Battle of Buena Vista
Battle of Buena Vista Rulebook
Table of Contents
Table of Contents
- 2.0 Components
- 3.0 Placement
- 4.0 How to Win
- 5.0 Game Sequence
- 6.0 Activation and Leaders
- 7.0 Movement
- 8.0 Shock Combat
- 9.0 Fire Combat
- 10.0 Saltillo Track
- Charts and Tables Not Included
- Translation Notes
- Errata: Rule Clarifications and Corrected Tables (2023)
- Optional House Rules (from the 2023 compilation, not official)
2.0 Components
2.1 General Components
The components are these rules, the map, and a set of 123 counters, of which 17 are double-sized counters. Players must supply a six-sided die.
The map includes the playing area and the following game aids, each described in the rules: Terrain Effects Chart (2.3), Loss Track (4.0), Random Events Table (4.2), Turn and Impulse Track (5.1), Mexican Reserve Box (5.4), Shock Combat Table (8.0), Fire Combat Table (9.0), Rout Table (9.8), and the Saltillo Track with the Saltillo Combat Table (10.0).
2.2 Scale of the Game
Each hex represents approximately 100 yards from side to side. Each game turn represents one hour of real time during the decisive second day of the two-day battle.
2.3 The Map and Terrain
The map represents the terrain around the Buena Vista hacienda as it was in February 1847. The hex grid printed on the map is used to regulate the placement and movement of units. The terrain has been altered to fit the hex grid, although the relationships between the different terrain types have been kept so that players face the same spatial and temporal problems as their historical counterparts.
There are six terrain types in hexes: clear, slope, ravine (barranco), buildings, crops (sembrados), and streams. Any amount of the last five makes the whole hex that terrain type. None of these five may coexist in a hex. A clear hex may not contain any other terrain type.
There are three types of hexside terrain: gully (hondonada), impassable, and stone wall. Hexside terrain affects movement and combat only when a unit moves or fires across that hexside; it has no other influence on units in adjacent hexes.
Roads and trails may exist in combination with any other terrain type or types. Roads negate the other terrain effects only for purposes of movement. To receive this effect, a moving unit must move from road hex to road hex through road hexsides.
Elevation is important for both fire combat and shock combat: generally, the unit on higher ground has an advantage. Every hex except a slope hex is at a hill, mesa, or ground level; if a hex has more than one elevation, it is treated as being at the higher of the two. The terrain type of a hex does not affect its elevation, and vice versa. A slope hex lies between the two levels next to it. When comparing slopes at the edges of hills, the slope nearest the clear hill hex is the higher of the two.
Parapet markers represent defensive positions built by the Americans. When the counter is in a hex, the parapets printed on the map are active and affect combat through the hexsides indicated. A parapet marker is removed if a Mexican unit enters its hex or if its hex is empty after an American player impulse. Parapets cannot be rebuilt.
Terrain effects are indicated on the Terrain Effects Chart and on the combat tables.
Designer's note: The effects of the different streams represent the vertical ravines associated with the streams, many of them twenty feet high.
2.4 Counters
Most counters represent combat units. The others serve various functions, explained later in these rules. After reading the rules, carefully separate the counters.
2.5 Combat Units
There are three types of combat unit: infantry, cavalry (any image on a horse), and artillery (images of cannon). Infantry and cavalry units represent between 50 and 350 men each, except the double-size Mexican brigades, which represent between 1,000 and 1,250 men each. Artillery units represent two to six guns. All American army units are printed on a grey background. All Mexican army units are printed on a white background.
Each counter has an icon showing its type and its morale and shock combat ratings (see 8.0), placement information (see 3.0), and its ID (see the counter key). The ID is important for command and activation (see 6.0).
Counter key (as printed): Morale rating; Shock combat rating; Placement; Unit ID.
All combat counters have two steps. When a counter takes the loss of one step, it is flipped to its reverse side. When the unit receives a second loss, it routs (9.8).
Some units are represented by a single counter. Others (including all American infantry regiments) have two counters on the map at the same time; these counters are independent of one another for all purposes (but see 6.0). Each Mexican infantry brigade has two double-size counters. Only one of them may be in play at any time. The second counter is used after the brigade takes the loss of two steps.
2.6 Leaders
Leader counters represent the complete command structure of the units in question, not just the individual commander. Leaders do not die (except through random events), although a leader is removed once all of its subordinate units have been eliminated.
The morale and shock combat ratings are used in shock combat (see 8.2). The fire combat rating is used in fire combat (see 9.2).
2.7 Other Counters
The uses of these markers are explained in the rule sections indicated.
| Counter | Section | Counter | Section | Counter | Section |
|---|---|---|---|---|---|
| Parapets | 2.3, 8.3 | Loss marker | 4.1 | Supply train | 4.3, 7.1, 7.3 |
| Turn marker | 5.1 | Impulse marker | 5.1 | Moving Mexican artillery | 7.2 |
| River ford | 5.3 |
3.0 Placement
One player controls the Allied (American) forces; the other controls the Mexican forces. Each unit has a placement value on it, either a four-digit hex number or a single letter. Units with a four-digit number are placed in the corresponding hexes of the map. Units with a letter are placed in the corresponding hex of the Saltillo Track. A leader without a placement value may be placed with any unit under his command. Set aside the eight Mexican brigade replacement counters. Place the Turn marker on turn box 1. Place the Impulse marker, showing the American flag, on box 1 of the Impulse track. Place all loss markers on box 0.
3.1 Order of Battle
Mexican Army of the North
- Pr = Presidential Guard (Pr).
- 1st Division, Major General Manuel Lombardini
- 1/L = 1st brigade: 1st and 3rd Infantry.
- 2/L = 2nd brigade: 5th and 10th Infantry.
- 3/L = 3rd brigade: Hidalgo Bn, 11th Infantry.
- 2nd Division, Major General Francisco Pacheco
- 1/P = 1st brigade: San Luis and Morelia Active.
- 2/P = 2nd brigade: León and Guanajuato Active.
- 3/P = 3rd brigade: Puebla Bn, 12th Infantry.
- 3rd Division, Major General José Ortega
- 1/O = 1st brigade: Mexico City and Lagos Active, 4th Infantry.
- 2/O = 2nd brigade: Guadalajara Bn, Santa Anna Bn, Querétaro, Aquacanlientes [sic] and Calaya [sic] Active.
- Villamil Brigade (ad hoc), General Mora y Villamil
- 2 Eng = 2nd Engineer Regiment (2).
- SRM = Permanent Mexican Regiment (2).
- TCG = Tampico Coast Guards.
- HG = Guard Hussars.
- Ampudia Light Infantry Brigade (ad hoc), Major General Ampudia
Allied (American) Army of Occupation
- Infantry
- 1IL = 1st Illinois (2), Colonel Hardin.
- 2IL = 2nd Illinois (2), Colonel Win. Bissell (includes a company of Texans).
- 2IN = 2nd Indiana (2), Brigadier General Jos. Lane*, Colonel Bowles.
- 3IN = 3rd Indiana Infantry (2), Colonel James Lane.
- 2KY = 2nd Kentucky (2), Colonel William McKee.
- 1MS = 1st Mississippi Rifles (2), Colonel Jefferson Davis.
- Cavalry
- 1D = 1st Dragoons, Captain Enoch Steen.
- 2D = 2nd Dragoons (2), Lieutenant Colonel Chas. May.
- 1AR = 1st Arkansas Cavalry (2), Colonel Archibald Yell.
- 1KY = 1st Kentucky Cavalry (2), Colonel H. Marshall.
- TxR = Texas Rangers.
- Artillery
- Bragg, Kilburn = C/3rd Artillery (2).
- Washington, O'Brien = D/4th Artillery (2).
- Sherman, Thomas = 3rd Artillery (2).
- Saltillo Garrison (2), Major William Warren (one company of 1st Artillery as infantry, two companies 1MS, four companies 1 and 2L, one gun C/3).
* General Lane was officially in command of both Indiana regiments, although Taylor had had to separate the two Lanes after the fighting began. General Lane remained with the 2nd Indiana.
4.0 How to Win
4.1 Loss Track
Buena Vista is won with victory points (VP), which represent the damage inflicted on the enemy army; the more damage done, the greater the impact on the war. Each time a unit loses a step in combat (see 2.5 and 9.6), advance the "x1" loss marker one box on the Loss Track. When the marker is on box "9" and a new loss occurs, return the marker to box "0" and place the "x10" marker on box one.
4.2 Random Events
Each time one side's loss marker moves to or through boxes "4" or "9," a random event occurs. Once the combat that caused the loss(es) has been resolved and all retreats and advances are finished, roll two dice and consult the Random Events Table. The event applies immediately and then the main sequence resumes; random events are mini-turns that occur within the impulse. Any number of random events may occur in a game, turn, or combat. Each random event may occur any number of times per game, although in some cases it will have no effect after the first time.
Designer's note: Random events were initially included only to add variety, although we noticed that in fact they mirror the development of the battle. They are now an integral part of the system, and players will find them necessary to plan their strategy.
4.3 Victory
At the end of the game (at the end of turn 12, or earlier if it has begun to rain), the player with more VP wins. To determine the level of victory (the impact of the battle on the war), subtract the American VP total from the Mexican VP total and consult the following table:
- 30 or more – Decisive Mexican victory: Taylor's army is destroyed by Mexican cavalry. Northern Mexico, California and New Mexico are liberated and the war ends.
- 11 to 29 – Substantial Mexican victory: the remnants of Taylor's army escape to Texas, where they join Scott's army. The landing at Vera Cruz is cancelled, although the Americans resume the offensive in the north.
- 0 to 10 – Marginal Mexican victory: Taylor's army escapes but cannot remain in northern Mexico. The surge of morale in Mexico led to a tremendous economic and volunteer boost for the next phase of the war.
- -1 to -10 – Marginal American victory (the historical outcome): Santa Anna's army deploys in disorder, although it is still in a position to prevent Scott's advance. Taylor's army can do no more than continue the occupation of northern Mexico.
- -11 to -20 – Substantial American victory: Taylor pursues Santa Anna south. The division of the Mexican effort is enough to speed Scott's march on Mexico City.
- -21 or less – Decisive American victory: with its army crushed, Santa Anna loses power. Taylor and Scott "race to Mexico City," ending the war in early autumn.
The final victory level moves one step in the Mexican player's favour for each capture of the Saltillo or of the American supply train (a maximum of three moves). The final victory level moves in the American player's favour for the capture of the Mexican supply train.
5.0 Game Sequence
5.1 Turn Structure
Buena Vista is divided into 12 game turns, each subdivided into several phases. Each action takes place in its appropriate phase. Once a phase has ended, a player may not perform a forgotten action or redo a badly performed one, unless his opponent allows it. The active player (the player in his impulse) is referred to as the moving and/or attacking player. The Turn and Impulse markers are used to show the current turn and impulse. The game ends at the end of turn 12 (or earlier if it begins to rain, see 5.5); victory is determined under rule 4.3.
5.2 Turn Sequence
A. Activation phase.
- In turns 1, 2 and 3, a die is rolled for discovery of the river ford (5.3).
- Beginning in turn 5, a die is rolled for the Mexican reserve attack (5.4).
- In turns 10, 11 and 12, a die is rolled for rain (5.5).
- The Mexican player may flip his artillery to its movement side if he wishes (7.2).
- Mexican leaders are activated (6.3).
- American leaders are activated (6.3).
B. Saltillo Track phase.
- American movement.
- American combat.
- Mexican movement.
- Mexican combat.
C. Player impulses.
- First American impulse.
- First Mexican impulse.
- Second American impulse.
- Second Mexican impulse.
- Third American impulse.
- Third Mexican impulse.
During each impulse, the units of the active player may move (7.0, active units only), make shock attacks (8.0, active units only), or fire (9.0). All movement is done first, then all shock attacks, and finally all fire combat.
D. Administration phase.
- All leaders are flipped to their inactive side (6.1).
- All Mexican artillery units are flipped to their firing side (7.2).
- The Turn marker is moved to the next turn and the Impulse marker is returned to box "1."
5.3 River Crossing
In the activation phase of turns 1, 2 and 3, the Mexican player rolls a die to try to discover a ford in the river. A roll of "1" finds a ford. There are six possible crossing sites, numbered one to six on the map. Roll the die again and place the river ford marker on the appropriate hex. Once a ford is discovered, no further attempts may be made. No attempts may be made after turn 3. The river ford is the only place where either army may cross the river (see 2.3).
5.4 Mexican Reserve Attack
Beginning in the activation phase of turn 5, the Mexican player may attempt to launch a reserve attack. Roll a die; if the result falls within the arc indicated on the Turn marker for that turn, the reserve is organized. All units in the Mexican reserve attack box, including General Pérez, are placed on the map within the Mexican reserve deployment area; this is a limit on the size of the reserve. Reserve units may be commanded by their own leaders or by General Pérez, who may command some or all of the Mexican units. The Mexican player may organize only one reserve attack.
5.5 Rain
The battle historically ended because of a great winter storm. This may happen in the game through the die roll for the rain check on turns 10, 11 and 12, or through a random event (4.2). Beginning in the activation phase of turn 10, the American player rolls a die; if the result falls within the arc on the Turn marker for that turn, it begins to rain. Victory is then determined under rule 4.3.
6.0 Activation and Leaders
6.1 Activation and Leaders in General
The activation rules reflect the different command capabilities of each army. Each game turn, only some leaders on each side may be activated. Only units with an active leader may move or make shock attacks during their impulses; all units may always fire. A leader may command only the units that belong to him. Activation lasts an entire game turn.
All leaders must show their initiative sides at the beginning of each game turn. When a leader is activated, flip it to its active side. The eligible units stacked with or adjacent to the leader are activated. In addition, any eligible unit adjacent to an activated unit is also activated; that is, an activated leader may activate a chain of units of any length.
Generals Taylor, Wool and Santa Anna, all artillery, the Mexican presidential cavalry, and the American dragoons are exempt from the activation requirements. These leaders and units are always activated and have a blank reverse side.
Generals Taylor, Wool, Santa Anna and Pérez may command any unit in their army; that is, all units are eligible to receive command from them.
6.2 Mexican Activation
Roll a die. If Santa Anna has not been wounded by a random event, add his leadership rating of two to the result. The modified result is the number of leaders the Mexican player may activate that turn. He may activate any leader, including those on the Saltillo Track.
6.3 American Activation
American activation depends on Generals Wool and Taylor. If one of them is on the Saltillo Track, he may activate leaders only on that track; if he is on the main map, he may activate only leaders on the main map.
Wool may activate one leader. Select the leader to activate and roll a die. The leader is activated on a roll of 1-4. On a roll of 5-6, select another leader and roll again. As soon as a leader is activated, stop rolling. Wool may make only one attempt per leader; he may activate none.
Taylor may activate three leaders. The same procedure is used, although success is on a roll of 1-5.
Both Wool and Taylor may treat all units stacked with them (anywhere on the map) as if they were with their leader for purposes of activation; that is, they may always activate units stacked with them, whether or not their leader is present. Activation of this stack is automatic and does not require a die roll.
7.0 Movement
7.1 Movement in General
Within the limits of activation, a player may move all, some or none of his units in each of his player impulses. Units move one at a time, from one hex to an adjacent hex in any direction or combination of directions. A unit's movement must be finished before the next unit's begins; once a unit's movement has begun, a player may not back up and readjust the movement of a unit already moved.
Each unit has a movement allowance expressed in movement points (MP). MP may not be accumulated from one turn to another or lent from one unit to another. The MP cost of entering a hex depends on the terrain of that hex or on the hexside being crossed (see the Terrain Effects Chart, TEC). If a unit does not have enough MP to enter a given hex, it may not enter it. Moving units do not need to spend all their MP.
All infantry units have a movement allowance of six MP. Leaders, cavalry and American artillery have a movement allowance of eight MP. Supply trains may not move. Mexican artillery has a variable movement allowance (see below). In addition, any unit that begins its movement stacked with a leader has its movement increased by one hex.
7.2 Movement of Mexican Artillery
Mexican artillery had no limbers or wagons, so its movement was painfully slow. To move a Mexican battery, place a "Moving" marker on it at the beginning of the game turn; it may then move in each Mexican impulse. It may not fire or make shock combat, and it defends against shock attack with a strength of 0. Roll a die each impulse; the result is the number of MP available to the unit in that impulse.
7.3 Stacking
Two infantry and/or cavalry units, or one double-size unit, may occupy a hex at one time. The limits apply at all times: during movement, combat, and the retreat or advance after combat of each unit (8.0 and 9.0). If a unit is unable to retreat because of stacking limits, the retreating unit routs (see 9.8).
Artillery, leaders, supply trains and parapets do not count for stacking purposes.
7.4 Effects of Enemy Units on Movement
If a moving unit moves adjacent to an enemy unit that can fire at that hex, it temporarily stops and makes all of its fire combat against that unit. If the unit is forced to retreat, it returns to the hex from which it arrived and ends its movement there. A moving unit may fire any number of times when entering a hex or during an impulse. A non-moving unit may fire at moving units each time one moves adjacent to it. A double-size unit that moves fires each time any part of the counter moves into such hexes.
If an enemy leader is alone in a hex, a moving unit ignores it for all purposes – the moving unit may enter the leader's hex (see 7.5).
Designer's note: This is the only effect of enemy units; there are no zones of control.
7.5 Movement of Double-Size Counters
These counters may fire and make shock combat only through their three front hexsides. The unit is penalised if it is attacked through hexsides other than those three front ones (see 8.0 and 9.0).
They may move into the three front hexes. When they move, the tail of the counter must move into the hex vacated by the front of the counter. Alternatively, the counter may pivot by spending all of its available MP for an impulse; while one end of the counter stays in the same hex, the other end may move to any adjacent hex.
Designer's note: The formations represented by these counters did not actually reach a length of 200 yards. Double-size counters are meant to give the player a sense of how cumbersome these formations were. Take care when moving them, or you will find that they block the movement of the rest of your army.
7.6 Movement of Leaders
Santa Anna, Taylor and Wool may move independently and do not need to be stacked with a friendly unit. If an enemy unit moves into a hex where one of these leaders is alone, the leader moves to an adjacent hex. They are killed or wounded only by random events.
All other leaders must be stacked with a subordinate unit at the end of each friendly impulse. If that unit routs in combat, the leader must remain with the unit if it is still on the map; otherwise it must be placed on another subordinate unit anywhere on the map. If all subordinate units have been routed (even if they are placed in the Mexican Reserve Box), the leader is removed from the map.
7.7 Movement Off the Map
No unit may voluntarily move off the map. If a unit is pushed off the map, it routs (9.8). Units may move to or from the Saltillo Track (see 10.0).
8.0 Shock Combat
8.1 Shock Combat in General
Shock combat occurs after movement and before fire combat. Shock combat is voluntary unless a unit begins its impulse already engaged in combat (see below). Only infantry and cavalry units may initiate shock. All units may be attacked in shock.
Shock combat takes place between one unit or stack from each side. A unit that begins a shock attack may not have moved in that impulse. In the case of a stack, the units must begin the impulse already stacked. A unit or stack may attempt one shock attack per impulse; a defending unit or stack may be attacked in shock any number of times per impulse.
8.2 Shock Combat Procedure
- A morale check is made for the attacking unit (or for the top unit of an attacking stack). Roll a die: if the result is less than or equal to the unit's morale rating (modified by the morale rating of any leader stacked with it), the unit may make shock combat, and the unit (or stack) moves into the defender's hex. If it fails, the unit (or stack) ends that turn [sic; see the errata, which changes "turn" to "impulse"].
- The shock factors of all attacking units are totalled together with those of an attacking leader. The shock factors of all defending units are totalled together with those of a defending leader. Subtract the defender's total from the attacker's total to obtain the shock differential.
- Find the column of the Shock Combat Table that corresponds to the differential. Make any applicable differential shifts (8.3). All shifts are cumulative, but the limits of the table may not be exceeded.
- Roll a die. Cross the result with the modified differential to obtain the combat result. Apply the results (8.4), with the Mexican player first in all cases.
8.3 Differential Shifts
- One column left if infantry is being attacked by cavalry or dragoons.
- Two columns right if the defender is a double-size unit and the attack comes through any hexside other than its three front hexsides (see 7.5).
- Two columns right if the attacker is higher than the defender (2.3).
- One column left if the attacker is lower than the defender (2.3).
- One column left if the attacker comes through a gully, stone wall, or active parapet hexside.
- Two columns left if the attacker comes through a stream hex.
- Two columns left if the defender is in a building hex.
8.4 Shock Combat Results
Results to the left of the bar apply to the attacker; results to the right of the bar apply to the defender.
- · (dot) = No effect. Both units remain in the hex; neither may move, and the defender must make a shock attack in the next impulse. A double-size Mexican brigade is considered to be entirely in the contested hex; its tail is ignored for all purposes in the next impulse.
- r = Morale check. A morale check is made for the unit by rolling a die; if the roll is greater than the unit's morale rating, it fails and must retreat (8.5). If it passes, it stays in place.
- R = Retreat. The unit must retreat; no die roll is needed.
8.5 Retreat After Shock Combat
To retreat, a unit must move three hexes from the hex it previously occupied. If this retreat takes it to a hex adjacent to an enemy unit other than the one in the contested hex, that enemy unit may fire at the retreating unit. The retreat may not end in such a hex; the unit must keep retreating until it is not adjacent to an enemy unit that can fire at it. If at any point the unit is unable to complete a retreat, it routs (see 9.8).
8.6 Special Rules
Supply trains do not contribute to shock combat and are not affected by it in any way. If an enemy unit is alone in a hex with a supply train, the train is removed. It is captured and affects the victory level.
Mexican artillery may not retreat; if it is forced to retreat, it is eliminated (removed from the game).
If lone infantry attempts a shock attack against cavalry, the cavalry may retreat before combat. It must move three hexes. If the hex is left empty by the retreat, the attacking infantry may occupy the empty hex and then move one more hex.
If Mexican infantry attempts a shock attack against American artillery, the artillery may retreat on a die roll of 1-4; on a 5 or 6 it must remain in the hex. The retreat is made in the same way as a cavalry retreat.
9.0 Fire Combat
9.1 Fire Combat in General
Fire combat consists of one unit firing at one target unit (not at a hex). Units of the active player may fire during their impulses. Units of the inactive player may fire during the other player's impulse as a result of enemy movement (see 7.3 [sic; the enemy-movement fire rule is in 7.4]). Units of each player may fire at retreating enemy units. Fire combat is always voluntary. During its impulse, the active player may make as many attacks as he wishes, in any order, but one must be completed before the next begins. Fire attacks are made after all shock attacks have been completed. No fire combat may be made in or out of a contested hex (see 8.0).
A unit may fire only once in a friendly impulse and any number of times during enemy movement or retreat. A unit or hex may be fired upon any number of times. Only the infantry or cavalry unit on top of a stack may fire; all artillery units in a hex may fire. Supply trains do not fire and are not affected by fire combat.
9.2 Fire Combat Procedure
- Determine whether there is a line of sight from the firing unit to the target unit (9.3).
- Locate the type of the firing unit on the Fire Combat Table. Except for steps 3 and 4 for Mexican brigades, the step strength of the firing unit does not matter; only its type does.
- Determine the range to the target (9.4).
- Move across from the firing unit's row to the column that corresponds to the range. Shift the column for terrain effects (9.5), or one column left if the target is a double-size counter being fired upon through a non-front hexside (7.4). The column may never be shifted off the table.
- Roll a die. Add the leadership value of one leader stacked with the firing unit and subtract the leadership value of one leader stacked with the target, although an original roll of 6 remains 6. Any modified roll below 0 is treated as 0; any modified roll above 6 is treated as 6.
- Cross the modified die roll with the column from step 4 to obtain the combat result (9.6). Apply the result to the target unit.
9.3 Line of Sight
A line of sight (LOS) is a straight line from the centre of the firing unit's hex to the centre of the target unit's hex. Elevation of the terrain along the LOS may block it, preventing fire combat. If the LOS follows a hexside and a hex adjacent to that hexside would block the LOS, the LOS is blocked.
LOS is blocked if any of the following occurs:
- any hex along the LOS is higher than both the firing unit and the target unit;
- the firing and target units are at different elevations and there is a hex at the same height as the higher of the two, equidistant between them or nearer to the lower of the two (for example, hex 2211 blocks the LOS from 2210 to 2212);
- the LOS crosses an impassable hexside adjacent to the target unit (impassable hexsides have no other effect on adjacent target units);
- the firing unit is in a stream hex;
- the target unit is in a stream hex and the firing unit is not in a hex adjacent to it that is not a stream hex.
Designer's note: Impassable hexsides create whimsical situations because of their unusual nature. From the height of a mesa, a view of 20 to 30 feet extends. Units firing from above would literally have to lean over the very edge to fire on the troops below. Units firing from below could not see anything that was not literally at the edge of the mesa.
9.4 Range
A unit may fire only at targets within its range. The maximum range of a unit is shown in the top row of the Fire Combat Table. When calculating range, the firing unit's hex is not counted, but the target unit's hex is.
Designer's note: The range of American artillery is based on knowledge of the capabilities of the guns and shells. Because of the poor quality of the powder and shells, the range of Mexican artillery could only be determined empirically.
9.5 Terrain Effects on Fire Combat
In addition to the effects on LOS, terrain may shift the combat column. Shift the appropriate number of columns, although the column may never be shifted off the table in either direction. Column shifts are cumulative. If the firing unit is at a higher elevation than the target, shift two columns left. If the firing unit is lower than the target, shift one column right. If the LOS crosses a stone wall hexside or an active parapet (see 2.3), shift one column right. If the target unit is in a building hex, shift two columns right.
Artillery units may not fire from a ravine, slope or stream hex.
9.6 Fire Combat Results
- - = No effect.
- 1, 2 = Loss. The target unit loses one or two steps. The owning player advances his loss marker one box for each step lost. If the unit loses its last step, it routs (see 9.8).
- r = Morale check. A morale check is made for the unit by rolling a die; if the roll is greater than the unit's morale rating, it fails and must retreat (9.7). If it passes, it remains in place.
- R = Retreat. The unit must retreat; no die roll is needed.
9.7 Retreat After Fire Combat
A unit forced to retreat by fire combat must move one hex (not three) away from the firing unit. If the unit has already retreated as a result of another fire or shock combat, no additional hex is added; otherwise the retreat is made in the same way as a retreat after shock combat (8.5). Artillery never retreats as a result of fire combat; all retreat results against artillery are ignored.
9.8 Routing
When a unit loses its last step, roll a die and consult the Rout Table. Mexican units are eliminated and removed from play for the rest of the game, or placed in the Mexican Reserve Box (see 5.4).
American units are eliminated or placed back on the map. If a unit must be placed on the Saltillo and there is a Mexican unit five hexes from Buena Vista, or in Saltillo Track hexes E, F or G, the routing unit is eliminated. If the unit must be placed with supply train A or in Buena Vista, it must be placed in that hex. If that hex is full, it must be placed adjacent to it, but not in a hex that is also adjacent to a Mexican unit. If no placement hexes are available, the unit is eliminated.
10.0 Saltillo Track
Designer's note: The American occupation was organised around a few key units that formed a line of communication from Texas. The security of Saltillo was General Taylor's greatest concern during the battle.
10.1 Movement on the Saltillo Track
Units on the Saltillo Track must be activated to move or fight. Infantry units move one hex on the track; other units and leaders move two hexes. There is no one-hex leader bonus. Units may move to, but not through, hexes occupied by the enemy (see 10.3). Any number of units may occupy a Saltillo Track hex.
Units may move off or onto the Saltillo Track through hexes A, B, D and G. Any unit that moves out through hexes A, B or D is not eliminated, although it is out of play for good and may not return to the map. See 10.2 for movement through hex G.
If at any time there are no American units in the Saltillo hexes, the Mexican player is assumed to occupy it, whether or not Mexican combat units are present (see 4.3).
10.2 Movement Through Buena Vista
Units may move between the main map and the Saltillo Track through Buena Vista. During the Saltillo Track movement phase, any unit in hex G of the Saltillo Track may be placed in hexes 1012, 1013 (Buena Vista) and/or 1014. Placement costs no MP, and units need not be activated to be placed.
During the same phase, any unit in hexes 1012, 1013 and/or 1014 may be placed in hex G of the Saltillo Track. Movement into hex G counts as one hex moved on the Saltillo Track, and units must be activated to make the move (they count against the Saltillo Track limit, see 6.3).
Within these restrictions, there is no limit on the number of units of either side that may move off or onto this track in one game turn.
10.3 Combat on the Saltillo Track
Combat on the Saltillo Track is voluntary, although only units activated in the same hex as the enemy unit may attack. Each combat consists of one attacking unit (chosen by the attacker) against one defending unit (chosen by the defender). Only one combat may take place in each Saltillo Track hex per combat phase.
For each combat, follow these steps:
- To the shock combat value of the attacking unit, add one for each combat unit and leader stacked with the attacking unit.
- To the shock combat value of the defending unit, add one for each combat unit and leader stacked with the attacking unit [sic; the defending stack is intended]. Two are added if the combat takes place in the Saltillo hex.
- Subtract the defender's total from the attacker's total. Find the corresponding differential on the Saltillo Combat Table, roll a die, and cross the result with the differential column.
- All results are losses in steps. Only the unit involved may take losses; any excess is ignored.
Charts and Tables Not Included
The source document is the rules text only. The following charts are printed on the map or game-aid sheets, which were not part of it, so their contents are not reproduced here: the Terrain Effects Chart (2.3, 7.1), the Loss Track layout (4.1), the Random Events Table (4.2), the Turn and Impulse Track, including the Mexican reserve arc (5.1, 5.4), the Shock Combat Table (8.0), the Fire Combat Table (9.0), the Rout Table (9.8), and the Saltillo Combat Table (10.0). The rules that depend on them (for example terrain movement costs, random event results, and combat results) cannot be fully applied from this transcription alone; the 2023 errata below give some of the corrections and column shifts that refer to those charts.
Translation Notes
- Spanish-language typographical errors were read in context and are marked where they affect meaning: "nueve" in 10.1 is read as "mueve" (moves out); "colocare" in 9.8 is read as "colocarse" (to be placed); "vagón de suministros" in 9.8 is rendered as "supply train," the term used elsewhere in the rules.
- Terms were translated as follows: barranco as "ravine," hondonada as "gully," sembrados as "crops," Activos as "Active," and Méjico as "Mexico."
- Place names and unit designations are kept as printed, including the bracketed [sic] items in the order of battle and in 10.3.
- The cross-reference "(see 7.3)" in 9.1 and the defender bonus wording "attacking unit" in 10.3 are kept as printed and flagged with [sic] in the text.
- Shock combat result symbols and the rule numbers are kept exactly as in the source. Where the source refers to the Terrain Effects Chart or other charts, the reference is kept and the chart itself is listed under "Charts and Tables Not Included."
Errata: Rule Clarifications and Corrected Tables (2023)
The following is the 2023 compilation "Battle of Buena Vista: Rule Clarifications and Corrected Tables, Version 1" by Chris Pagano, which gathers questions that Jonathan Gingerich sent to designer Richard Pfost in the late 1990s, together with later material. Items marked "from CP" are the compiler's own opinion, not the designer's answers. Entries that contradict the printed rules above (the shock combat procedure in 8.1 and 8.2 that moves units into shock combat and resolves it during the movement step) are not reproduced here; see the list at the end of this section.
2.3 Terrain
- Terrain levels. There are three terrain levels: hill, mesa and ground. Hill covers only hexes 5209, 5210 and 5211. Mesa is the colour of the hexes with the "Buena Vista" game name printed on them. Ground is the lightest colour of hex, like those with the stream running through them. There are also slopes between these levels. Units on slopes are between levels and gain or lose the height advantage on the combat tables when engaged with units on one of the three levels or on slopes above or below them. Units in hexes 3320, 3420 and 3519 are on slopes, even though they are on the road, and road movement may be used when moving through these hexes via road hexsides. Artillery may not fire from slope hexes.
- Ravines and gullies. Ravines and gullies look very similar, but ravines are types of hex and gullies are boundaries between hexes. Ravine hexes have two inclines within them, one for each side of the ravine; examples are hexes 2212, 3010 and 4515. The two inclines of a gully are in separate hexes on either side of a hexside boundary; an example is the hexside between 2808 and 2908. Units are always at mesa level whenever they are either in a ravine hex or in a hex with a gully hexside. For LOS and combat purposes it is best to think of the unit as being outside of (or above) the ravine or gully. It costs 3 MP to enter a ravine hex. It also costs 3 MP to cross a gully hexside: 1 MP for moving into a clear hex plus 2 MP for crossing the gully hexside.
- Artillery may not fire from ravine hexes. It may fire across gully hexsides.
- Some ravine hexes have three inclines instead of two (for example, 3508), but these are not simultaneously gullies. Hex 4516 is the only real exception; it is a ravine hex with only one incline. For hex 4516, follow the same convention as with other ravine hexes, as if units in that hex are always up on the smaller, higher portion (as stated in 2.3). It costs 3 MP to enter 4516 from any direction, and 1 MP to go from 4516 to either 4616 or 4417.
- CORRECTION (from CP): The hex between 3217 and 3219 should be 3218.
2.5 Combat Units
- CORRECTION (from CP): In the order of battle box on page 3 of the rules, "(PF)" should be "(2)."
2.6 Leaders
- CLARIFICATION (from CP): Throughout this document, the term "unit leader" refers to leaders other than Wool, Taylor, Santa Anna and Pérez.
3.0 Placement
- CORRECTIONS: The Mexican "3/J" unit counter should be "3/T." The reverse of the Mexican SPat artillery counter should be 4 over 4. The reverse of the American SG counter should be 3 over 4. The set-up hex for both American 1KY counters should be 4308 (not 4301).
- ADDITION: The Ortega brigade counters may be oriented as desired in their set-up hexes.
- CONFIRMATION: The American AR is split between the main map and the Track.
4.2 Random Events
- CONFIRMATION: The "move an enemy counter" random result is like any other impulse move, with the enemy firing at one hex range. To move Mexican artillery, it must be under a move counter and its MP established by a die roll.
- CONFIRMATION: The Saltillo garrison routs if it is on the main map as well as on the Track.
4.3 Victory
- CONFIRMATION: VPs are only earned for steps lost in combat. A one-step counter causes the loss of one VP even on a "2" result, because it only loses one step. If a unit routs and is placed back on the map or in the Mexican Reserve Box, it is placed as a one-step counter, and another VP can be earned if it later loses that step. If a counter routs because it cannot retreat, and the rout table returns it to the map, then no VPs are earned. Units routed or eliminated by means other than combat or retreat do not earn VPs.
5.2 Turn Sequence
- A.4 and D.2 should be written in terms of placing and removing a "Moving" marker instead of flipping an artillery counter.
5.3 River Crossing
- ADDITION (from CP): It is never stated what type of movement terrain effect applies to the Stream Crossing Marker. The hexes are still stream hexes, but now passable for movement. It is clear from the rules that they are treated as stream hexes for LOS and combat purposes (see 8.3, 9.3 and 9.5, where the Crossing Marker holds the only stream hexes these rules could apply to). Given the design note at the end of section 2.3, and the fact that there is no trail printed on the marker, the hexes on the marker should probably be interpreted as each being a slope hex for movement purposes.
- Note from CP: The cumulative chance of a stream crossing ever being found is 42%.
5.4 Mexican Reserve Attack
- ADDITION: Mexican reserve units must be placed entirely within the Mexican Reserve Deployment Area (MRDA), not in the hexes depicting the MRDA boundary.
- CLARIFICATION: American units in the MRDA have no effect on Mexican reserve setup. Mexican units may set up in or adjacent to them.
- CLARIFICATION (from CP): Santa Anna may also command units that are initiated or triggered in the MRDA.
6.1 Activation
- ADDITION: The American TxR is exempt from activation.
- CONFIRMATION: Both the American dragoons and the "D" unit leaders are exempt from activation.
6.2 and 6.3 Activation of Mexican and American Forces
- CORRECTION/CLARIFICATION: Activation of infantry and cavalry units in the hex of Wool, Taylor, Santa Anna or Pérez is automatic and does not count against their total allowed activations.
- Wool, Taylor, Santa Anna and Pérez can activate only their own stack, not adjacent hexes.
- If their hex contains a unit leader, then Wool and Taylor activate it automatically, without rolling and without counting it against their limits. Santa Anna and Pérez must count such activations against their limit. Either way, the activated unit leader may then activate adjacent counters from its unit by the method described in 6.1.
- In other words, Santa Anna and Pérez can activate leaders, subject to limits, who can in turn activate a chain of units in their unit. Wool and Taylor can activate ALL the units in their hex, including unit leaders, and those automatically activated leaders can start the chain effect.
- Example 1: Wool, Taylor, Santa Anna or Pérez activates a regular unit in his hex; there are no leaders there. Even if there are adjacent units of the same unit, those units may not be activated, because Wool, Taylor, Santa Anna and Pérez cannot do this themselves.
- Example 2: Wool, Taylor, Santa Anna or Pérez activates a unit leader in his hex. The activated unit leader can start the chain reaction for other units of its unit in adjacent hexes. Wool and Taylor can activate such unit leaders for free, but Santa Anna and Pérez must count each of them against the limit of how many Mexican unit leaders can be activated during the current turn.
7.1 Movement
- CLARIFICATION: Leaders do not receive a one-hex "stacked with leader" bonus unless they move with an 8 MP unit (see 7.5).
- CLARIFICATION: The one-hex bonus cannot be used to cross an impassable hexside or to enter a stream (except at the Crossing Marker).
- ADDITION: Hex 3120 should be treated as a clear hex with a road, ignoring the stream in it.
- CLARIFICATION: The trails in hexes 3919 and 4110 allow movement through these impassable slope hexsides. These hexsides are still "impassable" for LOS, as with other impassable hexes.
- CLARIFICATION: There is no MP cost to enter a slope hex, but a slope hex may not be entered after all MP have been expended, except by using the extra hex of movement to enter the slope. For example, a cavalry unit begins in hex 4109 and moves to hex 3313. If it did not begin stacked with a leader, it must end its movement there. If it began stacked with a leader, it may move into hex 3214. If it had begun in any other hex from 4010 through 3313, it could enter hex 3214 on its own, without the need for the leader bonus, but would have to stop there and move no further (even if it had begun in 3313); but (from CP) it could use the leader bonus hex to move one more hex past 3313.
- ADDITION: When a double counter moves forward, count the MP cost to enter the hex the head of the column enters. When moving backward, count the tail.
7.3, 8.5 and 9.7 Retreating
- CLARIFICATION: Moving counters retreating from fire must retreat to the hex they entered from (the hex from which they entered the hex in which they were fired upon). From CP: an exception should be made when they had already taken fire in that hex as well, and there is a different hex they can retreat to instead.
- Non-moving counters retreating from fire must move into an adjacent hex that is further from the firer. For example, if the firer fired at a range of 2, the hex retreated to may be any hex three away from the firer.
- Counters retreating from shock combat must move 3 hexes, to a hex 3 hexes from the site of combat, but defenders may not move through the hex the attacker entered from.
- Fire from adjacent enemy units takes place during the retreat, but further retreat results are ignored. As long as the retreated counter is adjacent to an enemy counter that can fire at one hex range, it must continue its retreat, in any direction, so long as it remains at least 3 hexes from the site of shock combat or at least 2 hexes from the enemy whose fire caused it to retreat. Otherwise, the path of the retreat is up to the owning player.
- When a double counter must move the targeted half one or three hexes away, the retreat must continue if either half is within one hex range of an enemy that can fire.
- Double counters may not pivot while retreating. From CP: double counters may turn while retreating (see the following sentence).
7.4 Double-Size Counters
- CLARIFICATION (from CP): For double counters, use the word "turn" for normal movement, when one end of the counter moves into the hex being vacated by the other end. Use the term "pivot" for the manoeuvre pictured in the diagram in section 7.4, where one end of the counter remains in the same hex. Whenever the word "pivot" appears in this document or in the rules, it applies only to this diagrammed manoeuvre, not to a "turn."
- CLARIFICATION: When moving double counters, pay the normal movement costs even though they may need to turn so that one end follows into the same hex the other end was just in. The only time they pay all their movement costs to pivot is when they wish to keep one end of the counter where it is.
- ADDITION: If stacked with a leader, double counters may use the leader bonus to pivot and then move normally, or move normally and then pivot.
- ADDITION: Double counters may pivot across impassable hexsides, but they may not end the pivot straddling them.
7.5 Stacking and Leaders
- ADDITION: Counters are typically moved one at a time, but stacks may move together. This allows the leader to get the one-hex bonus when moving with 8 MP units; it allows the units to receive the leader's modifiers when fired upon during their movement; and it allows only one unit in the stack to be fired upon, instead of each one individually, during the movement.
- ADDITION: Unit leaders may also be stacked with artillery units at the end of a turn. Clarification from CP: unit leaders stacked with artillery are removed from the game when all their subordinate units have been eliminated (see 2.6).
- CLARIFICATION: During the Administration phase, any leader not stacked with one of its units or with an artillery counter must be picked up and placed with one.
- CLARIFICATION (from CP): When a unit routs and its unit leader is stacked with it, the unit leader is placed with another of its units anywhere on the map. If the leader has no other unit currently on the map, it is removed from the game, unless it is an American leader stacked with a currently routing unit that is placed back on the map, in which case it stays with that unit. Mexican unit leaders are removed from the game instead of being placed in the reserve box.
8.2 Shock Combat Corrections
- CLARIFICATION: Artillery may not be moved into shock combat.
- CORRECTION (from CP): At the end of the rules for step 8.2.1, change "turn" to "impulse."
- CORRECTION: Disregard the column shifts listed on the map; the ones in the rules are correct. (From CP: use the corrected tables at the end of this document.)
- CONFIRMATION: Unit leaders can modify any and all units they are stacked with for fire, shock and morale.
- CONFIRMATION: Inactive leaders do modify counters, even though their values are not printed on the inactive side.
8.3 Column Shifts
- ADDITION: Column shifts due to terrain are determined by the hex adjacent to the engaged hex that the attacker entered from.
8.4 and 9.6 Morale Results
- ADDITION: Leaders' morale bonus modifies fire and shock "r" results.
- ADDITION: With a "1r" result, test for morale AFTER the step loss (the 1 occurs before the r).
8.5 Retreat
- CLARIFICATION (from CP): In the second sentence, change "the contested" to "a contested."
9.1 Fire Combat
- CLARIFICATION (from CP): Inactive units may still fire during their impulses (see 6.1).
9.3 Line of Sight
- CONFIRMATION: Friendly units do not block LOS. A unit may fire through another friendly unit. From CP: realistically, while period artillery arced its fire, fire should be blocked for infantry that do not have a height advantage. Note that only one non-artillery counter in a stack may fire, presumably because the units are one behind the other or otherwise arranged so that one interferes with the fire of the other. Thus it seems reasonable to allow only artillery to fire through friendly units, unless the infantry unit is higher than the unit it is firing over. This avoids the odd tactic of placing an infantry unit in the hex right behind a cavalry unit so that both can fire, with the infantry firing through the cavalry unit, whereas only one of them could fire if both were in the same hex.
- ADDITION: If only half of a double counter is in LOS or in range, it may be fired upon normally.
- CLARIFICATION (from CP): When firing at a double counter that is in two types of terrain simultaneously (for example, two different elevations), and both hexes are in range and in LOS, the firer chooses which hex to fire into.
- CLARIFICATION: Rule 9.3.3 should read: "it crosses an impassable hexside between adjacent firing and target counters." (From CP: see the design note in the rulebook below this rule.)
9.4 Range
- CORRECTION: Disregard the column shifts listed on the map; the ones in the rules are correct. (From CP: use the corrected tables at the end of this document.)
9.8 Routing
- CLARIFICATION (from CP): The first sentence of 9.8 should read: "When a unit loses its last step or is routed by an inability to retreat, …"
- CORRECTION: Routed counters are prohibited from rallying in Saltillo if the Mexicans are within 5 hexes on the main map or in Track hexes E, F or G, as stated in the rules, over-ruling the table on the map.
- CLARIFICATION: Counters that rout when they lose their last step return as one-step counters. Counters that rout when they cannot retreat return at the strength they routed with.
10.1 and 10.2 Saltillo Track
- CONFIRMATION (10.1): There are no restrictions on a counter leaving an enemy-occupied hex on the Saltillo Track.
- CONFIRMATION (10.2): A counter on the Saltillo Track may move to hex G in the Track phase, be placed on the main map during that same Track phase, and then move on the map during the player impulses of the current turn. From CP: given that a unit may move into, but not through, enemy-occupied hexes, I assume that if there are enemy units in hex G, a counter moving into that hex would have to stop there and not be placed on the main map until the next turn.
Quick Reference: Column Shifts and Die Roll Modifiers (from the corrected tables sheet)
These are the summary lines printed on the corrected-tables sheet. The sheet's text is partly truncated in the source, which is noted where it occurs.
Fire combat column shifts
- Firer is higher than the target: 2 columns left.
- Firer is lower than the target: 1 column right.
- LOS crosses stone wall or active breastwork: 1 column right.
- Target is in a building hex: 2 columns right.
- Target is double-sided and fired at through a non-frontal hexside: 1 column left.
- Only 1 infantry or cavalry unit may fire out of a hex (the line ends there in the source; it is truncated, reading "…within 5 hexes of").
Fire combat die roll
- Add: fire combat rating of one leader stacked with the firer.
- Subtract: fire combat rating of one leader stacked with the target.
Shock combat column shifts
- Infantry attacked by cavalry or dragoons: 1 left.
- Double-sized defender attacked from a non-front hexside: 2 right.
- Attacker coming from higher elevation: 2 right.
- Attacker coming from lower elevation: 1 left.
- Attacking out of a stream hex: 2 left.
- Defender in a building hex: 2 left.
- Attacking across a gully, stone wall, or breastwork: 1 left.
Shock combat results (attacker/defender)
- "-" = no effect; units remain engaged.
- "r" = unit retreats 3 hexes if it fails a morale check.
- "R" = unit retreats 3 hexes.
Errata Not Reproduced
The 2023 compilation's entries for 8.1 and 8.2 that describe moving units into shock combat as part of regular movement, that require an attacker to shock all counters in a defender's hex, that allow shock combat to be resolved at any point during the movement phase, and the "once a double counter is in shock combat" clarification, all depend on that movement-based procedure. They contradict the printed text of 5.2 (all movement, then all shock, then all fire) and 8.1 (a unit that begins a shock attack may not have moved in that impulse), so they are not reproduced. The compilation's comment on the revised shock rules is omitted for the same reason.
Optional House Rules (from the 2023 compilation, not official)
The following are optional house rules proposed in the same compilation. They are not part of the official rules and apply only if both players agree to use them.
- Random Events: These happen too frequently. Only trigger them when a loss marker enters or moves through the 9 box, not the 4 box.
- Shock Combat: Some players may not like the fact that shock combat never results in step losses, even though the retreating unit may have no avenue of retreat or may be fired upon during the retreat. One option is that whenever a unit suffers an "R" result from shock combat, it makes a morale check, and on a failure that unit loses one step. This is in effect the "1r" effect in reverse: the retreat is automatic, and the step loss is determined by a morale roll (it is an "R 1"). The morale roll for each unit is modified by any one leader in its stack.
- Hill 3421: The slopes surrounding hex 3421 did not have such a dramatic effect on the actual battlefield as they do in this game. They were not so restrictive on the American artillery's field of fire (or the artillery probably would not have set up where it did), and they were not as impeding on Mexican troop movements as the other slopes on the battlefield. Continue to treat this hex as mesa level, but treat all hexes surrounding it as clear ground level. Movement onto or off of hex 3421, through any of its hexsides, is as if moving through a gully hexside (3 MP, which is 2 MP for the hexside plus 1 MP to move into a clear hex). This both eases Mexican movement and removes the negative "firer is lower" modifier on the American artillery fire from their main breastwork hex when it fires at Mexican units coming up the road.
- The MRDA versus the Mexican Reserve Box: It is more "realistic" to place Mexican units directly into the MRDA instead of the reserve box. While waiting in the MRDA for the Mexican reserve attack to occur, they are treated like any other unit on the map (for example, they may fire, be fired upon, and be engaged in shock combat if an American unit happens to go over there), but they may not be activated, and they may not receive leadership bonuses until they are initiated or triggered under rule 5.4. The Mexican player may eliminate units from the MRDA at any time to make room for other units sent there. The Mexican player may also rearrange units within the MRDA whenever a new unit is being brought in, or when they are all being initiated or triggered under rule 5.4 (except any units engaged in shock combat).