Maxi Mil Ian Rules
Maxi Mil Ian Rules
Shearwood
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great diversity in troop type and weaponry in this campaign, from Republican militia armed with out-of-date smoothbore muskets to Republican units equipped in American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
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
TERRAIN EFFECTS
* 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.
ROLL 1D10 OPEN SOFT COVER HARD COVER Militia +2 Rested Weapons -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.
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
ARTILLERY
ROLL 1D10 OPEN SOFT COVER HARD COVER Horse Gun - Ball 0-8 8-24 24-36 2
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
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
Dice Modifiers
Rout within 24" +1 Officer attached -1 Cavalry charging into flank or rear -4
Under artillery fire +1 General within 12" -1
MELEE
Veteran -1 Disordered +2
Elite -2
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
* 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.
Trooper
1861-64 9-7 6-3 2-0 N/A N/A
Rurales
Trooper
1865-67 9 8-5 4-1 0 N/A
Rurales
Irregular Units
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
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.)