I actually do play games. I know I often write about my interests and what I’m painting, but I do like to run and play games. Yesterday I ran a Rebels and Patriots game at Wizard’s Keep in Kent. This is a monthly event, and what a wonderful day in great venue. This event is organized by Ralph Holloway and if you’re interested in playing a game or meeting new gamers, I can’t think of a better place.
I can’t make every event, but I was available for March 30th and I decided to run a Rebels and Patriots game. It needed to be big enough for a fair number of players. I thought Maximilian in Mexico would work. I have a lot of figures and all that was left for me to do was cobble together a decent scenario.
For those of you not in the know, Rebels and Patriots is an Osprey set of rules by Daniel Mersey. Mersey has written several sets of rules Osprey has published. They all have a similar game engine, requiring a successful activation die roll. The mechanics are simple, easy to learn and teach, and allows games to move pretty quickly. Each side in yesterday’s game, “The Long Retreat, Vol. III” had four or five units per player, at least half had not played the rules before and we reached a conclusion in nine turns and about 2 1/2 hours. Highly recommended, it’s the best twenty bucks you will ever spend on a set of horse and musket rules.
My challenge was to come up with a scenario that did not involve throwing troops of equal point values out to slaughter each other. That’s boring. So we instead did a scenario that was not atypical of the French in Mexico–the French chasing a retreating Republican army that was trying to get to safety. There were two French players, and one player that had a force of Imperial troops. Imperial troops were those serving in Maximilian’s Mexican army. The French were Napoleon III’s expeditionary troops that arrived in Mexico in January 1862 and remained until 1867. The Imperial troops represent the army of Imperial Mexico raised by Maximilian after he arrived in Mexico in May of 1864. The French were hard bitten veterans of Algeria and Mexico and I rated them as veterans and aggressive. The Imperial troops were conscripts and volunteers, with little experience by November 1865-the time of our scenario-and were rated green.
Each French/Imperial player had some units to play with. The two French players each had a gun, a unit of light cavalry, a light infantry unit and two line units. All units were veteran and aggressive except for the artillery piece. Lots of points. The Imperial player had three line infantry units, including the Belgian Legion, and one light cavalry units. Nothing special. Their mission was to kill Republicans and position themselves to exit the board by the road. The Imperial troops set up a foot and half on to the board, while French troops game on to the board near the road entrances.
Choosing troops for the French and Imperial troops was easy, the question was setting up the Mexicans in a way that generally historical but offered some challenges to the French. By November 1865, the American Civil War was over. President Lincoln and later President Johnson vehemently opposed the French intervention in Mexico. Though the U.S was still recovering from the aftermath of the Civil War, Generals Grant and Sheridan notably opposed the French violation of the Monroe Doctrine and the establishment of a European-style empire across the Rio Grande. Grant served in the Mexican War 1846-48 and was notoriously sympathetic to the Mexicans in his Memoirs. He directed Sheridan to the Rio Grande with a sizable number of troops. Though Sheridan’s men did not intervene in the conflict, they did make sure surplus weapons made their way across the river and into Mexican hands. Empress Carlota wrote with sorrow about the effect of American repeating carbines against the charge of the Imperial Red Lancers in 1866.
Taking this into consideration, I did some fiddling with the rules in the Mexican organization. The Mexicans had three commands. The first was a cavalry command with five light cavalry units. Three of the units were militia units. I made all the Mexican militia units in the game regulars, because they had considerable experience in the war on both sides. However I did make a key rules change regarding the militia, I’ll explain shortly. The militia were supplemented by two units of regular light cavalry. These units were veterans and armed with American repeating carbines. More on this to come. There were also two infantry commands. Each had a regular, veteran unit armed with repeating rifles. Each also had two units of militia foot rated as average. One of the commands had a gun. The other had a skirmish sharpshooter unit (American Sharps rifles with scopes, of course.)
The rules changes I made for the scenario were as follows:
- The militia units did not suffer the green -1 modifier for activations and rallying. However, they could only suffer two disorders before melting away instead of the usual three in the rules. This made them brittle and more likely to melt away as things got bad. This better represented how Mexican militia seemed to react historically. Militia units also could not form closer order, which meant no volley fire.
- The other big change was the use of repeating American arms in the game. The cavalry had repeating carbines and the infantry had repeating rifles. Activation and ranges were the same. I allowed these shooters to add 50% more dice in a successful shooting attack. Nasty. However, each time they successfully fired, they rolled to see if they needed to reload–a 1 on a D6. This was resolved by taking a turn to make a successful shooting activation. Shooting could commence the following turn and French would fall in droves. Hah!
The game began with a general advance with the Imperial troops in the middle and the French on either flank. There was some promise as one of the Republican regular cavalry units blasted the French 5th Hussars from the saddle on the left. The skirmishers and a regular infantry unit engaged the French light infantry on the right inflicting some losses. But the veteran French morale came into play as they began to take casualties, casually passing morale checks, while the Mexicans had trouble activating and hitting. I ended up commanding the Mexicans on the right flank and though I had positioned my troops to inflict considerable damage on the French in front of me, I had failed activations, rolled poorly on my shooting, and in the end, the French simply throttled me. My teammates did better, but it wasn’t going to be enough as the French advanced across the table. Even the green Imperial troops seemed unstoppable. I think everyone had a good time, all played well, but at the end of Turn 9 we called it good.
This is a scenario I wouldn’t mind trying again. I don’t think I’d do anything different for the French. They were mighty and given that they had the onus of getting across the table, they had to be tough. They also outnumbered the Mexicans. Though the activation rolls required for the green Imperialists did slow them down a tish, they were all there at the end of the game, getting ready to roll over what was left of the Mexican center.
I would change some things for the Mexicans. I’d get rid of the Mexican cavalry corps. I’d add a third Mexican infantry command. I’d also add a cavalry unit to each of the Mexican commands. Each would have the same organization with a regular unit armed with repeaters. One command would have a gun, another with skirmishers, not sure about the third command. I liked the repeaters, but I think I’d ditch the reload roll. The French seemed quite capable of weathering the storm.
I’ll follow up with a quick intro to the French Adventure in Mexico, just in case you’re thinking, “Whoa, this is cool” but don’t know how to get started.