THE REPUBLIC OF THE RIO GRANDE Part 4 : Black Powder or Rebels & Patriots
In parts one, two and three of this series I related how Canales and a group of Mexican Federalists had tried and failed in their attempt to create a new republic in northern Mexico and the key actions which determined that outcome. In this last part we will look how to translate them onto the wargames table and adapting the Black Powder rule system (by Warlord Games) or Rebels & Patriots (by Osprey) for the period. I will also and cover figure choices and more.
USING BLACK POWDER
Black Powder is easily adaptable to this conflict and requires only a few minor adaptations to reflect the small size of the forces involved.
SCALE
Reduce all movement and weapon ranges to 2/3rds of their normal distances. This better reflects the close contact involved in such small actions. If players want
to use larger tables then the distances should be returned to those quoted in the main rules.
COMMAND SYSTEM
Establish the overall commander of the force in the usual way and allocate a command rating. This individual acts as the overall commander but he is the only commander who can issue a Rally on Me or Follow Me order.
Give command ratings to each of the units. For each of the units, determine a command rating for the officer commanding. These officers can issue orders but cannot issue a Rally on Me or a Follow Me order.
Orders can either be issued by the general or by the officer commanding each unit.
DISORDER
The usual cause of disorder – a 6 when shooting – can be used BUT we find it preferable to make the disorder a response to shooting. In this case disorder results if a 1 is thrown when doing the morale saving throw.
BROKEN UNITS
In small unit action it is unlikely that a unit would simply disappear. If the result of a break test is Break, the unit will: ◗ Turn and flee a full move directly away from the enemy and will end with its back to the enemy. It will continue fleeing both in its own turn and in the enemy turn until it leaves the table or is rallied. ◗ If the enemy follows up and is able to fight on that
turn, the unit takes casualties but does not fight back. ◗ Cavalry will pursue a broken unit unless it obeys orders to stop pursuing. Deduct 1 from the command rating.
RALLYING A BROKEN UNIT
This can only be done by the general. He must carry out a Rally on Me but deducts 1 from his command rating.
FATE AND FORTUNE CARDS
With a small number of units, the use of fame and fortune cards can add an element of uncertainty to the game as they may enhance or diminish the effectiveness of a unit in a force. Copies of the cards can be found on the MW website: https://www.tabletopgaming.co.uk/information/downloads
They can be used as follows: ◗ Before the battle starts the players pick three
randomly from the deck ◗ A Card can be played at any stage of a battle but
must be used before any dice are rolled.
OVERALL COMMANDER/GENERAL PERSONALITY
Roll 1D6 and check the result to add a personality to the overall leader:
ARMY PROFILES & TRAITS
These are the Profiles and Traits for Black Powder for the Army of the Republic of the Rio Grande. Note that these moves and ranges have already been reduced.
CENTRALIST MEXICAN
These are the Centralist Mexican Profiles and Traits for Black Powder. Again, note these moves and ranges have already been reduced.
USING REBELS & PATRIOTS
Rebels & Patriots by Michael Leck and Daniel Mersey, published by Osprey are specifically designed for small engagements and skirmishes in America and are well suited to this conflict and I have used the reports on the abilities of the forces to fit them to the rules. So, for example, as the Vaqueros fought both on foot and whilst mounted players could treat them as either Aggressive Mounted Skirmishers or Aggressive Light cavalry.
I’m not a great one for using point’s value to create forces to a set total as I prefer to fight actions as they were, balanced or unbalanced to see what happens but I have included the points for each troop type and have also set out two sample forces balanced to the recommended 24 points.
The rule set has no specific rules for the use of rockets but my suggestions for them are as follows: ◗ Rockets are classed as artillery with a maximum
range of 40 inches ◗ Rockets may only fire at units at over 12 inches, i.e. at
long range ◗ Rockets only hit on a score of 6 ◗ If a unit is hit by rockets they automatically cause 1
disorder irrespective of any casualties caused. ◗ If the rocket scores more 1s than 6s it explodes in its
tube destroying the tubes and killing all of the crew ◗ If the rocket scores 2 or more 2s and no hits, it veers off course in a random direction travelling 6D6 inches: It will then hit the nearest target within 1D6 inches of where it lands irrespective of whether it is a friendly or enemy unit. Roll for effect as per normal.
24 point Federalist/republican Force 2 x Line infantry that are Poor Shooters @ 8pts 2 x Green Line infantry that are Poor Shooters @ 4pts 2 x Aggressive Light cavalry that are Poor Shooters @ 8 pts 1 x Light Artillery @ 4 pts
RECRUITS FOR THE FIGHT
In terms of figures in 28mm, Boothill Miniatures have the best selection given that their figures cover the 1830s and 1840s. There is also a suitable small range from Artizan Designs and Dixon Miniatures. Colonel Bill’s has a pack of seven figures called “Defenders of the Alamo” with separate heads which are nice figures. Old Glory also produce figures and 1st Corps produce figures for the Mexican – American War and Gringo 40 for the Maximilian war, many of which are usable. Wargames Foundry has many Old West figures that are usable especially their Mexicans, the filibusters, mountain men, early Texas Rangers and Jayhawkers/militia ranges whilst some Perry Miniatures figures, especially their ACW rioting civilians, Confederate Cavalry and bushwhackers in civilian dress or Cape Wars range can be used or converted for the games (just remember to remove any revolvers).
Blue Moon produces a range for the Texas War of Independence figures which can easily be used as well as an American-mexican wars range in 15/18mm and Minifigs have an American-mexican wars range in 15/18mm. Frei Corps sold through QRF Models has a number of suitable 15mm models in its ranges.
In 20mm there are sets of plastic figures for the Texas War of Independence available from various manufacturers which can be used as well as Napoleonic figures which can be adapted. However, wargamers can always improvise: the Mexican uniforms were very similar to Napoleonic French so such figures could be used to represent them, whilst the Federalists, especially the Texans/anglos could be represented by ACW Confederate figures in slouch hats.
Gamers may also want to consider another source for their armies. As part of his Paper Boys series, Peter Dennis has produced sheets of figures for the Texan War of Independence – visit his website at peterspapersoldier.com where you can purchase downloadable figures to print and cut out. A new company, Wofun–games (wofun–games.com), has also turned his designs into plastic coated 2D strips of figures which they supply with MDF bases. Their figures come in two sizes, 28mm and 18mm: all a gamer needs to do is press them out from their sheet and away they go. So will the Federalists succeed in creating an independent republic or will the centralist army crush their endeavours? Only you and the Gods
of the Dice will decide! Happy Gaming. ■