or: The Phantom Crown.


Maximilian Rules! - Rules for wargaming the Maximilian AdventureBy 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 There is a great diversity in troop type and weaponry in this campaign, from Republican militia armed with out-of-date smoothbore muskets to Republican units equipped in American uniforms and with modern repeating titles.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


ACTIONS

Movement is alternate with the attacking player going first. The Order of Play is:

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.

CLASSACTIONS FIRINGMELEE MORALE
Milita 1 +2+1+2
Poor 1 +10+1
Regular 2 000
Veteran 3 -1-1-1
Elite 3 -2-2-2


MOVEMENT

All movement in inches
TROOP TYPENORMAL CHARGE / ROUTROAD MANHANDLE
INFANTRY 1D6+4 +1D6+1D6N/A
CAVALRY 1D6+10 +2D6+1D6N/A
HORSE ARTILLERY 1D6+8 +1D6+1D64 in
FOOT ARTILLERY 1D6+4 N/A+1D63 in
SIEGE ARTILLERY 1D6 N/A+1D62 in
WAGONS 1D6+2 N/A+1D62 in

TERRAIN EFFECTS
InfantryCavalrySkirmishers Foot/Horse ArtillerySiege ArtilleryWagon
Hill -1D6-1D6NONE -1D6-1D6-1D6
Gully -1D6-1D6-1D6 -1D6N/AN/A
Stream / Ford -1D6NONENONE -1D6-1D6-1D6
River -2D6*-1D6-1D6 -2D6**N/A-2D6**
Scrub / Light Woods NONENONENONE -1D6-2D6**-2D6**
Thick Woods -2D6-1D6-1D6 -2D6**N/AN/A
Walls -1D6NONENONE N/AN/AN/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

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
ROLL 1D10 OPEN SOFT COVER HARD COVER
CLOSE 0, 1, 2, 30, 1, 20, 1
MEDIUM 0, 1, 20, 10
LONG 0, 10-1
Dice Modifiers
Militia+2 Rested Weapons -1
Poor+1 Firing at Flank-1
Disordered+1 Firing at Cavalry-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 TYPECLOSEMEDIUM LONG
Smoothbore Musket0-44-10 10-16
Rifled Musket0-66-12 12-20
Carbine0-44-10 10-16
Rifle0-88-16 16-24

Soft Cover: Scrub, light woods, gullies, Class 5 buildings

Hard Cover: Stone walls, other buildings, prepared defenses


ARTILLERY

Artillery is divided into the following types:

(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
ROLL 1D10 OPEN SOFT COVER HARD COVER
CLOSE 0, 1, 2, 30, 1, 20, 1
MEDIUM 0, 1, 20, 10
LONG 0, 10-1

If a modified dice score of -2 or below is rolled then
2 casualties are inflicted instead of 1.

Dice Modifiers
Disordered+2 Rifled cannon-1
Firing at skirmishers or gun crew+1 Foot Gun-1
Firing at mounted cavalry or limbered guns-1 Siege Gun-2

WEAPON TYPECLOSEMEDIUM LONGDICE
Horse Gun - Ball0-88-24 24-362
Horse Gun - Canister0-44-8 N/A3
Foot Gun - Ball0-88-24 24-424
Foot Gun - Canister0-88-12 N/A5
Siege Gun - Ball0-1010-30 30-605
Siege Gun - Canister0-1010-14 N/A6

NORMAL CREWMINIMUM
HORSE GUN32
FOOT GUN43
SIEGE GUN54

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:

Non-Militia Infantry do not check for routing Cavalry.

Units do not thes for lower morale~class units routing.

MORALE TEST
Normal TestBeing ChargedCharging
0, 1, 2, 3OKOK, Fire at close range CHARGE
4, 5HoldOK, Fire at medium range CHARGE, 1/2 Charge Bonus
6, 7Hold DisorderedOK, Fire at long range CHARGE, No Bonus
8Retire 1 MoveHold Disordered Hold
9Retire 2 MovesHold Hold
10+ROUTROUT Hold Disordered

Dice Modifiers
Receiving Breakthrough Charge+3Charged in flank+1For each 2 whole stands-1
General killed+2Each stand lost+1In hard cover-1
Rout within 12"+2Disordered+1Veteran-1
Charged in rear+2Charged by cavalry+1General attached-2
Militia+2For 2nd and subsequent tests+1Elite-2
Officer killed +1Poor+1Infantry charging into flank or rear-2
Rout within 24"+1Officer attached-1Cavalry charging into flank or rear -4
Under artillery fire+1General 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

All units entering melee must charge into contact

  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
  4. Charging unit makes contact: Melee takes place
MELEE - Each side rolls one D1O
For each whole stand-1Target behind cover (i.e.walls)+1
Infantry charging-1Poor+1
Lance (First Turn Only-1Target in stone cover (i.e. building)+2
Veteran-1Disordered+2
Cavalry charging-2Militia+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 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:

  • 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 4 = Poor stone buildings / Good wooden buildings.
  • CLASS 5 = Poor wood or mud buildings.
SIEGE GUNSFOOT GUNSHORSE GUNS
CLASS 1HARD 4*HARD 6HARD N/A
CLASS 2HARD 3HARD 4HARD N/A
CLASS 3HARD 2HARD 3HARD 6
CLASS 4SOFT 2HARD 2HARD 4
CLASS 5OPENSOFT 4HARD 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
YEARTYPE / CLASSPOOR PPOOR NREGULAR NVETERAN NVETERAN R
1861-64Regular LineN/A9-65-10N/A
1861-64National Guard9-76-43-0N/AN/A
1865-67Regular LineN/A9-76-210 *
1865-67National Guard98-65-10N/A
1861-64Line Cavalry9-87-43-10N/A
1861-64Trooper Rurales9-76-32-0N/AN/A
1865-67Line CavalryN/A9-65-32-10
1865-67Trooper Rurales98-54-10N/A

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)
N= Normally armed, each base can fire
R = Repeating rifles: * Only one unit may be armed with repeating rifles
(L) = Lance

Irregular Units
YEARTYPEMILITIA CMILITIA VPMILITIA PMILITIA NPOOR NREG N
1861-64Militia Foot9-76-43-10N/AN/A
1865-67Militia Foot98-76-54-32-10
1861-64Irregular Cavalry9-8 (L)7-6 (L)5-32-1 (L)0 (L)N/A
1865-67Irregular CavalryN/A9 (L)8-7 (L)6-5 (L)4-1 (L)0

Intervention UnitsRegularVeteran
1861-62French LineRifled Musket9-0N/A
1863-65French LineRifled Musket9-21-0
1866-67French LineRifled Musket9-10
1861-67ChasseursRifled Musket9-87-0
1861-67Zouaves / TurcosRifled MusketN/A9-0
1861-67Foreign LegionRifled Musket98-0
1861-67African Light InfantryRifled Musket9-32-0
1861-67Naval TroopsRifled Musket9-10
1862-67Contra~GuerillasRifled Musket9-21-0
1864-67Austrian LegionRifles9-76-0
1865-66Belgian LegionRifles9-65-0
1863-67Egyptian BattalionRifled Musket9-32-0
1861-67French ArtilleryArtillery9-43-0
1861-67Chasseurs d'AfriqueM/L Carbine9-54-0


FIGURE INFORMATION

My figures are trom the following manufactures and are all in 25/28mm:

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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Last Updated on April 12, 2003 by Tim Peterson


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