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Maxi Mil Ian Rules

This document provides rules for wargaming battles from the Maximilian Adventure in Mexico in the 1860s. It summarizes the key rules elements in 3 sentences or less: Troop actions and abilities are determined by their morale class, ranging from Militia to Elite. Movement and firing are resolved through dice rolls modified by troop type, weapon, range, and terrain. Artillery is divided into Horse, Foot, and Siege guns and resolves firing through separate tables accounting for weapon and range.

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0% found this document useful (0 votes)
186 views15 pages

Maxi Mil Ian Rules

This document provides rules for wargaming battles from the Maximilian Adventure in Mexico in the 1860s. It summarizes the key rules elements in 3 sentences or less: Troop actions and abilities are determined by their morale class, ranging from Militia to Elite. Movement and firing are resolved through dice rolls modified by troop type, weapon, range, and terrain. Artillery is divided into Horse, Foot, and Siege guns and resolves firing through separate tables accounting for weapon and range.

Uploaded by

Michael Wright
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 15

Maximilian Rules! - Rules for wargaming the Maximilian Adventure By Mark W.

Shearwood

These rules originally appeared in Wargames Illustrated 160, (December 2000).


Many thanks to Mark for his permission to reproduce them here.

THE BACKGROUND

I found the need to write a set of rules for the Maximillian Adventure following an impulse purchase at the "Warlords" a couple of years ago when 50 assorted Mexicans and
French troops jumped out shouting "Take me home". From this my interest in this strange war developed, but I could not find any rule sets that fitted the period. There is a
great diversity in troop type and weaponry in this campaign, from Republican militia armed with out-of-date smoothbore muskets to Republican units equipped in American
uniforms and with modern repeating titles. The French and Imperialist units started the war with a great advantage in French left with their rifles and cannons.
The backbone of this set of rules is the morale class of the troops. The morale class dictates the number of actions a unit can make in a turn, how it fights and if it stands.
If at any time there is a dispute about the rules roll a dice to decide. Dice needed are a D6 and several D10. N.B. 0 on the D10 is read as 0 not as 10.

GENERAL NOTES

 One figure = 20 men


 One Stand = One company (between 2 & 5 figures)
 One Battalion = 3 to 8 stands

ACTIONS

Movement is alternate with the attacking player going first. The Order of Play is:
 CHARGE DECLARATION
 ACTIONS
 MELEE
 MORALE
Units may perform actions (Moving /Firing/Loading etc) in any order they wish.

MORALE CLASS
All actions are dependant on the class of the troops and there are five classes. Elite troops are only to be used in special scenarios. At the end of the rules there is a system for
generating troop types if you are not using historical units.
CLASS ACTIONS FIRING MELEE MORALE

Milita 1 +2 +1 +2

Poor 1 +1 0 +1

Regular 2 0 0 0

Veteran 3 -1 -1 -1

Elite 3 -2 -2 -2

MOVEMENT

All movement in inches

TROOP TYPE NORMAL CHARGE / ROUT ROAD MANHANDLE

INFANTRY 1D6+4 +1D6 +1D6 N/A

CAVALRY 1D6+10 +2D6 +1D6 N/A


HORSE ARTILLERY 1D6+8 +1D6 +1D6 4 in

FOOT ARTILLERY 1D6+4 N/A +1D6 3 in

SIEGE ARTILLERY 1D6 N/A +1D6 2 in

WAGONS 1D6+2 N/A +1D6 2 in

TERRAIN EFFECTS

Infantry Cavalry Skirmishers Foot/Horse Artillery Siege Artillery Wagon

Hill -1D6 -1D6 NONE -1D6 -1D6 -1D6

Gully -1D6 -1D6 -1D6 -1D6 N/A N/A

Stream / Ford -1D6 NONE NONE -1D6 -1D6 -1D6

River -2D6* -1D6 -1D6 -2D6** N/A -2D6**

Scrub / Light Woods NONE NONE NONE -1D6 -2D6** -2D6**

Thick Woods -2D6 -1D6 -1D6 -2D6** N/A N/A


Walls -1D6 NONE NONE N/A N/A N/A

* If dice rolls are more than the movement dice, the difference is the number of men drowned.
** A negative score means that the unit is stuck: It can move 1" only per turn for each additional stand helping
(e.g. a regiment of 4 stands helps a stuck gun so it can move a 4" per turn.) .
Normal movement applies when the whole of the model base is out of the terrain.
NONE means no movement penalty N/A means no movement allowed

ACTIONS

All actions have a cost and, depending on the morale class of the unit, this will affect what that unit can do in a turn.
A typical turn for a regular unit with twoactions would be Move (one action), Fire (one action) on the next turn Re-load (one action), Fire (one action).
A Veteran unit with three actions could Move (one action) Fire (one action) and Reload (one action) or Fire/ Reload! Fire,
Repeating files can fire three times before they need to Reload
 FREE ACTIONS; charge bonus, road bonus, rout
 DOUBLE ACTIONS, Limber/unlimber siege guns.Change formation
 SINGLE ACTIONS. All other actions including loading muskets/rifles
N.B. - A UNIT CAN ONLY MOVE ONCE A TURN

FIRING (INFANTRY/CAVALRY)

All firng is by stand (if a stand has one figure left it can still fire). Units that fire one stand in two or three round up.

TO HIT TABLE Dice Modifiers

ROLL 1D10 OPEN SOFT COVER HARD COVER Militia +2 Rested Weapons -1

CLOSE 0, 1, 2, 3 0, 1, 2 0, 1 Poor +1 Firing at Flank -1


MEDIUM 0, 1, 2 0, 1 0 Disordered +1 Firing at Cavalry -1

LONG 0, 1 0 -1 Firing Mounted +1 Firing at Limbered Guns or Wagons -1

Firing at Gun Crew +1 Veteran -1

Elite -2

Example: A Militia unit of 4 stands fires at a French cavalry unit in the open at long range.
The Militia unit needs a 0 or 1 and it's modifiers are: Militia +2, Firing at cavalry -1, giving a end modifier of +1 to the dice.
They roll 1, 4, 0 & 1, these are modified to 2, 5, 1 & 2 so only 1 casualty is scored.

WEAPON TYPE CLOSE MEDIUM LONG

Smoothbore Musket 0-4 4-10 10-16

Rifled Musket 0-6 6-12 12-20 Soft Cover: Scrub, light woods, gullies, Class 5 buildings
Hard Cover: Stone walls, other buildings, prepared defenses

Carbine 0-4 4-10 10-16

Rifle 0-8 8-16 16-24

ARTILLERY

Artillery is divided into the following types:


 Horse (up to 8 pdr)
 Foot (up to 20pdr)
 Siege(over 2O pdrs)
(Foot and Siege guns can be Cannons or Howitzers)
Howitzers Ignore cover except buildings.
If guns start the game limbered, they are unloaded.

TO HIT TABLE WEAPON TYPE CLOSE MEDIUM LONG DICE

ROLL 1D10 OPEN SOFT COVER HARD COVER Horse Gun - Ball 0-8 8-24 24-36 2

CLOSE 0, 1, 2, 3 0, 1, 2 0, 1 Horse Gun - Canister 0-4 4-8 N/A 3

MEDIUM 0, 1, 2 0, 1 0 Foot Gun - Ball 0-8 8-24 24-42 4

LONG 0, 1 0 -1 Foot Gun - Canister 0-8 8-12 N/A 5

If a modified dice score of -2 or below is rolled then Siege Gun - Ball 0-10 10-30 30-60 5
2 casualties are inflicted instead of 1.
Dice Modifiers
Siege Gun - Canister 0-10 10-14 N/A 6

Disordered +2 Rifled cannon -1


NORMAL CREW MINIMUM
Firing at skirmishers or gun crew +1 Foot Gun -1
HORSE GUN 3 2
Firing at mounted cavalry or limbered guns -1 Siege Gun -2
FOOT GUN 4 3
SIEGE GUN 5 4

Each gun counts as a unit. If the number of crew falls below the minimum number, all actions cost double.
Crew can be replaced by regular or veteran infantry as long is at least one original crew member left.
Artillery with a morale result of retire one move may retire gun; retire 2 moves or worse and they will leave the gun.

MORALE

A unit must take a Morale Test for any one of the following:
 Each stand lost
 Rout in sight within 24"
 Officer / General killed
 Charging
 Being charged
 First casualty (Militia only)
Non-Militia Infantry do not check for routing Cavalry.
Units do not thes for lower morale~class units routing.
MORALE TEST

Normal Test Being Charged Charging

0, 1, 2, 3 OK OK, Fire at close range CHARGE

4, 5 Hold OK, Fire at medium range CHARGE, 1/2 Charge Bonus

6, 7 Hold Disordered OK, Fire at long range CHARGE, No Bonus


8 Retire 1 Move Hold Disordered Hold

9 Retire 2 Moves Hold Hold

10+ ROUT ROUT Hold Disordered

Dice Modifiers

Receiving Breakthrough Charge +3 Charged in flank +1 For each 2 whole stands -1

General killed +2 Each stand lost +1 In hard cover -1

Rout within 12" +2 Disordered +1 Veteran -1

Charged in rear +2 Charged by cavalry +1 General attached -2

Militia +2 For 2nd and subsequent tests +1 Elite -2

Officer killed +1 Poor +1 Infantry charging into flank or rear -2

Rout within 24" +1 Officer attached -1 Cavalry charging into flank or rear -4
Under artillery fire +1 General within 12" -1

A unit with over 60% casualties cannot charge


A unit with only one stand lefi must retire to hard cover or leave the field
Artillery treat each figure as a stand for morale purposes.

MELEE

CHARGING MELEE - Each side rolls one D1O


All units entering melee must charge into contact For each whole stand -1 Target behind cover (i.e.walls) +1
1. Charging units test morale and apply result
2. Receiving units test morale and apply result
3. Receiving unit may fire - only if loaded at the end of last turn Infantry charging -1 Poor +1
4. Charging unit makes contact: Melee takes place

Lance (First Turn Only -1 Target in stone cover (i.e. building) +2

Veteran -1 Disordered +2

Cavalry charging -2 Militia +2

Elite -2

Charging into rear -2

There can be a maximum of four rounds of Melee (i.e. 2 fillI turns)


The difference in the scores is the number of figures killed (the maximum number killed is equal to the number of stands in the winning unit.*)
Example: A 7 stand Mexican unit charges a 4 stand French unit.
The Mexican unit rolls an 8, -1 for charging, -7 for number of stands, +1 for Militia: Score = +1
The French unit rolls 0, - 4 for number of stands: Score -4
Therefore the French unit wins, but as they only have 4 stands they can only inflict 4 casualties.
If two units are engaged in mielee it counts as a single melee. Take the morale & melee bonus of the unit with the greater number of figures, if equal take the higher result.
Split casualties 50/50.
UNITS THAT CHARGE BUT FAIL TO CONTACT ARE DISORDERED
* If the winning uni charged the rear of a unit that turn they can cause a maximum of two casualties per stand (against the unit charged in the rear) instead of the normal one.
FRONT / FLANK /REAR ATTACKS
Frontal Attack
If any part of the attacking unit is in front of the defending unit's front line this is a frontal attack: e.g. Figures 1 & 2.
Flank Attack
Figure 3 is a flank attack as unit B started it's move behind unit A's front line but m front of it's rear line.
Rear Attack
Figure 4 is a rear attack as unit B has started it's move behind unit A's rear line.
Units in a Frontal / Rear attack fight with all stands.
Units in a Flank attack: Attackers fight with all stands. Defenders fight with stands in contact for the first turn. After that they may move other stands into contact.
Breakthrough Charges
A breakthrough charge can only happen when a unit charges a target that routs in it's morale check and there is a second target in range. The unit receiving a breakthrough
charge must make an immediate morale check.

ROUTING UNITS

Routing units move without taking movement penalties into account and move immediately after the morale result. They will not move again in their next turn.
If an Officer or General is within 2" thyey can attempt to rally on the second and subsequent turns.
 Units rally on a 0, 1 if an Officer is present.
 Units rally on a 0, 1,2 if a General is present.
Units that have rallied must spend one full move stationary and end the turn disordered.
Units that fail two rally attempts cannot be rallied and is lost for good.
A unit in rout or tryrng to rally cannot do anything else, if contacted in melee or receiving casualties it will be lost for good and cannot rally.
A unit that rallies from rout suffers a permanent +1 to all dice throws.
If a unit is routed twice then it cannot rally.

OFFICERS

Under normal conditions all Officers & Generals are the same and with have the same effect, but for scenarios they may be given a bonus of -1, 0, +2, or +2.
Intervention and Imperial Forces
One Brigade officer per 2/3 units and one General.
Republican Forces
1861-64: One General for the first 4 units, plus one officer for every additional 3 units.
1865-67: One officer for every 3 units, plus one General.
Killing Officers or Generals
Attached to a unit:
On a D10, roll equal or less than the number of casualties taken by the unit this turn:
(eg. If a unit received 3 casualties in a turn a roll of 3 or less will kill an attached Officer / General).
Detached Officers:
Firing: Treat as long range, hard cover.
Melee; if contacted an Officer is captured/killed.
If an officer stand has more that one figure, dice for who is killed.

BUILDINGS

Before the game all buildings must be classified as one of the following:
SIEGE GUNS FOOT GUNS HORSE GUNS
 CLASS 1 = Permanent stone fortifications / Solid stone buildings.
 CLASS 2 = Poorly repaired stone fortifications / Stone buildings / Good field fortifications.
 CLASS 3 = Average stone buildings / Old town walls etc / Poor field fortifications. CLASS 1 HARD 4* HARD 6 HARD N/A
 CLASS 4 = Poor stone buildings / Good wooden buildings.
 CLASS 5 = Poor wood or mud buildings.
CLASS 2 HARD 3 HARD 4 HARD N/A

CLASS 3 HARD 2 HARD 3 HARD 6

CLASS 4 SOFT 2 HARD 2 HARD 4

CLASS 5 OPEN SOFT 4 HARD 4

* This is the number of casualties needed to destroy the building's cover: Hard cover becomes soft cover & soft cover becomes open. You can inflict a casualty on the
building without inflicting a casualty on the men inside by rolling the building's class or less. Siege guns get a -2 modifier.
If in doubt about a building roll an average dice.

RANDOM MORALE UNIT GENERATION

Republican Regular Units C = Close combat weapons only no firing


V = Very poorly armed one base in three can fire (round up)
P = Poorly armed, one base in two can fne (round up)
YEAR TYPE / CLASS POOR P POOR N REGULAR N VETERAN N VETERAN R N= Normally armed, each base can fire
R = Repeating rifles: * Only one unit may be armed with
repeating rifles
1861-64 Regular Line N/A 9-6 5-1 0 N/A (L) = Lance

1861-64 National Guard 9-7 6-4 3-0 N/A N/A

1865-67 Regular Line N/A 9-7 6-2 1 0*

1865-67 National Guard 9 8-6 5-1 0 N/A

1861-64 Line Cavalry 9-8 7-4 3-1 0 N/A

Trooper
1861-64 9-7 6-3 2-0 N/A N/A
Rurales

1865-67 Line Cavalry N/A 9-6 5-3 2-1 0

Trooper
1865-67 9 8-5 4-1 0 N/A
Rurales
Irregular Units

YEAR TYPE MILITIA C MILITIA VP MILITIA P MILITIA N POOR N REG N

1861-64 Militia Foot 9-7 6-4 3-1 0 N/A N/A

1865-67 Militia Foot 9 8-7 6-5 4-3 2-1 0

1861-64 Irregular Cavalry 9-8 (L) 7-6 (L) 5-3 2-1 (L) 0 (L) N/A

1865-67 Irregular Cavalry N/A 9 (L) 8-7 (L) 6-5 (L) 4-1 (L) 0

Intervention Units Regular Veteran

1861-62 French Line Rifled Musket 9-0 N/A

1863-65 French Line Rifled Musket 9-2 1-0

1866-67 French Line Rifled Musket 9-1 0

1861-67 Chasseurs Rifled Musket 9-8 7-0

1861-67 Zouaves / Turcos Rifled Musket N/A 9-0


1861-67 Foreign Legion Rifled Musket 9 8-0

1861-67 African Light Infantry Rifled Musket 9-3 2-0

1861-67 Naval Troops Rifled Musket 9-1 0

1862-67 Contra~Guerillas Rifled Musket 9-2 1-0

1864-67 Austrian Legion Rifles 9-7 6-0

1865-66 Belgian Legion Rifles 9-6 5-0

1863-67 Egyptian Battalion Rifled Musket 9-3 2-0

1861-67 French Artillery Artillery 9-4 3-0

1861-67 Chasseurs d'Afrique M/L Carbine 9-5 4-0

FIGURE INFORMATION

My figures are trom the following manufactures and are all in 25/28mm:
 Wargames Foundry: Maximillian range, Franco-Prussian range
 Guernsey Foundry: Old West Mexicans
 Kitney & Co: They do some nice French and Austrian figures
 Dixon Miniatures: they do some nice Mexican peons
Snapdragon to a great range of Mexican buildings, they are on the large side and so are ideal for smull action or skirmish games.
THE END (OR IS IT?)

All being well I hope to follow this article with a second part on the Maximilian Adventure covering the all troop types in more detail as well as Imperial Troops: There is
also as stated an addidon to these rules for the 1859 campaign against the Austrians.
I must thank Stuart Parkin, John Stanion and Mait Oats of the Derby Wargames Society for putting up with play testing these rules.
The best two books to start with are;
Osprey Men at Arms 272: The Mexican Adventure, 1861-67
Frei Korps Campaign Booklet No 2. The Maximillian War, 1861-1867 (This was printed in 1984 and is a little goldmine.)

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