Wargame Mechanics Index

Manifest Destiny: The Battles of the Mexican-American War 1846-1848

Unit training class sets how many discrete operations (move, fire, face, form, limber...) a battalion may perform each turn, so US regulars literally out-manoeuvre Mexican militia.

Fast-play miniatures rules for battalion/regiment-level actions of the Mexican-American War, printed in The Courier. Turns are simultaneous and driven by written orders transmitted by courier figures; each unit gets a number of 'operations' per turn based on its training class. Small-arms fire rolls one d10 per figure against a base number by fire class and range, melee uses a base-number-plus-d10 casualty table, and casualty or rout triggers d10 morale checks producing fall back, retreat or rout moves.

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Mechanics 29 · 1 distinctive

Movement & Manoeuvre

2move

Declared charges require a morale check to close, a defender stand check, and randomly-ranged pre-melee volleys.

How it works

Charges and targets are declared at the start of the turn and must be made in a fairly straight line. The charger takes a morale check to close (cavalry vs square -4, vs prepared works -1); any negative result halts it. The defender then checks to stand (infantry not in square charged by cavalry -4, in square +4). A d10 roll (+2 if charging) by fire class determines whether the pre-melee volley is delivered at close, medium or long range before melee is fought.

Cast one ten sided die to determine the range of the volley delivered by the defender and the attacker (if allowed).
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1move
Pursuit by victorEvade, retreat & pursuit

Melee victors take a morale check to determine whether they follow up.

How it works

After melee the victor makes a normal morale check: 4+ advances one full turn, 3+ advances one move, 2 or lower holds position. Units in square attacked by cavalry need not check. If the enemy is completely eliminated the victor may use its remaining move distance.

4+ unit advances 1 full turn 3+ unit advances 1 "move" 2+ or lower unit holds current position
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1move

Fixed move distances per class, arm and formation, plus fixed adverse-move distances.

How it works

Infantry line moves 4"/5"/8" for classes I/II/III, assault column 5/7/12, charge 6/8/14, march column 7/9/16; cavalry 10/14/26. Artillery speed depends on calibre and nation, limbered or unlimbered. Adverse moves are fixed: infantry push back 6", fall back 9", retreat 18", rout 27"; cavalry 10/15/30/45".

Infantry Adverse Moves Push back 6" ... Fall back 9" ... Retreat 18" ... Rout 27"
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1move

Line, tactical (assault) column, march column, anchored line, skirmish line and hollow/solid square.

How it works

Line is a single line of touching stands; tactical columns must be at least 4 figures wide by 4 deep; march column is one stand frontage. An anchored line rests open flanks on terrain impassable to cavalry to act as a square. Skirmish lines space stands at least 2 stand widths apart and no closer than 10" from the covered unit. Squares are hollow (from line) or solid (marker on a column) and give large bonuses against cavalry.

Anchored line: A foot unit may form a sort of square by placing its open flanks on terrain/constructions which are not passable by cavalry.
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1move

Units passing through each other test to avoid becoming unformed.

How it works

One check per interpenetrating unit: roll d10 and add modifiers (US Regular +3, US Volunteer/Mexican Elites +2, US Militia/Mexican Regular +1, Mexican Militia 0, -2 if either unit is cavalry, plus officer influence). A total of 12 or more means no problem; otherwise the units are unformed.

The total must equal or exceed 12 for no interpenetration problem to have occurred. If the units cannot make the score, they are unformed.
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1move
Terrain RestrictionsTerrain movement effects

Delaying terrain reduces base move by class and imposes unformed status or prohibitions.

How it works

A move crossing delaying terrain reduces the base move by 1" for class I, 2" for class II and 3" for class III. Close-order foot and artillery in woods are unformed; mounted cavalry may not enter woods or jump obstacles. All units are unformed while and after crossing water; deep water may only be crossed at fords in march column.

reduces the base move by 1" for I class, 2" for II class and 3" for III class troops.
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Command & Control

3cmd
Move options / operationsPer-unit action allowance

Each unit may perform a fixed number of discrete operations per turn set by its training class.

How it works

Class I (US Regulars, Volunteers) may perform any three operations, Class II (Mexican Regulars, US Militia) two, Class III (Mexican Militia) one. Operations are Move, Fire, Face, Change formation, Wheel up to 45 degrees, Limber, Unlimber, Prolong, Mount, Dismount, Charge. A unit may fire only once and fire is penalised if another operation is done that turn; multiple move operations multiply distance (US Regulars in line may move 3 x 4" = 12").

Units have the ability to do a number of operations in a given turn. The amount of operations allowed depends on their training, etc.
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2cmd
Courier order transmissionCommand friction & delay

Order changes travel physically down the chain of command by courier figure and take a turn to process.

How it works

Order changes are carried by courier figures that move at cavalry rates. Once an order change arrives, it takes one full turn to read, digest and write order changes for the next command level, so delays compound down the chain.

Order changes, once written, will be transmitted down the command chain via courier figures which move at cavalry rates. Once an order change has arrived at its destination, it takes one full turn to read, digest and write order changes
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2cmd
Officer Influence / Officer CasualtiesLeader effects

Named generals add a rolled influence factor to nearby tests and their loss freezes orders.

How it works

A general within 10" (front/flank) or 5" (rear) and in sight adds an influence factor rolled on d10: Taylor 2-3, Scott 2-3, Santa Anna 1-2, other officers 1-3 by nation; -1 for units not under his immediate control. Officers near fired-on units are removed on a d10 roll of 1, once per turn. If a general is eliminated his units cannot change orders except on a d10 roll of 1-2 (plus influence) or if a superior rides over in person; reordering the command takes an average die of turns.

Whenever a general officer is eliminated, those units under his direct command suffer inability to change current orders.
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1cmd

Unsighted units are represented by numbered markers, with dummies allowed.

How it works

Any unit on the table not in sight of the enemy is shown by a numbered marker, replaced by figures once sighted. Dummy markers may be used to confuse the enemy.

Any unit on the table top and not in sight of the enemy will be represented on the table by a numbered marker.
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Ranged Combat

2fire
Firing Procedure / Base Hits TableTarget-number to-hit

One d10 per firing figure (or per gun) must score at or under a base number set by fire class and range.

How it works

Small arms: find the BASE hits score by Firing Class and range (e.g. Class I close 7, medium 5, long 4; Class IV close 4, medium 2); cast one d10 per figure firing and each die equal to or under the base removes one enemy figure. Modifiers do not change the target but the number of dice: half dice if unformed, target in cover, firer is skirmisher or moved; quarter dice for firing on skirmishers or gun crews or if two or more modifiers apply. Artillery casts one d10 per gun model (several for canister) against a hits table by crew quality with +/- modifiers.

if the score is equal to or less than the BASE, then remove 1 enemy figure per hit. Cast 1 ten sided die per figure firing.
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1fire
Arcs of fire / Overhead fireLine of sight & cover

Fire arcs, gaps, overhead fire and cover restrict who can be shot.

How it works

Artillery and small arms have a 20-degree arc either side of the base front. Artillery may fire through a gap only if it is at least double the battery frontage, may not fire over friends unless a contour higher (and the enemy is 10" beyond them), and nobody may fire into a close action. Cover halves small-arms dice; units deep in woods can only be engaged by 'suspicion fire'.

Artillery is prohibited from firing over friendly troops unles the artillery is at least 1 contour higher than the friends or if friends are prone (except firing canister).
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1fire
Range TablesRange bands

Weapon-specific close/medium/long (and extreme for artillery) range bands.

How it works

Smoothbore muskets 0-3/3-6/6-10", carbines 0-2/2-4/4-8", M1841 rifles 0-4/4-10/10-15", long rifles up to 20". Artillery ball/shrapnel bands depend on calibre (4/6pdr 0-6/6-15/15-30/30-60") with separate canister bands. Firing from hills adds 1" maximum range per contour above the target.

Smoothbore 0-3" 3-6" 6-10" Carbine 0-2" 2-4" 4-8"
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Morale & Cohesion

1morale
Fear of Disaster MoraleMorale contagion

A friendly rout nearby forces other units to test morale.

How it works

When a friendly unit routs within 10" of the front or flank or 5" of the rear of another friendly unit, that unit takes a normal casualty-style morale check, with -1 if it is US Volunteer or Mexican Militia.

Whenever a friendly unit routs within 10" of the front or flank or 5" of the rear of another friendly unit, the standing unit must check its morale
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1morale
Unformed / ReorderMorale / disorder states

A single disorder state, Unformed, removed by a full turn of regrouping.

How it works

There is one type of unorder, Unformed, caused by terrain, water, interpenetration, melee and morale results. Unformed units halve fire dice and suffer -2 in melee and morale. To reorder a unit must spend one full turn neither advancing nor retiring.

Unorder: There is one type of unorder - Unformed.
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1morale
Casualty MoraleMorale tests

Any figure loss triggers a d10 check against the unit's Morale Point, with graduated retrograde results.

How it works

Roll d10 with modifiers (flank/rear -3, unformed -2, -1 per 10% casualties, officer influence, cover +1, charging enemy flank/rear +2, square vs cavalry +2) and compare to the unit's Morale Point. 0+ no effect; 1 lower fall back; 2 lower retreat; 3 lower fall back unformed; 4 lower retreat unformed; 5+ lower rout. Fall back is 9" facing the enemy, retreat 18" and rout 27" facing away.

Whenever a Morale Unit suffers a figure loss due to fire or melee, it must check its morale
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Special Systems

1special
Captured ArtilleryEquipment capture

Guns seized from the enemy can be dragged off by the captor and remanned by his spare crews.

How it works

Captured guns may be dragged away by dismounted troops at half the normal unlimbered rate, or roped and dragged by mounted units at the normal unlimbered rate. This is only allowed if the capturing units have undisputed control of the immediate area. The captured battery may then be remanned by excess artillery crews of the capturing side.

Captured guns may be dragged away by dismounted troops at 1/2 normal unlimbered rates or roped and dragged away by mounted units at normal unlimbered rates. This can only be done if the capturing units have undisputed control over the immediate area.
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1special

Time-based rates for breastworks, demolitions, pontoons and dismantling walls.

How it works

Breastworks are built at 1" per figure per game hour and torn down at 2" per hour. One specialist can prepare a charge destroying a 3" section in one hour, firing on 1-5 on d6, otherwise needing 2 turns to reset. Two specialists bridge a 4" gap in an hour; fences are dismantled at 1" per figure per turn.

Breastworks: Constructed at the rate of 1" per figure per game hour. They can be torn down at the rate of 2" per hour.
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1special
Prisoners and guardsPrisoners

Prisoners taken in battle must be escorted to the captor's baggage park by a guard detail.

How it works

Prisoners captured during a battle are escorted back to the captor's baggage park. One figure of guards is required for each 10 figures of prisoners. The rule sits beside the post-battle returns table (loser: 30% return, 20% captured).

Prisoners captured during a battle are to be escorted back to the captor's baggage park. One figure of guards is required for each 10 figures of prisoners.
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Turn Structure & Sequence

1turn

An eight-step turn performed by both sides simultaneously.

How it works

Each turn: 1 write new orders, 2 place unit move options, 3 declare charges, 4 move all forced moves (morale and melee results from the previous turn), 5 move normal moves, 6 fire artillery/small arms, 7 melee resolution, 8 morale checks. Forced moves resulting from melee and morale are executed in step 4 of the following turn.

1. Write new orders 2. Place unit move options 3. Declare charges 4. Move all forced moves 5. Move normal moves 6. Fire artillery/small arms 7. Melee resolution 8. Morale checks
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1turn
Simultaneous fire and movementSimultaneous turns

Both sides execute every step of the turn at the same time.

How it works

All fire and movement are simultaneous except as modified by partial fire, morale effects and orders. Casualties caused by fire are only removed after the target has returned fire, so units that are hit still shoot back that turn.

All fire and movement are simultaneous except as affected by partial fire, morale effects and orders. All casualties caused by fire are removed after they return fire (if they can).
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1turn

Army and divisional commanders write battle plans and per-brigade orders.

How it works

Before the game the army commander writes a battle plan detailing what each player's command is expected to do. Each turn every divisional commander writes orders for each of his brigades defining what they will do. Units remain under current orders until changed via the command chain or forced to act by morale/melee results.

Each divisional commander must write orders for each of his brigades each turn to define what they will do.
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Battlefield & Environment

2env
Destruction of Constructions / Building Close ActionFortifications & siege

Artillery points wear down structure protection points; buildings hold figures by size.

How it works

Each gun inflicts its calibre in points on a construction it hits (6pdr = 6 points); once cumulative points reach the structure's value (wood fence 3, fieldstone wall 6, house 18, breastworks 36, stone fortress 320) it is destroyed or a 3" gap made. Artillery firing on buildings starts a fire on 8, 9 or 0 on d10. A building model holds one figure per inch of diameter (+50% if two-storey) and its occupants cannot be flanked.

Once the points equals or exceeds the protection points of the structure, it is destroyed or a 3" gap is created in a wall.
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2env
Visibility and obstructionsVisibility & time of day

Sighting distances shrink as the battle progresses and are blocked by terrain.

How it works

Visibility depends on formation size and elapsed battle hours: a single man is seen at 18" in hours 1-2, falling to 2" by hour 6; a multi-regiment group from 70" to 25". Sighting in woods and built-up areas is 3", through crops 5". A multiplier table by observer height gives the dead ground distance behind walls, hills, woods and close-order troops.

Visibility and obstructions: The visibility of objects/troops is lowered as the battle progresses.
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Scenario, Campaign & Victory

1scen
Casualty ReturnsCampaign linkage

Battle losses partly return for campaign games depending on who won.

How it works

For campaign games, the loser regains 30% of eliminated figures with 20% captured, the winner 50%. Prisoners must be escorted to the captor's baggage park with one guard figure per 10 prisoners. Depleted units may be converged after 2 stationary turns.

Figures eliminated by a battle will be returned at the following rates for campaign games: loser 30% return, 20% captured. Winner 50% return.
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1scen
Pre-game considerations / StreamsPre-game sequence

Battle plan and stream depth and fords are determined before play.

How it works

Unless the scenario specifies, each stream is deep on d10 1-4 and shallow on 5-10; shallow streams are fordable anywhere, deep ones at road crossings. Further fords on a deep stream are found by moving a stand to the water and rolling d10, 1-3 finding a ford, one try per two feet of stream.

Roll a D10: 1 to 4 is a deep stream; 5 to 10 is shallow.
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Damage & Attrition

1dmg

Hits remove individual figures; artillery hits kill crew figures or guns.

How it works

Each small-arms hit removes one figure and melee table results are figures lost. Counter-battery hits roll d10: 1-6 one crew casualty, 7-9 two, 10 re-roll with 6-10 destroying the gun. Crew losses are replaced from infantry within 5" but the battery then fires on the next lower ability table for the rest of the battle.

Whenever an artillery crew becomes a casualty, it is assumed that the nearest infantry unit will provide drafts to replenish the crew, if the friendly infantry unit is within 5" of the battery
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Forces & Unit Definition

1force
Class / Fire Class / Morale PointsTroop quality grades

National and training categories set operations, fire effectiveness, melee base numbers and morale.

How it works

Movement classes I-III, Firing Classes I-IV (US Sharpshooters best, other Mexicans and other cavalry worst), melee base numbers from 10 (US Regular infantry) down to 6 (Mexican militia), and Morale Points of 3 (US Regulars, elite volunteers), 4 (US Volunteers), 5 (US Militia, Mexican Regulars) and 7 (Mexican Militia). Quality also modifies interpenetration tests.

Battalions/Regiments are assigned a Firing Class per training, specialty, etc.
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Close Combat

1melee

Base number plus modifiers cross-referenced with a d10 gives casualties; melee continues each turn until one side breaks.

How it works

Each side finds its troop-type base number (10 US Regulars down to 6 Mexican militia), adds modifiers (cover +1, uphill +1, assault column +1, unformed -2, flank/rear -3, square vs cavalry +8, infantry not in square vs cavalry -4), rolls a d10 and cross-references on the melee table to get casualties inflicted. One round is fought per turn; if neither side breaks contact through morale the melee continues next turn. Units are always unformed after melee.

One round of melee takes place each turn. If neither side breaks contact through a morale check, the melee continues to the next turn.
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