elevation is important. Also a consideration, for units in street Points, is that you can only fire in a straight line; bullets and shot do not turn corners. When in doubt, use a straight edge to determine whether a unit in Point a could fire at one in Point B without intervening Blocks. (M.63) In addition to the types of non-Phasing Fire available through 10.4, a non-phasing unit may use Movement Reaction Fire against an enemy/Phasing unit that moves adjacent and is not in Attack Mode. PLAY NOTE: This is obviously more fun when you play Hidden Movement. We called it Adobe Ambush during testing. (M.64) Prepared Fire. The following units are always considered to be using Prepared Fire: All non-Phasing units in Fortified hexes, Blocks or Barricaded Points. Phasing units that have not moved that Phase. (M.65) Units in Blocks may fire in any direction (there is no facing, remember?) However, firing in more than one direction is treated as Splitting Fire. Units in Points may fire only into adjacent Blocks and into Points to which they may trace a LOS. Again, they may do so in any direction, but if firing in more than one direction, that is treated as Splitting Fire. (M.66) Units in Points may use no more than 4 SP (or two artillery SP!) when firing in any one direction. Units in Blocks use 10.14. DESIGN NOTE: We have ignored the question as to whether units in blocks are inside buildings or atop them. You dont really want to get into that sort of detail, now do you? (M.67) Adobe Ambush. A unit that is moving along streets is subject to Ambush when it enters the ZOC of a unit in a Full City Hex. Essentially, such unit is subject to enemy Reaction Fire when it enters the street/ZOCand such Reaction Fire is resolved with the following possible adjustments:

2004 GMT Games, LLC

26

Gringo! Battle Book


seems to be a waste of good units. In game terms, perhaps so. However, Ampudia and his staff viewed Ciudadela as the linchpin of their northern defense. He did not intend to leave its defense to Defenserias and other assorted semi-rabble. Most players will move at least one regiment out. Keep in mind, though, the VP worth of this fort. (M.93) Ampudia may give Orders directly to Uraga, in The Black Forti.e., allow Uraga to change Ordersby using the telegraph. If Ampudia is in The Cathedral and Uraga is in The Black Fort, the telegraph can be used, which means there is no Orders Rating die roll necessary for Uraga (even though hes out of range). (M.94) All Artillery Fire against the Fort Walls is resolved using the US Siege Gun Table. No other US guns have any affect on the Walls. For all other, anti-personnel Fire, units inside the Black Fort ignore all d results. All Ds become ds (with no +/ modifiers). (M.95) Artillery and infantry in the Black Fort get a +1 drm to all of their Fire. PLAY NOTE: Infantry in the Clear hexes cannot fire at anything outside the fort. (M.96) There are only two AM for The Black Fort, and they are used for all the artillery and infantry inside the Fort plus Uraga, if he starts inside the Fort. If Uraga starts Outside the Fort, the units in his brigade that are also outside use the applicable AM. The Mexican Player gets 2 Black Fort AM each Turn, and they are not affected by Mexican Efficiency. Units inside the Black Fort never run out of ammunition. (M.97) Units occupying the fort may enter and leave the fort via the road/bridge using road rates. Units that do not control the fort may not use this road or bridge.

(M.8) CAVALRY IN THE CITY


Mounted Cavalry units operate differentlyand far less effectivelyinside the City than outside (in the hexes): Mounted Cavalry may not move into Urban or Partial City Blocks, although they can fire into them. Mounted Cavalry may charge only through and/into Plaza Blocks. Any other block type prohibits charging or Shock of any kind, unless they dismount. Mounted Cavalry may charge down a street to shock/charge enemy units in a Point. They gain all the benefits of Charge except they first halve their SP (rounding down) before making any adjustments. (The Lords of Design Giveth, and the Lords of Design Taketh Away). The charge path must be straight. (In other words, no turning the corner to charge).

(M.9) THE BLACK FORT


The Black Fortso named by the US troops because the walls were blackwas called Ciudadela (Citadel) by the Mexicans. The Citadel was a heavily reinforced and fortified abandoned cathedral with 2530 foot walls. The Mexicans surrounded it by some more works: 11-foot thick walls and a 12-foot moat. All of this stood on a small hill, rendering virtually any spot on the map within reach of her guns. Communications between the fort, commanded by Colonel Jos Lopez Uraga, and HQ was handled by a rough form of telegraph! Essentiallyand practicallyit was untakeable by the type of army Taylor had. However, for those who insist (M.91) The Black Fort consists of four types of terrain: The Moat (moat and wall, as noted above). The Moat/Outer Wall is Level 4. These Walls need 3 hits to be destroyed. Clear Terrain inside the Moat. These are Level 3 (2017, 2115, 2118 and 2217). The Bastions (at each of the four corners). These are Level 4 (2016, 2018, 2216 and 2218). These Walls need 6 hits to be destroyed. The actual Citadel, the block in the center (2116 and 2117). This is Level 4. These Walls need 5 hits to be destroyed. (M.92) The fort was built to hold about 30 guns; the Mexicans had nine (the number varies based on the source). The guns are placed either in a bastion or the Citadel. Once placed they may not move. The garrison troops are placed in any hex, bastion inside the fort, or in the Citadel, which is treated as if it were a single Urban Block. DESIGN AND PLAY NOTE: Historically, the fort was manned by Uragas brigade. The Mexican Player will quickly note that this

UNUSUAL EVENTS AND RULES


Duty Calls #1: Ole Davy Twiggs
This rule concerns one of those tangential stories that make reading about wars and the people who fought them so much less depressing than it ought to be. Seems that the irrepressible Twiggs had this great fear of getting a bullet in the belly and dying from, not the actual wound, but the infection that would quickly result. Ole Davy, who was not the Mensa representative at Monterey, theorized that if he emptied his colon of all matter there would be a much lesser chance of succumbing to such a horrible death. It, therefore, occurred to him that taking a laxative right before the battle would allow him to enter the fray clean as a whistle, at least colonically. Then, extending that line of thinking to the sort of conclusion Ole Davy often came up with, he figured an extra dose would keep him extra spanking clean cleaner than clean, as it were. Doesnt take too long to figure out where Twiggs spent the 21st: in back of his tent, glued to his seat, lending depth to the phrase hors de combat. For those of you wishing to simulate this, at the start of each Period of play, roll a die for Twiggs. If the die roll is odd, Davys on the throne and is unavailable for the days events. Garland now commands his division, with Major Lear running the 3/1 brigade. If even, duty has called (ahem), and Twiggs is fit to command. Well, he never was really fit to commandbut at least hes upright. This can only happen once.

2004 GMT Games, LLC

Gringo! Battle Book Duty Calls #2: Antonio Canales


Antonio Canales contingent of rancheros had been disbanded after their dismal (non)-performance at both Palo Alto and Resaca de la Palma. Canales, himself, was still negotiating to have the US set him up as El Supremo of Northern Mexico, so the Mexican High Command was viewing him a little suspiciously anyway. Therefore, they assigned him about 600 auxiliaries from Tamaulipas and, putting him under Ampudias command, gave him instructions to harass the approaching gringos and then report for dutyneither of which he did to any great effect. The result was that, when the battle started, Canales and his troopers were outside the city. This was an interesting opportunity for Ampudia to put a little pressure on Taylor, and he did attempt to make contact with Canales. Nothing, however, came of itand Canales was a no-show at the main event. We give you the (slim) opportunity to correct that oversight. If the Ampudias Strategic Posture for the period is either Aggressive or Cautious he may attempt to get Canales into play. To do this he places either 1 (Cautious Posture) or 2 (Aggressive Posture) Canales AM in The Pool. Each time the Canales AM is drawn, the Mexican Player rolls the die: If he rolls an 8 or 9, Canales is activated for the rest of that Assault Period. The AM used to activate cannot be used to move Canales men; that will occur with the rest of the AM drawn that Period. Once activated, place all the Canales AM in The Pool; he will have 2 AM each turn, no more, no less. At the end of his active Assault Period, Canales goes home and is no longer in the game. If he rolls a 27, the attempt has failed. If he rolls a 0 or a 1 not only has the attempt failed but the Mexican Player may not try again for the remainder of the game. Once Canales is activated, his AM is available to be placed in the pool for the rest of that Period. However, Canales and his troopers always start a Period off map. The Mexican Player must immediately write down which hex he wishes to use for Canales entry (when finally activated), either: 4053, 4832, 1949, or 1039 Canales enters like any other reinforcement, except that he may not do so if the chosen hex is enemy-occupied. The Mexican Player may not change the Entry Hex, but once Canales has entered he stays on the map for the rest of that Period, to be used as an additional brigade.

27

MONTEREY VICTORY CHART


Objective for US Occupation The Cathedral (Block #163) Any hex inside The Black Fort Each Full City Block Controlled La Teneria Redan (2403) La Teneria Distillery (2503) El Rincon del Diablo Fort Libertad Obispado (Bishop's Palace) Federacion Redan El Soldado Southern Redans (both, 4323-4) Plaza del Toro (Bull Ring, Block #146) Plaza de San Antonio (all blocks) Purisma Bridge Plaza (block #153) Santa Catarina Bridge (3830-3930) Each time Cathedral is hit [a] by US Arty Fire Each Mexican Brigade Ineffective [b] US VP's Earned Auto. US Victory 25 1 3 1 2 3 5 1 3 1 2 1 2 1 1 10

a = A Hit is any result other than a No Effect. The Terrain Effects of being a Full City Block apply. Note that because of its height - tallest building in town by far - the Cathedral can be "seen" from virtually anywhere on the map! b = Canales brigade does not count for VP.

AMPUDIA SURRENDER TABLE


Posture for that Period Aggressive Cautious Defensive
United States Victory Points Accumulated by end of Assault Period

0-15 16-30 31-45 46-60 61-80 NO NO NO 8-9 9 NO 5-9 7-9 9 2-9 5-9 7-9 Auto 1-9

81+ Auto Auto

Winning the Game


At the end of any Assault Turn in which the US Player occupies the Cathedral the US Player automatically wins the game. Failing that, the following is the method to determine victory. In the Surrender Interphase, at the end of each Assault Period (not turn), the US Player totals the number of Victory Points he has accumulated for occupying or controlling (last to occupy) hexes and blocks, along with a few other items as listed on the Surrender Chart. He then rolls the die and consults the Surrender Table under the column for the Strategic Posture assumed by the Mexican Player during the past Period. If he rolls within the range listed, Ampudia surrenders and the US Player wins. If not, proceed with the next Period. If it is the 4th (last) Period, subtract one from any die roll and this time, if the US Player doesnt win, the Mexican does.

4-9** Auto

If it is the 4th Assault Period, subtract one (1) from all dierolls. An Auto is still an Auto. NO = Surrender? Besame mi Burrito, Gringo! # - # = If US Player rolls within this range, Mexicans surrender and US Wins; otherwise, treat as a NO. Auto = Vamos, muchachos!! It's all yours, Gringo! ** = Historical Result

2004 GMT Games, LLC

28

Gringo! Battle Book

MONTEREY INITIAL DEPLOYMENTS


First Assault Period
General Sequence: The Mexican Player determines his initial deployment first. He places all his units that could be "seen" by the US Player on the map . The US Player then determines which divisions will enter through which of his Staging Areas. And, finally, the Mexican Player places the rest of his units on the map (unless he is using Hidden Deployment).

PLAY NOTE: The Mexican Deployment at the start of each Assault Period can be very important. His main problem is hes got too much ground to cover. This is an aspect of play that will improve exponentially after the first play-through. HISTORICAL NOTE: Most of the Mexican deployment is unknown. Mejia did have his HQ at the Purisma Bridge, with the following known dispositions. About 300 of the Aguascalientos and Quertero Activos held the Purisma position, along with the 12-pounders. The remainder of the Quertero Activos plus some companies from the 2nd Ligero held the La Teneria redoubt. The rest of the brigade was within the triangular area formed by the Purisma Bridge, La Tenria and El Rincon del Diablo, the last of which was held by several hundred more men from one of the remaining regiments. Ramirez's Brigade was assigned the western edge of the city, and it was his men who held the positions on both Independencia and Federacion. Ft. Libertad contained a small detachment. Obispado was held by the 1st Mexico Activo. It appears that Romero's cavalry was stationed at the western end of the city, while Torrejon watched the approaches from the shadow of the Black Fort, on the outskirts of the north-central edge of town.

The Mexican Army of the North


The Mexican Player will be operating under the restrictions of whatever Strategic Posture Ampudia (the Mexican Player) has chosen; see below. Once that is determined, he places his units on the map. The Mexican Player has available all units with an M on them, and listed on the Monterey OoB, below. There are, however, several deployment requirements for the first Assault Period: 1. Uraga's Brigade must be placed in the Black Fort. It is under Attack Orders. 2. For the first Period, the Mexican must make the following artillery dispositions: Where Black Fort What two 4-pounders, six 12-pounders; one 18pounder; guns are placed in either one or more of the 4 corner bastions, or in 2116-7, all hexes of which are Level 3. three 8-pounders. two 8-pounders; one 4-pounder; one H6 howitzer two 8-pounders, one 12-pounder; one counter in each bridge/Point. four 6-pounders. two 8-pounders, one 12-pounder, one H6 Howitzer. two 8-pounders. ten 6-pounders.

The US Army of Occupation Initial Deployment


The US Player has available all the units with an M, and listed on the Monterey OoB, below. The US assigns each of his four divisions to one of his four Staging Areas (see the map) to start the first Assault Period. He may assign a division to any of the four Staging Areas, but only one (1) Division may be assigned to SA #4. In addition, the US player may assign any one Cavalry regiment (both counters, if that applies) to any one brigade. He may also attach the C, 1 US battery to a brigade that has no other battery. The US units do not have to be placed on the map until they actually move. Units in the SA's are not reinforcements; they are considered to be "on the map" (even though, physically, they are not). They appear, and move, when activated. Orders are assigned as the US Player wishes. The Historical Dispositions for the first day of the assault were: SA #1: Twiggs' 1st Division, Butler's Field Division and Henderson's Cavalry, the latter minus all the Texas Cavalry, plus the C, 1 US Heavy Artillery. SA #4: Worth's 2nd Division, to which was attached the Texas Cavalry. The latter must be assigned to a brigade.

El Rincon del Diablo (3106) La Teneria (2403) Pursma Ttes-depont (the 2 bridges just west of 2911) Fort Libertad (3146) Obispado (3341) Federacion Redan (4439) Anywhere in Monterey

There are no guns in El Soldado. 3. Canales and his Presidiales are not available until activated; see Duty Calls #2. 4. The remainder of the units available may be placed as desired. All units start under whatever Orders the Mexican Player wishes (except for Uragas brigade, above). 5. The Mexican Player may place three (3) Barricade counters in any street intersection he wishes.

2004 GMT Games, LLC

Gringo! Battle Book

29

CHANGES TO BASIC GBACW RULES


(3.0) SEQUENCE OF PLAY
II. A. Activation Efficiency Determination. There is no Efficiency; this is already pre-determined; see changes to 5.2, below. II. B Division Orders. Used only by the US and only if the brigadier is within Command Range of Worth. II. C Reinforcement Orders is not used. II. D Reserve Placement is not used.

(4.0) COMMAND
There are no Corps/Army Commanders; only Brigadiers, plus the US has a Division Commander (who is, for game purposes, the OC), Worth, who moves only in the Commander Movement Phase (IV/A). The Mexicans have no Overall Commander, and must function under that reality. Worths Activation Rating is not used. HISTORICAL NOTE: Santa Anna spent virtually the entire five days of the Battle for Mexico City either in, or riding around, the city, performing no function other than to mess around with the deployment of troops to no visible gain. His only appearance at El Molino and Chapultepec was about an hour after the North Americans had taken the Mill. He had no perceptible effect on either one of the assaults.

EL MOLINO DEL REY


Mexico City, September 9, 1847
Molino is a good introduction to the GBACW system. Counters are few, the command and activation system is somewhat less detailed, and the action is rather fast and furious.

Historical Background
The basic premise is that the US Player (Winfield Scott) has decided that the best approach to the cityabout a mile and a half NE of the game-mapis across the eastern and southern causeways. The only way for him to use these causeways is to take the key Mexican stronghold, Chapultepec. However, Scott is also under the (misguided) impression that the two buildings to the west, Casa Mata and El Molino del Rey, are repositories for Mexican artillery. He has decided that, before he can proceed to Chapultepec, and thence Mexico City itself, he must secure his left flank. Although Scott had his entire army at his disposal, when he attacked El Molino, many of the units were dispersed, to the east, as feints , and thus the US Player has only three brigades available.

(5.0) ACTIVATION
(5.1) US adds two (+2) to Initiative DR. (5.2) There is no Efficiency in this battle. The US always gets three (3) Army AM per turn; The Mexican gets three Army (3) AM per turn in each turn in which it has the Initiative. In turns in which the US has the Initiative, it gets two (2) Army AM. PLAY NOTE: If you wish to give the Mexicans a leg up, ignore the 2 AM for No Initiative restriction, and give them 3 AM each turn. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that General Worth moves only in the OC Movement Phase, IV/A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.36) As there is no Mexican leader above Brigade Level; all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II/B (Division Orders).

Map
This El Molino map uses a scale of 110 yards per hex.

Length of Game
The game is played until one player wins; see below.

(6.0) THE ORDERS SYSTEM


(6.1) There are no March orders in this battle; just Advance and Attack. (6.3) The Reserve Rule is not used.

Balance
The Mexicans again outnumber the US, although that is illusory, as much of the Mexican numerical strength is in its cavalry, which played almost no part in the battle. However, the Mexicans do have what appears to be a solid defensive position. Yet, the US is still favored mostly because the two Mexican defensive positions are not mutually supportable, manybut certainly not allof the Mexican units are shaky, and the Mexicans have little or no functional command system.

(10.0) FIRE COMBAT


(10.61) Mexican artillery may not move and fire in the same Phase.

(11.0) SHOCK ASSAULT


(11.37) [NEW DRM] Units defending against shock behind a Fortification or Stone Wall hexside subtract one (1) when undertaking a Pre-Shock Cohesion check. See the Terrain Rules for this battle for more detail on the several different types of man-made fortifications.

2004 GMT Games, LLC

30

Gringo! Battle Book


lege (Colegio Militar). The depiction of this fort is rather simplified, because of the scale. Therefore: Regardless of the elevation level of the hex, only those hexsides with the steep icon are Steep. It costs infantry 1 MP to move into 1809 by the Road. If they are attacking into that hex from 1909, it is treated as if the Road were not there. It costs Infantry 2 MP to move from 1808 to 1809 and vice versa. It costs infantry 3 MP to move in either Colegio hex (1808-9) from a hex outside US units may enter, or Shock across, a Colegio hex only if they roll a 79 when they wish to do so. This represents the confusion and delay in getting scaling ladders to the troops. Mexican units may not cross the walls to move in or out of the Colegio. Artillery may enter 1808-9 only by means of the road; the cost listed is for moving from 1808-9 and vice versa. Cavalry may not enter the Colegio. Fortifications. Much detailed by Lees survey, these are well-constructed breastwork-type blockades, built for protecting firing units as well as retarding charging enemy. They offer such protection only against units firing/attack through the hexsides with the teeth pointing out.

(13.0) MORALE AND RALLY


(13.3) Do not use Division Combat Effectiveness. (13.42) Mexican Brigadiers do not provide any Rally DRMs.

(14.0) SPECIAL UNITS


(14.2) Mexican cavalry may not Dismount.

(15.0) ENGINEERING
(15.1) No one may build breastworks.

(17.0) FATIGUE
Fatigue is not used; the battle is too short.

SPECIAL RULES FOR THE BATTLE


TERRAIN
The Molino battlefield looks simple; that is deceptive, as there is much detail, and a large handful of unusual terrain types, both natural and man-made. Marsh/Flooded. Mexico City (off the map to the NE) is surrounded by partially reclaimed swamp (at this time). Some of it was fields, some of it marsh. Pretty much all of it had been flooded by Santa Anna at the approach of the North Americans, reducing (most) military movement to the Causeways. Cypress Grove. These were part of the Chapultepec Park and were rather swampyand very beautiful. Note that hex 1711 is not so much flooded as swampy without the cypress trees. Maguey Hexsides. A line of large maguey plantsmedium height, cactus/palm-like florawhich offered some protection. Ravines. The two dry ravines on the map were almost uncrossable, except where the Roads traversed them. Using the Roads negates the cost of crossing the ravines. However, units Shock Attacking across the Ravine where the road crosses still use the Ravine Combat effects. No US infantry unit may cross the west-most ravine [1827/1828 to 2434/2533] or move west of it. Strongpoint Buildings: Here we refer specifically to Casa Mata, a small fort-like building, and El Molino (including 2114), a series of low, flat-roofed warehouses which had been strengthened by sandbags on the roofs, etc. Casa Mata was surrounded, except where the road entered the building, by a dry moat. That effect is built-in. Mexican units, if required to retreat Casa Mata or El Molino, may take a step loss instead Chapultepec. The name refers specifically to the 200-foot high Hill of the Grasshopper, atop which rests the Mexican Military Col-

Stone Walls. Just like it says, but not built for military purposes. They simply exist as protection and a barrier. Trench. This is the large, dry ditch that runs just in front of Casa Mata, used by Ramirez to deploy his brigade. It offers the usual protection such ersatzand here, rather erratictrenches usually offer. HISTORICAL NOTE: There appears to have been a similar, but smaller, ditch running north-south, along the western edge of the park of Cypress groves. It is mentioned in two sources, but is not on any maps. As it did not play any part in the battle, we have ignored it. Fosse: The Mexicans had dug a ditch in front of the western edge of the wall of the Colegio Militar. This, and the mines planted just below it, is covered in much greater detail in the Chapultepec scenario. Ditch: The western side of the Chapultepec Park had an irrigation ditch (apparently dry) that provided a minor obstacle. Causeway. Slightly elevated road through the flooded lands and marshes. No effect on combat. Aqueducts. Several of the Causeways had large, stone aqueducts running their length to/from the city. The aqueducts offered protection to any one using them for such, although it was not difficult to move through them, by way of their many, large arches. Note that such protection applies only to units defending against fire/attack coming through a hexside not connected to the defending hex by the aqueduct. The aqueducts block LOS for artillery, but not for muskets.

AM Availability
The US uses the 3 US Army AM; the Mexican Player has available three Mexican Army AM; how many he gets to use depends on Initiative.

2004 GMT Games, LLC

Gringo! Battle Book

31

Initiative
The US Player automatically has the Initiative for the first gameturn. After that, players Die roll, with the US adding two (+2) to his DR. See the US First Turn restrictions, below.

Victory
The games is played until one player wins. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all hexes of two of the following: Casa Mata (1822). El Molino (1816, 1915, 2015, 2016). Chapultepec (1808-9). The Mexican Player wins if, at the end of any game-turn, any two brigades (Sumners Cavalry is not considered a brigade for this purpose) are Combat Ineffective. If both of the above exist at the same time, the game is a Draw. (The US Player has taken his objectives, but has lost enough men to render the capture of Mexico City a much more difficult project than it historically was.)

U.S. First Turn, First AM


The US starts the game with the Initiative. However, for that first Army AM (only) he may activate only: The Storming Party and the Light Battalion. His artillery, but they may only Fire, not move.

U.S. First Turn Command


All US brigadiers are considered to be in Command Range of Worthalthough they really arentfor the first game-turn only. (Theyve been given their orders.)

EL MOLINO DEL RAY


US Deployment & Reinforcements
Hex 3212 W/i one hex of 2814 2624-2526 2821, 2921, 3021 2619 2719 W/i one hex of 2529 2706 2713 2718 2623 Units [All Brigades are under Advance Orders] Worth [a] Garland; 4th US, 2nd Arty, 3rd Arty McIntosh [b]; 5th US, 6th US, 8th US Cadwalader; 11th US, 14th US, Voltigeurs and Foot Riflemen [c] Wrights Storming Party (2 bns) [d] The Light Battalion [d] Sumner; 1st, 2nd, 3rd Dragoons, Mounted Rifles (mounted) [e] One 6-pounder from Drum's G/4 US battery Two 6-pounders from Drum's G/4US battery Huger's two 24-pounders Duncan's battery (A, 2US a and b) d These units operate independently; they have no leader: They are always In Command. They may Change Orders when activated without dierolling. e Sumners Cavalry may not move until a Mexican cavalry unit enters the map. After that, theyre free to do what they want. No US infantry unit may cross the ravine [1827/1828 to 2434/ 2533] or move west of it.

a MajGen William Worth commanded the assault on El Molino with this ad hoc, reinforced division: his two brigades (Garland's and Clark/McIntosh's), plus Cadwaladers (from Pillow's Division). b Col McIntosh is standing in for Brig Gen Clark, the actual brigade commander, who is hors de combat for this battle. c These two units start stacked; they were both part of the same regiment (The Regiment of Voligeurs and Foot Riflemen).

2004 GMT Games, LLC

32

Gringo! Battle Book

EL MOLINO DEL RAY


Mexican Deployment & Reinforcements
Hex 1820-4 (Casa Mata) W/i 2 hexes of 1915 1603, 1604 1917-1927 [c] 1817-1819 In or adjacent to the Colegio Militar Units [All Brigades are under Advance Orders] Perez; 4 Ligero, 11 Line Infantry; Deploy Extended a Leon; Nat.Guard units of Liberty Bn, Union Bn, Quertaro Bn, Mia Bn b Rangel; Guanajuato Activos; Hidalgo Bn c Ramirez; 1st Line, 12th Line, 2nd Ligero [d], Fijo de Mexico Bn [See below] d Two 2SP 4-pounders, one 3SP 8-pounder e Bravo; 3rd Ligero, Students of the Colegio Militar; two 24-pounders; one 68pounder Howitzer

a These two units were quite large, especially the 11th Line, with a reported strength of around 900. Thats 18 SP, and that means it can extend two additional hexes. b Our numbers for these units (in terms of SP) are based on the troop strengths on the 13th (the assault on Chapultepec), upped to account for losses. We could not find any numbers specific to El Molino. The Fijo Bn is sometimes listed as the Regular Mexican Standing Battalion. c Rangel was originally deployed in the Mata/Molino area, but Santa Anna withdrew him as a reserve brigade the night before the US attack. d It appears, in some sources, that Ramirez placed 2 companies (160 men) of the 2nd Ligero in the Cypress Garden. It is possible that this was actually the 3rd Ligero, which started on Chapultepec, but moved to reinforce the troops at El Molino early in the battle. e There is no indication of the size/type of guns in this group. There is also some question as to whether there were six or seven guns. However, by the 13th, the Mexicans had three 4-pounders and an 8-pounder inside the castle, most likely the remaining guns from El Molino. Our Mexican sources say six at El Molino, but the North Americans captured three guns at that battle. As Mexican artillery fire at El Molino was not very effective or helpful, weve gone with 6. To make matters even more confusing, it is not quite clear exactly where these guns were deployed. Weve gone with the information that, when Santa Anna redeployed, he moved his six guns closer to El Molino. MEXICAN REINFORCEMENTS A large force of Mexican cavalry (with a lone supporting foot unit) is sitting just off the map, to the west of Hacienda Los Morales. Santa Anna had hoped that it would play a big role in sweeping the North Americans from the field by attacking their flank. That never happened, a result of poor command cooperation, and the usual reluctance of the Mexican leaders.

Whenever a Mexican AM is drawn, the Mexican Player may attempt to activateand bring inone of his cavalry brigades. To do this, he rolls the die for the chosen brigade: If the choice is Alvarez, a DR of 0 or 9 will activate that brigade. If the choice is Andrade, a DR of 9 will activate that brigade. Mexican cavalry enters the game in Advance Mode, through hex 3201. Once activated, the brigade is available for the remainder of the battle, unless/until it becomes Combat Ineffective. At the end of the Game Turn that it does so, all units in that brigade are permanently removed from the game, regardless where they are at the time. Available Mexican Cavalry [a]: Alvarez; 2nd Line Cav, 3rd Line Cav, 5th Line Cav, 9th Line Cav, Tulancingo Curaissiers Andrade; Oaxaca Cav Bn, Michoacan Cav Bn; Los Pintos infantry [b] [a] Both brigades comprise Alvarezs cavalry division. He commands one of its brigades, Andrade the other. We treat them as separate brigades. [b] A most interesting unit. According to the notes in Smith, vol 2., and a Mexican source, these were semi-savage pintosmen from the hot region marked with spots. They lay flat when charged upon, and hewed the enemy down with heavy knives (machetes), and they were expected to fill the Americans with terror. Perhaps. But thats the only mention they ever get, anywhere. As you see, they have no small-arms.

2004 GMT Games, LLC

Gringo! Battle Book

33

CHANGES TO BASIC GBACW RULES


(3.0) SEQUENCE OF PLAY
II. A. Activation Efficiency Determination. There is no Efficiency; this is already pre-determined; see changes to 5.2, below. II.D. Reserve Placement is not used. III.C.3. Action Phase: Add: The US Player may fire his off-map Artillery as an activation. Add: The Mexican Player may use his AM to attempt to Activate one of his Brigades.

CERRO GORDO
April 18, 1847
Preliminary Information
Cerro Gordo presents the designer with several problems. First is that the battle took place over two days. One the 18th, the US advanced one division to seize Atayala. Santa Annas reaction to that was minimal. On the following morning, the battle continued. For game purposes we have melded the two days into one continuous flow of play (12 turns). Second is that eternal game design bugaboo: the players know too much, far more than the historical participants. The lines of sight were almost non-existent for all but troops on the higher elevations, and, even worse, Santa Anna was convinced, as were most of his advisors, that the only approach was by the National Highway and some of the lower ground just to the south (as you can see from the initial Mexican deployment). For this reason all Mexican units start the game inactive. Given all of that, Cerro Gordo is, like most of the battles in this war, an unusual one. The US is very aggressive, the Mexicans are not. However, the Mexicans have far more troops and the advantages that mountainous terrain can offer.

(4.0) COMMAND
(4.11) The Army Commanders have two functions: Initiative. Santa Anna also acts as Division Commander for the Mexicans, in that any brigadier within his Command Range may Change Orders, without a die roll, in the Division Orders Phase (II/B). US Brigadiers may do same if the chain of command Scott to Division to Brigadieris in place. (4.12) There are no Corps Commanders (ignore 4.12). (4.13) The US Division Commanders Activation Rating is not used. Moreover, they move as per 4.17. (4.3) There are no Artillery Leaders.

(5.0) ACTIVATION
(5.2) There is no Efficiency in this battle. Both Players always get three Army AM per turn. See new 5.37, below. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV/A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.37) If the Mexican Player uses an AM to activate one of his brigades, as above, then he may not undertake the Action Phase with his units, except for artillery fire. (5.4) Not used.

Map
This scenario uses the Cerro Gordo map. The scale is c. 115 yards per hex.

Length of Game
12 turnsor about five hours based on playtester experience.

(6.0) THE ORDERS SYSTEM


(6.1) There are no March orders in this battle; just Advance and Attack. (6.12) Division Orders is used only by the US, and only when Taylor is on the map. For the Mexicans there are no Divisions. Any brigade in command range to Santa Ana may change orders in this phase. (6.3) Units may not enter Reserve. PLAY NOTE: Two Mexican brigades and the Mexican reinforcements are in reserve at the start of the game. This means they cannot be activated until taken out of reserve at the end of Turn one, at the earliest.

Balance
Favors the US, but not greatly. Much depends on how the Mexican Player reactswhen he canto the US advance. Hopefully, the Mexican player, given what he knows, will do a damn sight better than Santa Anna.

Initiative
The US Player automatically has the Initiative until the turn after Atalaya is taken. Starting with the next turn, players roll for Initiative, with the US Player adding Scotts Initiative rating to his die roll if Scott is on the map (and 9.33 isnt in effect).

2004 GMT Games, LLC

34

Gringo! Battle Book


to cross the mountains and reach Mexico City. As such, it provides the best method of movement in the game, negating the general movement restriction applied to all terrain, above. Rio del Plan. This was not a very big river, in terms of width. However, it ran through a gorge with cliffs of up to 500 feet. It was uncrossable. Steep Slopes. Infantry moving up, and cavalry moving down, Steep Slopes must, at the conclusion of their movement for that Phase, UDD to see if such movement has Disordered them. Fortification (el Telegrafo). Santa Annas engineering preparations were amazingly half-hearted and slipshod. Some redoubts were finished; others (such as the ones for the easternmost Mexican troops) were only laid out in terms of placement. For those fortifications in place, a unit in a hex protected by these redoubts may fire through any hexside that is part of the hex it is in. Moreover, a unit in such a hex cannot be flanked through a redoubt hexside. PLAY NOTE: Remember that units defending inside such fortifications (a) get a 1 DRM to any pre-Shock Cohesion checks, and (b) may ignore Retreat results. The Camp. The tents of Santa Annas army were spread all over this area. They have no affect on the game.

(10.0) FIRE COMBAT


(10.61) Mexican artillery may not move and fire in the same Phase. Remember, they need not be activated to fire.

(11.0) SHOCK ASSAULT


(11.5) Cavalry Charge
The Mexicans have, potentially, a large contingent of cavalry. Unfortunately, they have three factors working against their efficient use: The terrain, which limits the Charge Path (11.52 and 11.53) and any charge benefits (11.55). Of course, they can use normal Shock (into hexes they can actually reach). Their commander, General Valentin Canalizio, was, shall we say, somewhat lacking in eagerness to participate. Perhaps his foreboding of disaster (most likely his) made him a bit tense and unsure. Not unusual with Mexican upper level officers in this war. The units themselves: The splendiferously and colorfully uniformed Mexican cavalry regiments performed poorly throughout the war, usually failing to attack, or even participate, in any meaningful way. (There were exceptions.) At Cerro Gordo they took one look at the approaching North Americans and high-tailed it back to Mexico City. (11.55) Additional DRM: Lancers add one (+1) when Charging. DESIGN/HISTORICAL NOTE: The Tulancingo Cuirassiers, probably the best cavalry unit in the Mexican Army, was, in the Napoleonic sense, Heavy Cavalry. While this does not give them a Shock DRM, they are far easier to commit to combat with their high Cohesion Ratings, reflecting their heaviness.

Mexican Activation
All Mexican units, except those In Reserve, start the game inactive. Inactive infantry units may not undertake anything in their AMs Action Phase, except that any artillery may fire (at targets to which it can trace a LOS). There are two ways units may be Activated, and once activated they remain so for the rest of the game. Any Mexican Brigade (units in Command range only) or any individual unit, is automatically activated at the start of any Mexican AM that any US combat unit is within four (4) MP and Line of Sight. For any one of his AM drawn in any one Game-Turn, the Mexican Player may Activate any one brigade (units in Command range only). Units of that brigade may undertake a normal Action Phase. If he chooses to do this, he may not undertake anything else, other than artillery fire, with any other units.

(13.0) MORALE AND RALLY


(13.3) Division Combat Effectiveness. Not used. (13.42) This may not be used by Mexican leaders. They may not be used to affect/help Rally in any way.

(15.0) ENGINEERING
(15.1) This section is ignored; no one may build breastworks.

(17.0) FATIGUE
Fatigue is not used; the battle is too short.

SPECIAL RULES FOR THE BATTLE


TERRAIN
The Faux Road/Northern Approach. Given the above, Santa Anna was sure that the only avenue of approach to his Cerro Gordo position was along the Highway. However, engineers Pierre G.T. Beauregard and Z.B. Tower informed Scott that Santa Anna could be flanked by moving to the north of his positions. Scott sent Robert E. Lee and some engineers out to clear the path as far as could be done (about to the point where a LOS can be gained from la Atalaya to the mouth of that path as it emerged), and that was where, and by what means, Scott planned his attack. The game starts with Twiggs two brigades having used this cleared (well, made somewhat easier) path. The National Highway. The Mexican opinion was that this excellent (for that era) road was the only viable route an army could take

US Off-Map Artillery
Starting with the Game-Turn after the Turn in which the US Player (first) captures Atalaya, he has the use of a 68-pounder piece of Heavy Artillery that they have managed to drag up the side of the ridges to the south of the Rio del Plan (about 4 hexes off-map). Each time a US AM has been drawn/selected, before undertaking any other action, the US Player may designate as a target of this gun any one hex south of, or adjacent to (and north of) the National Highway between 2334 and 4330, inclusive. He then rolls one die (there are no DRM), consults the Off-Map Artillery Fire Table, and applies the result, if any.

Victory
The game is played until one player wins or 12 turns have been played. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies El Telegrafo (2030) and has exited at least 10 SP of non-disordered Infantry off the map through 1027.

2004 GMT Games, LLC

Gringo! Battle Book


Mexican Historical Victory: The Mexican Player wins if, at the end of any game-turn, any three (3) U.S. brigades are Combat Ineffective and the US has not satisfied the above victory conditions. Mexican Competitive Victory: The Mexican Player wins if, at the end of any game-turn, any two (2) U.S. brigades are Combat Ineffective and the US has not satisfied the above victory conditions. This victory condition may not be used if the Mexican Cavalry have been activated.

35

If neither player has achieved victory, as above, by the end of twelve (12) turns, the Mexican Army is considered to have survived and blocked passage. The Mexican Player wins.

CERRO GORDO
Initial US Deployment
Players choice as to start Orders. Set-up only is 1 unit per hex. Hex Level 2 hex between 3125-3625 inclusive Units Twiggs (2 Div), Harney (1/2Div); 1st Artillery, 3 US, Regt of Mounted Rifles (dismounted); K, 1 US Artillery Battery, 4 x 12lb Howitzers from the Howitzer & Rocket Company. Riley (2/2Div); 4th Artillery, 2 US, 7 US. The Rockets of the Howitzer & Rocket Company.

CERRO GORDO
Initial Mexican Deployment
All Brigades are under Advance Orders except Vasquez and Ampudia. Units may be Faced as Desired unless stated otherwise. Hex 1130 3839-40 Units Santa Anna; Hussars of the Supreme Power Pinzon; 5 Line Infantry, Atlixco NG; Artillery: 1 x 12lb, 2 x 8lb, 4 x 4lb (a total of 3 artillery units). [All UnitsFacing East] Araujo; Libertad Bn, Zacapoastla NG; Artillery: 4 x 4lb, 4 x 8 lb (a total of 2 artillery units) [All UnitsFacing East] Badillo; Jalapa NG Co., Coatepec NG Co., Teusitlan NG Co; Artillery: 6 x 4lb, 3 x 8lb [All UnitsFacing East] Jarero; Matamoros NG, Tepeaca NG; Artillery: 1 x 8lb, 4 x 4lb Diaz de la Vega; 6 Line, Grenadier Guards of the Supreme Power; Artillery: 4 x 16lb, 3 x 8 lb 1 SP Infantry Detachment 3 Line/Vasquez; Artillery: 4 x 4lb Vasquez; 1 Ligero, 2 Ligero, 3 Ligero, 4 Ligero; Galeana NG Artillery [In Reserve] Ampudia; 4 Line, 11 Line [In Reserve]

Level 2 hex between 3825-4224 inclusive

US AM Available: Three US Army AM

3935-6

US Reinforcements
The US Player may bring in any one of the following groups, one per Turn (not AM) starting with the Turn after the US Player occupies Atayala (2528). Some of the groups have restrictions as to when they may be used. Reinforcements may enter the map through either 4825-6, or 4836-8. The US Player may bring on Army Commander, MajGen Winfield Scott, with any infantry brigade, below. 1st Brigade,Volunteer Division: Shields; 2 NY, 3 Ill, 4 Ill, 3rd Vol. Artillery Battery. 2nd Brigade,Volunteer Division: Pillow; 1 PA, 2 PA, 1 Tenn, 2 Tenn, US Marine Detachment. 1st Brigade, 1st Division: Worth (1 Div), Garland; 2 Artillery, 3 Artillery, 4 US; A, 2 US Artillery Battery. This brigade may not enter until both Shields and Pillow have done so. 2nd Brigade, 1st Division: Clarke; 5 US, 6 US, 8 US. This brigade may not enter until both Shields and Pillow have done so. 2nd Dragoons, Tenn Mtd Volunteers [a]. [a] = For the purpose of changing Orders, these two units may do so, as per the rules for such, when in range of Twiggs, Harney, or Riley. (TheTenn Mtd Vols were historically unattached, but this rule suffices to cover that.) HISTORICAL NOTE #1: Shields Brigade (attached for the battle to Twiggs 2nd Division) and, much later, Worths Division (which saw no action), were brought in through 4825 and the cleared Level 2 hexes. Pillows Brigade entered, in a somewhat confused manner (not unusual, considering Pillows talents, or lack thereof) through 4836-8. The Dragoons and Heavy Guns (not used in this game),attached to Twiggs, remained in the rear. HISTORICAL NOTE #2: The commander of the Volunteer Division, MajGenRobert Patterson, was not present. Shields brigade was attached to Twiggs 2nd Division; Pillow operated without Divisional Command.

3832-3

3136, 3236 2534, 2634-5, 2734

2528 2030 Any Camp Hex 1730, 1831, 1931

Mexican AM Available: Three Mexican Army AM.

Mexican Reinforcements
The following units are available as Reinforcements. To be brought in requires them to be Activated (see below). If Santa Anna is in any Cerro Gordo Village Hex, or within 4 MP of 1027, these Reinforcements are within his Command Range. Arteagas brigade may not be activated before the cavalry. The Reinforcements are In Reserve at the start. They enter through hex 1027. Canalizio [The Cavalry]; 5th Line Cav, 9th Line Cav, Morelia Activos Cav, Tulancingo Cuirassiers, Chalchicomula Activos Cav, Jalapa Activos Cav, Orizaba Activos Cav Arteaga; Puebla Activos, Puebla Natl Guard HISTORICAL NOTE: Arteagas brigade came up just as the battle was ending, made a brief appearance just west of Cedrro Gordo, and then retired.

2004 GMT Games, LLC

36

Gringo! Battle Book

(4.0) COMMAND
There are no Corps/Army Commanders, only Brigadiers, plus the US Division Commanders, who move only in the Commander Movement Phase (IV.A). The US Division Commanders Activation Rating is not used. (4.3) There are no Artillery Leaders

(5.0) ACTIVATION
(5.1) US automatically has the Initiative each game-turn. (5.2) There is no Efficiency in this battle. The US always gets three (3) Army AM per turn; the Mexican always gets two. PLAY NOTE: Two Mexican AM reflects the somewhat half-hearted Mexican commitment to defending the hill. If you want to give the Mexicans a bit more opportunity, give them 3 AM. (5.3) When a players Army AM is drawn, he may activate all of his units, not just some. The only exception is that US Division commanders move only in the OC Movement Phase, IV.A, as per 4.17. (5.34) Only the US may use Brigade Coordination. (5.36) As there is no Mexican leader above Brigade Level, all Mexican brigadiers are treated as Out of Command for this battle and, thus, do not get to use II.B Division Orders. (5.4) Efficiency Transfer is not used.

CHAPULTEPEC
Mexico City, September 13, 1847
Preliminary Information
The Chapultepec scenario is somewhat unusual, if alone for the fact that it uses a scale different from the other battles, 45 yards per hex. While the Turn/Am sequence remains the same, each Turn (and all the Activations within) now represents 20 minutes, not an hour. Some of the basic rules mechanics have been streamlined (cf. the artillery fire rules, below). Unless changed by any of the following rules all rules dependent on stacking or range are unchanged to keep things simple (i.e. Artillery Approach Fire is still three hexes). We also note that Chapultepec makes for a very good solitaire game, as there is not that much for the Mexican player to do, in terms of strategy or even movement.

(6.0) THE ORDERS SYSTEM


(6.1) No March orders in this battle; just Advance and Attack. (6.3) The Reserve Rule is not used.

(8.0) STACKING AND EXTENSION


(8.1) Chapultepec stacking is: Four infantry SP (or one unit), or Six guns, or one infantry unit plus one artillery unit. (8.4) Line Extension is not used; weve kept the units to small enough size, vis a vis the scale, to make this unnecessary. See, though, Special Fire Rules, below.

Map
This scenario uses the Chapultepec map. The scale is 45 yards per hex. The half/partial hexes along the east and north edges of the map are playable.

Length of Game
Play until there is a winner. 45 hours depending on your solitaire play pace.

Balance
It is hard to see how the Mexicans can win this one. Chapultepec, itself, may be a difficult target, but there is nothingand no one supporting it. Its garrison is pretty much on its own, except for the one battalion that Santa Anna did release during the storming. If the players allow the Mexican to use the Optional Reinforcements (below), that will change the balance.

(10.0) FIRE COMBAT


See the Special Rules for Fire, below. (10.61) Mexican artillery may not move and fire in the same Phase.

(13.0) MORALE AND RALLY


(13.3) Division Combat Effectivenesst is not used. (13.42) Mexican leaders may not be used to help Rally in any way.

CHANGES TO BASIC GBACW RULES


(3.0) SEQUENCE OF PLAY
II. A. Activation Efficiency Determination. There is no Efficiency; this is already pre-determined; see changes to 5.2, below. II. B Division Orders is used only by the US. II. D Reserve Placement is not used.

(15.0) ENGINEERING
(15.1) This section is ignored no one may build breastworks. (15.24 [NEW]). Units defending against shock behind a Fortification or Stone Wall hexside, or in a Colegia hex, subtract one (1) when undertaking a Pre-Shock Cohesion check (11.37). See the Terrain Rules for this battle for more detail on the several different types of man-made fortifications.

(17.0) FATIGUE
Fatigue is not used; the battle is too short.
2004 GMT Games, LLC

Gringo! Battle Book

37

SPECIAL RULES FOR THE BATTLE


TERRAIN
Causeways and Roads. For game purposes, they are the same. Aqueducts. Several of the Causeways had large, stone aqueducts running their length to/from the city. The aqueducts offered protection to any one using them for such, although it was not difficult to move through them, by way of their many, large arches. The aqueducts block LOS for shot/shell artillery, but not for grapeshot or musketry. (Where the aqueducts paralleled the stone walls we left them out, feeling them to be redundant at this scale.) DESIGN NOTE: We hope you will excuse us for running the aqueduct along the hexsides, somewhat unrealistically. Marsh/Flooded. Mexico City (off the map to the NE) is surrounded by partially reclaimed swamp (at this time). Some of it was fields, some of it marsh. Pretty much all of it had been flooded by Santa Anna at the approach of the North Americans, restricting (most) military movement to the Causeways. Cypress Grove and Swamp. Greater Chapultepec was a large, rectangular park. The western side of the park was a beautiful grove of cypress trees, set in a naturally swampy environment. Some hexes reflect the presence of large numbers of trees; others are just swampy, with scattered trees. Fortifications. Much detailed by Lees survey, these are well-constructed breastwork type blockades, built for protecting firing units as well as retarding charging enemy. A unit in a hex protected by these redoubts may fire through any hexside that is part of the hex it is in. Moreover, a unit in such a hex cannot be flanked through a redoubt hexside. PLAY NOTE #1: Remember that units defending inside such fortifications (a) get a 1 DRM to any pre-Shock Cohesion checks, and (b) may ignore Retreat results. PLAY NOTE #2: Notice the two mini-redoubts for hexes 3540 and 3542. Made to hold a gun or two, it does not appear they were so manned during the assault. Stone Walls. Just like it says, but not built for military purposes. They simply exist as protection and a barrier. Chapultepec. The name refers specifically to the steep Hill of the Grasshopper, about 200 feet above the surrounding area, atop which rests the Mexican Military College (Colegio Militar). The hill has six levels of elevation, the Colegio being on the sixth and highest. (2645 is not part of the Colegio; it is a Level 5). Many hexsides are Steep Slope, the crossing of which automatically Disorders the unit. Others are Sheer and uncrossable. The 6th level, the Colegio, may not be crossed by any Mexican unit, except through the gate, and by US units only if they have Scaling Ladders (see below). See, also, the note on the fosse, plus the rules on the Mines. Colegio Militar. The buildings of the college are distinguished from the rest of the hilltop. 2446 and 2545 are clear hexes (courtyard); the rest are buildings. Artillery may be placed in, and used from, either. Fosse: The Mexicans had dug a ditch in front of the western edge of the wall of the Colegio Militar. It has no effect on the game, as the US cant get over that wall unless they have scaling ladders, anyway.

MINES
The Mexicans planted several mines below the western walls of the Colegio. Unfortunately, they had to be set off by hand, something the Mexicans delayed doing, and then failed to do when they finally remembered them. There are three Mine markers for hexes 2145, 2146 and 2247. Any time a Mexican AM is drawn, the Mexican Player may attempt to explode the mines. He may do this only once for each hexremove the counter after the attempt. To try to explode a mine, the Mexican player rolls the die: A 0 or a 9 explodes the Mine. A 18 fails, and no further attempts for that hex. Any unit in an exploding Mine hex is automatically Disordered and loses 1 SP.

SCALING LADDERS
The U.S. assault troops got to the base of the walls of Chapultepec only to find that the scaling ladders, absolutely necessary to get up the vertical walls, were nowhere in sight. They had to wait for some time for troops to bring them up. To reflect this: Any US unit that wishes to move into a Level 6 (Colegio) hex either by movement or Shock from outside the hill top must start adjacent to that hex. Exception: units may move through the gates if there is no opposition on the other side; otherwise, treat it is a regular hilltop hex. To see if it can so move/Shock, the US Player rolls the die for each such attempt. If that DR is a 69, the Scaling Ladders have arrived, and the unit may move. If that DR is a 05, no ladders and no movement. Rolling for ladders does not prevent firing.

SMALL-ARMS FIRE
(8.31) The Maximum Fire Strength per hex is four (4). (8.45) If both unitsa and b (e.g., the 4 US regiment)of the same regiment are in adjacent hexes, for purposes of combining fire SPs, they are treated as if they were extended. Infantry uses the Chapultepec Small-Arms Range Chart to determine the DRM for fire.

SPECIAL ARTILLERY RULES


On-Map Artillery
Given the scale of the map, any gun of the era could reach any hex on the map with relative efficiency, given good Line of Sight. Therefore, to simplify matters, the artillery in this battle do not use the normal artillery firing rules. Instead, they use the Chapultepec Artillery Firing Table. When firing on-map guns, the player rolls the die and consults that table. He adjusts that dieroll as follows: +1 for each SP over 1 in that unit. Thus, a 2SP section would get a +1 DRM. +1 for firing at any target within three hexes. This does not apply to the Mexican 68s and all Howitzers and Rockets. 1 all Mexican guns. ? Terrain as per TEC. 1 Artillery moved.

2004 GMT Games, LLC

38
Restrictions. Aside from the normal LOS rules:

Gringo! Battle Book


Table. He then starts the game with one of his Army AM. Each time the US draws his Army AMexcept for the first AM he uses in the game, which is covered by the pre-assault bombardment he may roll once on the Chapultepec Artillery Fire Table before activating his units. LOS is not an issue in off-map fire; the US can fire at any hex. It is an issue for on-map guns. US off-map artillery may not fire at any hex that is within two hexes of a friendly unit. The only modifiers which apply are those for terrain. HISTORICAL NOTE: The off-map US artillery consisted of 3 captured Mexican 16-pounders, 3 8 howitzers, 1 24-pounder mountain howitzer, and a 10 mortar. Referring to the El Molino map, they were split into 4 sections, located in El Molino hexes 2706, 2714, 2214, and 2613. Smiths regiments entered the battle from a somewhat unusual angle. Quitman, aware that the Mexican redoubt defended by the Morelia Bn would be difficult, and costly, to take with a frontal assault, sent Smiths troops off to the east, into the flooded fields. After slogging their way across the swampy fields and endless irrigation ditches, they came into the battle (and what would be our map) on the left flank, and somewhat behind, the Morelia Bn, driving them away from the redoubt. Smith may always choose to enter through hex 3552 (the Tacubaya Road) as a normal reinforcement. However, the US Player may choose to send Smith on his flanking maneuver. In that case, the US Player states that Smith may be attempting to flank. Smith may enter the map only after at least three other brigades have entered the game. Smith may enter through any hex along the eastern edge of the map, from 3743 to 3750, inclusive. The US Player should write that down, keeping it secret. To actually bring Smith onto the map, when a US AM is drawn, the US Players rolls a die for Smith. If the DR is 7-9, Smith enters; if 0-6, he remains off-map. Add one (+1) for each previous game-turn in which Smith, eligible to arrive, has not yet done so. Note: Smiths failure to enter on its first turn does not prevent otherwise normal reinforcements on the following turn; Smith attempts an entering die roll and another brigade may enter as above. PLAY NOTE: Yes, it is mathematically possible that Smith will not arrive.
Notes for the US Assault Force at Chapultepec: [a] If playing historically, Cadwaladers brigade enters first. Historically, the battalion of Voltigeurs (which was part of a regiment combining them with the Foot Riflemen), was divided up and divied out: 4 companies were the advance for Pierces brigade, and another 4 companies attacked the few Mexican troops guarding the southern walls. [b] This section of guns from Magruders battery is commanded by Lieut. Thomas J. Jackson, later known as Stonewall. [c] Hales rockets, as opposed to the less reliable Congreve rockets (which the US army also used). They were fairly accurate up to 2000 or so yards. [d] This was the last brigade, historically, to enter the battle. [e] Franklin Pierce, eventually 14th President of the United States.

Mexican artillery in the Colegia (atop the hill) may not fire into any hex adjacent to, but outside, the Colegia. (A question of the inability of the guns to depress at that angle). However, artillery may pre-shock reaction fire (the attackers are coming to the guns). No artillery unit may fire at any target within two hexes that is two elevation levels lower or higher.

US Off-Map Artillery
The US had eight guns of various type (see note below) deployed to the south and southwest of Chapultepec, which was in range of all of these mini-batteries. To reflect this, and the early morning preassault bombardment; Before starting play, the US Player may engage in a pre-assault bombardment, rolling four times on the Chapultepec Artillery Fire

CHAPULTEPEC
US Assault Force
No US units start on the map; all units enter as Reinforcements. They enter under whatever Orders (Assault or Advance) the US Player wishes. There are six groups of Reinforcements. The US Player may bring in one group per Turn (not AM). Each group must arrive within the game map parameters noted below. Clarkes Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (2/1Div) [d]. Smiths Brigade: See Special rule on Smith, below. Units: (1/ 2Div). Pierces [e] Brigade: Enters through any hex on western edge, between 1044 and 1051, inclusive. Units: (1/3Div), including McKenzies Storming Party; Renos Rocket and Howitzer Company. Cadwaladers Brigade: Must enter through hex 1041 [a] Units: (2/3Div); I, 1 US Artillery [b]. Shields Brigade: Enters through any hex(es) along southern edge that are not blocked by a Stone Wall (e.g., may not enter through 2253). Units: (1/4Div); A/2US a artillery. Roberts Brigade: Enters through any hex(es) along southern edge that are not blocked by a Stone Wall (e.g., may not enter through 2253). Units: (2/4Div). including Caseys Storming Party. US AM Available: Three US Army AM. Division Commanders may be brought in with any one of the brigades in their division. The US Overall Commander, MajGen. Winfield Scott, is off-map and not used. Worth (1st Division). Pillow (3rd Division). Quitman (4th Division).

Initiative
The US Player always has the Initiative.

Smiths Brigade
Brigadier Persifor Smiths brigade, nominally in Twiggs 2nd Division, is under the divisional command of Quitman for this battle. Twiggs counter is not used.

2004 GMT Games, LLC

Gringo! Battle Book

39

VICTORY
The game is played until one player wins. Who wins is determined as follows: The U.S. Player wins if, at the end of any game-turn (not Activation Phase), he occupies all eight (8) hexes of the Colegia Militar, the top of Chapultepec.

The Mexican Player wins if, at the end of any game-turn, any three (3) brigades are Combat Ineffective and the US has not taken the Colegio.

CHAPULTEPEC
Initial Mexican Deployment [g]
[All units are under Advance Orders] Hexes 1453 3750 3446, 3545, 3646 Units Mia National Guard Bn Union National Guard Bn (with 1 SP already lost) [f] Matamoros de Morelia Bn, One per hex: 2 SP of 8lb guns, 2 SP of 4lb guns, 1 SP of 4lb guns [b] Queretero National Guard Bn (with 1 SP already lost) [f]; Patria National Guard Bn Toluca National Guard Bn Gen. Nicolas Bravo; 10 Line Inf. (both), Cadets of the Military College [a] 2SP of 24lb guns; 1SP of 68lb gun; 1 SP of 8lb gun; 3 SP of 4lb guns

Optional Mexican Reinforcements


Santa Anna had two divisions held in reserve, east of Chapultepec. They were never released because Santa Anna feared additional attacks along the southern causeways, and he froze, failing to commit anyone in sufficient time to help. This rule allows the Mexican Player to be a little less indecisive than Santa Annaif the players agree to use it. Essentially, he gets to use/release the rest of Rangels brigade [d]. The following regiments, all in Rangels brigade, are available as Optional Reinforcements: Grenadiers of the Guard of the Supreme Powers (two counters). Mixto de Santa Anna [e]. Matamoros National Guard Bn. Starting with the game-turn after the turn in which the San Blas Bn arrives, the Mexican player may release/bring these in as reinforcements. He may bring in only one per game-turn (and if he uses that turn to bring in the Hidalgo Bn, he may not bring in any optionals). He selects the arriving unit blindly, by drawing it from a cup, like he draws AM. For the Activation/AM he uses to bring in that unit, no other Mexican units may move or Shock; they may fire. The arriving units may enter through either 3540 or 3743. If the hex is occupied by US troops, it may not enter through it.

2148 Any Level 5 hex between 2245-2543 In the Colegia Militar Any Level 3 or > hex

Mexican AM Available: Two Mexican Army AM. (The players may use 3 Mexican AM if they wish to attain better play balance).

Optional Deployment
No, the historical deployment doesnt look overly efficient to me, either. Then again, other than holing up inside the Colegio and praying for divine intervention (as Santa Anna is not about to provide much of the same), what could be better? So, if you agree, or just simply want to explore alternatives, we suggest the following. The Matamoros de Morelia Bn, and those 5 guns, still go into that redoubt. The rest of the units may be placed anywhere on the map, but not in any road hex that is also on the edge of the map (cf. you cannot put a unit in 1041 or 3552). The Cadets must be placed in the Colegioand remember, the only way Mexican troops can enter Level 6/Colegio, is by the gate.

Notes:
[a] These are the famous cadets, teenagers mostly, some younger, and much-honored in Mexican lore, Los Nioes Heroes, who fought as bravely and determinedly as any older man ever would have. [b] Part of Rangels brigade; but, until Rangel enters as a reinforcement, may be commanded by Bravo. This was considered one of the better Mexican infantry units. [c] Commanded by a real tongue-twister, LtCol Felipe Santiago Xicotncatl. Very unusual to find a high-level officer with a Nachuatl surname. Akin to finding a Catholic or Jewish commander in the US Army at the time. The San Blas, apparently, tried to reinforce the College but only made it halfway up the entrance road before being beaten back. [d] The other division, under Ramirez, would never have been released. [e] At the time of Buena Vista, this was an ad hoc battalion made up of remnants of the 6th, 7th, and 8th Line Infantry. Probably about the same at this time. [f] The SP reduction represents losses taken at El Molino. [g] This is based on General Bravos report the day after, as delineated in the notes to Smith (Vol 2, p.408). [h] The appearance of this battalion is mentioned in only a few sources, although it was part of Rangels troops at Molino. It seems to have been used to defend the Tacubaya Road.

Historical Mexican Reinforcements


The Mexican Player has two units and a leader that he can bring into the game: General Joaquin Rangel. San Blas Activos Bn (both counters) [c]. The battalion may enter with any Mexican Army AM drawn after the first game-turn. It enters through 3540 (partial hex), under Advance Orders. Hidalgo Battalion. This unit may enter with any Mexican Army AM drawn after the the turn in which the San Blas Bn has entered. It enters through either 3540 or 3744 [h].

2004 GMT Games, LLC

40

Gringo! Battle Book

COMMAND AND ORGANIZATION CHARTS For Monterey and Buena Vista


MEXICO, ARMY OF THE NORTH at MONTEREY
MAJOR GENERAL PEDRO de AMPUDIA [a] East Wing Brigade / BG Francisco Mejia [l] 10th Line 2nd Ligero 3rd Ligero Queretaro Activo Aguascalientos Activo West Wing Brigade / BG Simeon Ramirez 4th Ligero 1st Mexico Activo San Luis Potos Activo Morelio Activo Monterey Auxiliares [c] Reserve Brigade / Col. N. Mendoza 1st Line 7th Line Zapadores Nuevo Leon Defenserias [d] Black Fort Garrison / Col. Jose Lopez Uraga 3rd Line 4th Line 6th + 8th Line [e] East Wing Cavalry / BG Anastasio Torrejon 1st Line Cavalry Ligero Cavalry 3rd Line Cavalry 7th Line Cavalry 8th Line Cavalry Presidiales [n] / BG Antonio Canales [k] West Wing Cavalry / BG Manuel Romero Guanajuato Activo Cavalry Jalisco Lancers [g] San Luis Potos Activo Cavalry 1st Nuevo Leon Activo Cavalry Bejar Auxiliares Squadron 1st & 2nd Tamaulipas Permanent Cos [f] Lampazos Permanent Co. [f] Bejar Permanent Co. [f] La Bahia Permanent Co. [f] Artillery two 4-pounder six 12-pounders one 18-pounder three 8-pounders one 4-pounder two 8-pounders one Mnt. Howitzer Location In the Black Fort [h] In the Black Fort [h] In the Black Fort [h, m] Fort Diablo La Teneria (redan) La Teneria (redan) La Teneria (redan) one 12-pounder two 8-pounders four 6-pounders two 8-pounders one 6 Howitzer one 12-pounder two 8-pounders ten 6-pounders Purisma Bridge tte-de-pont Purisma Bridge tte-de-pont Ft. Libertad Obispado Obispado Obispado Federacion Ridge redan [i] Monterey [j]

General Note: The exact location and assignment of the individual units is extremely difficult to pin down, mostly because it changed from one moment to the next. Sources also tend to differ, and the Mexican OoB given in Smith (based on that signed by Ampudia and Cond) gives only units, not commands. [a] The Cuban-born Ampudia was called the Culinary Knight for his habit of boiling his opponents heads in oil; one of the more interesting personages in the war. Handsome of looks and military in bearing, he had the backbone of a frightened ferret. In Eisenhowers succinct words, he vacillated between bravado and terror. Monterey was not his best day, either, as he spent most of the time indoors. In his favor, we do note that he tried to talk his staff into attacking Taylors army as it approached, only to be rebuffed by those who chose discretion over valor. Then again, Ampudia didnt argue too strenuously it appears. He was slippery enough, however, to both avoid Santa Annas political wrath (for a while) as well as bamboozle Taylor into a rather pro-Mexican peace following the battle. [b] There are no Division Commanders. [c] There is a good chance that these were simply local police, armed townspeople, and assorted similar rabble. They dont appear anywhere else during the war. [d] There is considerable confusion as to whether these men were infantry or cavalry. Ampudias return lists them as cavalry, but it is a remarkably large unit to be mounted (and, in essence, wasted inside a city. So, despite the notation in Ampudias returns, we have assumed that such a large group would, most likely (and as is noted in other sources), be used dismounted. Defenserias was the military term for what we call local militia. Even lower than the Auxiliares, and probably similarin ability, training and method of levyto the National Guard units one finds at Buena Vista. For a visual, picture all those worthless troops in any Zorro movie. [e] As the total manpower of these two units had dropped to less than 100, they were combined into one regiment at Monterey. [f] For game purposes, these are all lumped into the Permanent counter. Their total strength was less than 100 rank-and-file, with the La Bahia contingent numbering one soldier. Wonder whether he was an officer or just a trooper? Knowing the Mexican Army predilection for this sort of thing, he probably considered himself Colonel of the regiment. For those interested, the numbers are Tamaulipas (50), Lampazos (23), Bejar (22) and the lone Bahia Rider. [g] One of the really good Mexican cavalry units, even if it was militia, the Jalisco Lancers fought everywhere. At Monterey, under their commander, Lt.Col. Juan Najera, they charged the Texas Rangers as the latter emerged onto the Saltillo Road from the shadow of Loma de Independencia only to get shot to ribbons, including Najera. Even
2004 GMT Games, LLC

Gringo! Battle Book


the staunchly bigoted rangers commented on their remarkable bravery and discipline. [h] The Black Fort guns were manned by the fore-runners of the infamous San Patricio battalion, here called the Colorado Company. [i] These guns were originally placed in El Soldado Fort but were moved to the redan when Worths column appeared on the Saltillo Road. [j] The sources estimate the number of guns inside Monterey as anywhere between 7 and 17 (and of no indicated type). With no one source appearing to have any greater insight then the others, we opted for the median: 10, which would confirm the total Mexican guns with at least one of the many, varying sources. [k] General Antonio Canales, known as the Chaparral Fox, was one of Mexicos most devastating, brutal, ruthlessand effectiveguerilla fighters. Prior to the war, he was known mostly for hit-and-run raids into Texas in which the destruction was equal to anything the Apaches could ever come up with. As a result, he was fair game for the Texas Rangers, who considered it a personal quest to kill Canales, who sported easily the biggest mustache in the war. One source says he ... was as least as shifty as he looks. He proved, however, to be most inadequate as a battlefield commander. Perhaps this was because, while fighting with the Mexican army, he was wheeling and dealing with the US Government to have them set him up as ruler of a local kingdom. Canales motley crew was supposed to harass Taylors lines before and during the battle. It appears that Ampudia attempted to have Canales do just that, but The Chaparral Fox appears to have missed/ignored his cues. Yet another botched opportunity. [l] Need a good quote? Justin Smiths War with Mexico is just loaded with em. Heres what he says about Mejia: a little, pockmarked man in blue glasses, who looked like a sot, and thus far in the campaign had been distinguished only for bad health and a pompous vocabulary. To his credit, JS provides a half-dozen sources for this opinion in the notes. Mejia actually took command of the Mexican army after Resaca but fell ill, was replaced by Requena, took over again, and then handed over the baton to Ampudia mid-summer. [m] This large gun, not usually found with a Mexican field army, was probably from Fort Brown, in Texas. [n] = The standard Canales gathering of mounted usual suspects, more suited to slash and burn raids against civilians than organized warfare.

41

2/Field Brigade / BG John Quitman 1 Tennessee Infantry 1st Mississippi Rifles [j] 2nd Division / Col William Worth [d] 1/2 Brigade / Lt. Col Thomas Staniford 8 US Infantry Childs Artillery Bn Duncans A, 2 US Field Arty 2/2 Brigade / Col. Persifor Smith 5 US Infantry 7 US Infantry Louisiana Volunteer Company [h] Mackalls K, 1 US Field Arty [b] Cavalry Division / MG James Pinckney Henderson [c] 1st Texas [e] 2nd Texas 2nd Dragoons [i] Unbrigaded Websters C, 1US Heavy Battery [f]
[a] = Ah, poor Old Davy. See the rules for what happened to him at Monterey. Twiggs was, essentially, a Taylor clone in terms of tactics which, for him, consisted of one word: attack. [b] = Thomas Jackson (later Stonewall) was assigned to this battery but apparently only arrived at Point Isabel the day the fighting started. [c] = Hendersons status as a Major General was a Texas commission; probably got it from the governor. Henderson was also the governor. This division is treated as an independent brigade. [d] = Worth viewed Monterey as his big chance to finally get field grade. A fairly good commander in any case, he did un-nerve several of his subordinates by riding off towards Independence Hill muttering something about finding a grade or a grave. Interestinglyand tangentiallyaside from having a city named after him, Worth has a rather large, obelisk monument to his memory in New York right in front of the Toy and Hobby Center and one block from the old SPI offices! [e] = Mounted infantry early version of the Texas Rangers for the most part. The close-range firepower of their new Colt Walker revolvers, added to their almost maniacal, and deeply prejudicial, hate of Mexicansfostered by years of raids by Canales rancheros and equally barbarous Texan reprisalsmade the Texas Rangers the most ferocious, furious and fearedby both sides single group of fighters in the war. One US officer called them packs of human bloodhounds, and Zachary Taylor stated I am glad to have the Texa[n]s with me but I never want to see them again. He was mighty glad to have them at Monterey, though, where Hays regiment not only single-handedly destroyed the charge of the Jalisco Lancers but also, the following day, dismounted and lead the infantry in the brutal house-to-house fighting. Like volcanoes, they were magnificent and horrible to contemplate, and just as difficult to control. The majority of them were psychopathic killers with a handy Letter of Marque from the US government. [f] = This includes the two siege guns (24-pounder howitzers) as well as the 10" mortar. Both were monumentally ineffective against the Black Fort, but the 10-incher was the gun that Worth dragged into the city on the last day, planted in front of the cemetery in the Plaza de San Antonio, and began lobbing shells into the cathedral, which housed Ampudia and the Mexican arsenal! [g] = Most of the 3rd Texas, commanded by Albert Sidney Johnston, had gone home in August. What was left combined with a company of Mississippi volunteers.

UNITED STATES, ARMY OF OCCUPATION at MONTEREY


MAJOR GENERAL ZACHARY TAYLOR 1st Division / BG David Twiggs [a] 3/1 Brigade / Col John Garland 3 US Infantry 4 US Infantry Miss and Texas Vol Infantry [g] Braggs E, 3 US Field Arty 4/I Brigade / Lt. Col Henry Wilson 1 US Infantry The Washington and Baltimore Battalion Ridgelys C, 3 US Horse Arty Field Division / MajGen William Butler 1/Field Brigade / BG Thomas Hamer 1 Ohio Infantry 1 Kentucky Infantry

2004 GMT Games, LLC

42

Gringo! Battle Book


1st Cavalry Bde / Gen. Mion [n] 4th Cavalry Jalisco Lancers Cazadores [o] Oaxaca Activos Puebla Activos 2nd Cavalry Bde / Gen. Juvera 5th Cavalry 9th Cavalry Tulancingo Cuirassiers Morelia Activos 3rd Cavalry Bde / Gen. Torrejon 3rd Cavalry 7th Cavalry 8th Cavalry Ligero di Mexico Guanajuato Activos 4th Cavalry Bde / Gen Andrade [p] Michoacan Activos Presidiales Artillery [q] San Patricio Battalion [r] Ballarta Battalion Battery de Leon * = Irregulars
a = Some sources call this army " of the North", others, the "Army of Liberation". We go with the latter, as the former was pretty well destroyed as a cohesive fighting force in the first three battles, and Santa Anna brought in a host of new units. There are no "official" returns for how many Mexicans were available at Buena Vista, although the figure 15,142 is the usually accepted one (the Agua Nueva numbers). All of this is quite speculative, as is the make-up and strength allocation for several of the brigades, such as Pacheco's whose totally raw recruits were not only recently raised but didn't even bother to file any reports and Juvera's cavalry, whose actual units are somewhat of a mystery. For the most part, we have tried to cross-reference information from other battles as well as tangential references to units throughout the sources. We also hold out hope that someone can always come up with more accurate, specific information. The "correct" make-up of Santa Anna's Army of Liberation is rather cloudy, mostly because the returns (OoB's) for the battle were lost. Diligent research - which we left to several outside sourcescan provide some good hints, though. For the command hierarchy we relied upon the Mexican returns from Agua Nueva (where Santa Anna's army stopped for a short breather) of the day before. As for individual regiments and their numbers, there is a lot of interpolating, cross-referencing, etc. It is our feeling that this OoB is as close as you can get to "accurate". An additional note: a few sources give the Mexicans a 1000man cavalry brigade under Juan Alvarez. We do not accept this. More reliable information places Alvarez in command of the "Army of the South", in Mexico City, at the time of Buena Vista. b = The Mexican commander at Buena Vista, the always mercurial, often inept, but ever-so-fascinating President of Mexico, Antonio Lopez de Santa Anna, was, to be colloquial, a real "piece of work". Often treated as a self-aggrandizing buffoon in North American texts, he was certainly that at times. However, given the right circumstances he could be anything but. His troops seemed to like him, although his senior officer staff deserted faster than unpaid mercenaries leaving him with an upper-level command that resembled nothing more than a Mexican
2004 GMT Games, LLC

[h] Remnants of the 1st and 2nd Louisiana regiments. One source referred to this as The Phoenix Company. [i] Mays 2nd Dragoons were actually unassigned; for game purposes weve listed them with the Cavalry.

[j] Although the Mississippi Rifles were mounted infantry, here, as at Buena Vista, they fought entirely dismounted.

MEXICO, ARMY OF LIBERATION [a] At BUENA VISTA


MAJOR GENERAL ANTONIO LOPEZ de SANTA ANNA [b] Santa Annas Guard: Hussars of the Guard of the Supreme Powers Unassigned: Los Zapadores[c] Light Brigade / MG. Pedro de Ampudia [d] 1st Ligero 2nd Ligero [e] 3rd Ligero 4th Ligero 1st Division [f] / MG Pacheco 3rd Brigade [e] / BG Mejia San Luis Potosi Activos Morelia Activos 5th Brigade [g] / BG Uraga Celaya Activos Leon Activos 1st Bn Guanajuatos Activos* 2nd Bn Guanajuatos Activos* 2nd Division / MG Lombardini 1st Brigade / BG Garcia Cond [h] 1st Line 3rd Line 5th Line Jalisco Activos [i] 2nd Brigade / BG Perez 10th Line 11th Line Hidalgo Bn* Michoacan Activos [i] 3rd Division / MG Ortega 4th Brigade / MG Guzman 4th Line [j] 1st Mexico Activos 2nd Mexico Activos Lagos Activos 6th Brigade / BG Terres Aguascalientes Activos Guadalajara Activos Queretero Activos Santa Anna Bn [k] 7th Brigade / BG Parrodi [l] 12th Line Puebla Activos Fijo de Mexico* [m] Costa Guarda di Tampico Bn Tampico Veterans di Costa Garda

Gringo! Battle Book


road-show version of Gilbert & Sullivan. He botched much of the Mexican defense against Scott's Vera Cruz expedition in 1847, much as he misread the Texan's militarily misguided determination at The Alamo a decade earlier. However, his Buena Vista campaign revealed, if not a high level of capability, certainly a military mind with a modicum of insight. Santa Anna's problem, however, was that his strategic capabilities often outweighed his tactical. c = The crack Zapadores (engineers) were under the direct command of Colonel Santiago Blanco. d = Ah, Pedro's back, yet again. This guy has more lives than a Buddhist cat. You'd think that, after Monterey, Santa Anna would have assigned him to guarding Mayan ruins. Not so. Upon receiving word that he was being court-martialed for his (lack of) performance at Monterey, Ampudia immediately turned around and pointed fingers at his subordinates (not without cause, to be sure). Bureaucracy being what it is, this meant that any legal action had to be delayed, and Santa Anna needed experienced generals at Buena Vista. After the battle, he was "banished" by Santa Anna. e = The 2nd Ligero arrived marching with Mejias brigade. f = Pacheco's Division was comprised of mostly inept locals, Monterey rejects, and recent enlistees. (Can you say "shanghaied" in Spanish?) It might be safe to say that, other than the aerobic workout of the hike from San Luis Potos, this unit had absolutely no drill or training. Most had never fired their muskets, even in practice an order Santa Anna had given to preserve ammunition. g = The four Active Militia units in this brigade each have two combat units to reflect their size. h = Five days later, Garcia Cond was commanding the Mexican cavalry at the battle of Sacramento. i = The presence of these two units is somewhat suspect. They show up in some returns, not in others. The best information gives them to Lombardinis division, and we then divided them between his two brigades. j = The 4th Line was attached to Ampudias Light Brigade for the fighting on the 23rd. k = An ad hoc battalion of units from the remnants of the 6th, 7th and 8th Line. l = Parrodi was the fellow who got "head-faked" out of Tampico by Ann Chase, wife of the American consul there. Given Tampico's value as a port, this was not an insignificant piece of jelly-footing on Parrodi's part, as Tampico was considered a really tough nut to crack. (Then again, so was Vera Cruz.)

43

m = The battalion of "clerks" - sons of Mexico - from Mexico City. Their flag was captured during Hardin's disastrous counter-charge at the end of the battle. n = Not present at the actual battle; busy wasting everybody's time and energy at Saltillo in a major botched opportunity. See the BV rules. That one of Mexico's crack cavalry regiments, the Tulancingo Cuirassiers, was with Mion is not a 100% certainty, but theyre too good to not include. o = Mounted Infantry with rifles. An unusual Mexican unit. p = This brigade featured the two Andrade brothers. Los Dos Andrades - Miguel and Manuel - were pretty poor stuff. So were their troops. The Presidiales pretty much stayed close to the nearest exit. (Literally; they were rear guard on the march up from San Luis Potos.) q = Much confusion and conflicting information as to how many Mexican guns were actually present at the battle, ranging from 17, to the 20 we have, to a possibility of 25. (Author Tony Adams says there may have been as many as 39 at Aqua Nueva, many of which would have been left behind.) The appellation "de Leon" cannot be nailed down; I have it somewhere in my notes but cannot find from exactly where it came. In addition, few sources mention the 7" mortar (which Smith lists as a 7" howitzer). Several testers wanted to know what Santa Anna would be doing hauling a mortar across the desert; perhaps, under the theory that he did not know exactly where he would confront Taylor he needed one in case the confrontation was of a siege nature. r = The infamous San Patricio Battalion, subject of a recent, rather dreary movie, was made up of (mostly) Catholic ex-patriot US immigrants, only some of whom were actually "deserters" (the quasi-Irish appellation, "St. Patrick's", probably comes from the fact that its "American" leader was John Riley). The Mexicans actually called it Legin de Estrangaros, and its true commander was Major Francisco Moreno a native-born Floridian! Scott had many of them hanged after the fall of Mexico City, although a goodly number were not, mostly due to Scott's scrupulous insistence on fair trials for all concerned. Many of the supposed deserters were not even US citizens, just Catholic immigrants who felt more akin to the strongly-Catholic Mexico than the rather stonestupid bigots who peppered the US army at the time. The more things

change .

2004 GMT Games, LLC

44

Gringo! Battle Book

UNITED STATES, ARMY OF OCCUPATION At BUENA VISTA


MAJOR GENERAL ZACHARY TAYLOR [a] BRIG. GENERAL JOHN WOOL

Command Cavalry [e]

Units

Combat Leader

Division Commander None

1 Dragoons Lt Col Chas May 2 Dragoons McCulloch's company of Texas Rangers 2 Indiana 3 Indiana Arkansas Cavalry 1 Kentucky Mounted 2 Kentucky 1 Mississippi Rifles 1 Illinois 2 Illinois + Texas Foot [b] C, 3US Horse E, 3US Field B, 4 US Field[c] 1 Illinois, 2 co's 2 Illinois, 2 co's 1st Miss. Rifles, 1 co. C, 3US (one 6-pounder) C, 1 US (Webster's section pf 24H's)
[f]

Indiana Brigade Independent

Col. W. Bowles Col. James Lane Col. Archibald Yell Col. Humphrey Marshall Col. W.R. McKee Col. Jefferson Davis Col. John Hardin Col. Wm. Bissell Capt. Braxton Bragg Capt. Tom Sherman Capt. John Washington Major William Warren

BrigGen.Jos. Lane [f] None

Artillery

Saltillo Garrison [d]

[a] See Rules concerning U.S. Command. Essentially, Taylor and Wool are leading a small division. [b] Captain Conner's Texas Foot was attached to the 2nd Illinois for the battle. [c] The two 4-pounders in Washington's battery were captured Mexican guns. [d] Except for the possible arrival of the d unit of the 2nd Illinois, and the 6-pounder from the C, 3US battery (see the rules), these units are not in the game. [e] There was no official "Cavalry Brigade", and the three units listed were actually detachments from the parent formations. May appears to have been "in charge", at least by dint of rank, although the three units do not appear to have ever operated in a coordinated fashion at Buena Vista. Much of the mounted volunteer force at BV was under the command of Humphrey Marshall, although that, too, was somewhat ephemeral.

The Indiana contingent had two Lanes: Col James L. lead the 3rd Indiana, while General Joseph L command the only "brigade" Taylor had, the Indiana Brigade. Most sources agree that Joseph Lane was a highly accomplished, partisan-type commander, pretty much out of his element in such formalized style of warfare with which he was now involved. A couple of days prior to the battle, the two Lanes appear to have gotten into a fist fight with each other, as two politicians are often wont to do. The end result was that the 3rd Indiana was removed from General Lane's command, although Joe was left in charge of the "brigade" whatever that meant.

[g] In game terms, what we have done is to eliminate the brigade as a functioning command, and make Joseph Lane replacement leader for Bowles (2nd IN). James Lane stays in command of the 3rd.

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

2004 GMT Games, LLC

Das könnte Ihnen auch gefallen