Game Title: Pedregal: Santa Anna at bay

Game Released: July 2012

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. 

CREDITS
Design & Development: Chris Perello
Playtesting: Alan Gin & Bruce Hensel
Map Graphics: Joe Youst
Counter Graphics: Larry Hoffman 
Rules Booklet Layout: Callie Cummins & Lisé Patterson
Folio design: Lisé Patterson
© 2012, Decision Games, Bakersfield, CA. 
Made & printed in the USA. [MSPedregal_V6F]
On the folio cover: Gen. Scott lands his forces at Vera Cruz.

Exclusive Rules
 
16.0 Introduction
17.0 Set Up
18.0 Victory Conditions
19.0 Special Rules
20.0 Folio Notes
21.0 Orders of Battle

16.0 Introduction
16.1 Historical Background
After capturing Vera Cruz and routing Santa Anna at Cerro Gordo, Winfield Scott’s US Army was poised to strike at Mexico City. Boldly cutting himself loose from his supply line, Scott embarked on a risky campaign. He had slender political support; a single reverse, or an inordinately bloody victory, might have spelled the end of his campaign.
Eschewing an assault on Mexican fortifications east of the capital, Scott circled to the south, where large lakes and a lava bed (the Pedregal) gave him numerous approach routes. The Mexicans quickly moved to block him, fortifying the most obvious routes. They neglected to man the Pedregal itself, thinking it impassable to large units. The US forces, led by an excellent set of engineers, repeatedly found paths through the morass.
Historically, this two-day battle was a walkover for the US army. It could have gone differently. 
16.2 Course of the Game
The game starts at midday 19 August 1847 and runs through the evening of the next day. The US player has the initiative and must choose one or more of several possible avenues of attack to break up the Mexican army and open a route to the capital. The Mexican player must guard every route but keep a reserve to counterattack before an US assault breaks through the fortified lines.

16.3 Folio Components
This folio includes a booklet of Standard Rules, these Exclusive Rules (including the Combat Results Table and Terrain Effects Chart), a 17” x 22” map (including the Turn Record Track), and a die-cut sheet with 100 counters. 
The US units have light blue backgrounds. The Mexicans have three colors, all with gold one-step bands: green for the Army of the North, red for the Army of the East, and white for the Army of the South. Santa Anna is printed on a Mexican flag and may command all three forces.
Player Note. The limited number of Disruption and Detachment markers is not a design limitation; players are free to make additional markers as needed.

17.0 Set Up
17.1 Getting Started
Determine which army each player will command. Lay out the map and sort the units by side and formation. Each player deploys his units on the map or as reinforcements according to the instructions in 17.2 and 17.3 below. Units placed on the map are identified by formation, ID, and a four-digit hex. The notation “w/1” indicate placement in or adjacent to the specified hex. Unless noted otherwise, leaders are placed with any formation within their command span.
Reinforcements are identified by formation, ID, and an entry location). The turn of arrival is indicated by a “T” with a number, so “T2” means the specified unit is available at the start of the owning player’s movement phase on Turn 2.
The US player is the first player. Place the Game Turn marker in the Turn 1 box of the Turn Record Track. The game may last up to 16 turns. At the end of Turn 16, determine the winner according to Section 18.0.
17.2 US Set Up
Any or all units may be deployed using Hidden Movement (see 19.5). All leaders are active.
Scott & HQ (active): 0118
Formation 1: w/2 0623
Formation 2: w/2 0211
Formation 3: w/2 0118
Cavalry: 1 unit each with Formations 1, 2, & 3
Formation 4: w/1 0118
Replacements: None.
LOC: Hex 0118
Trains: None
17.3 Mexican Set Up
Any or all units may be deployed using Hidden Movement (see 19.5). All leaders are active unless noted otherwise.
Santa Anna & HQ (both inactive; see 19.4): 1511
Army of the North (all units): w/4 0704
Army of the South (all units): w/2 1511
Army of the East
Lombardini& Formations 1-4 plus two artillery units: w/2 of 1511 or w/2 1816. This force may be split between locations, but all units of a single formation must be at one or the other. 
Formation 5 plus one artillery unit: T7 at 2511 or 2523 (all units must enter at the same location)
Bravos & Formations 6 & 7 plus one artillery unit: in any protected hex from 1222-1526 inclusive
Replacements: None
LOC: 2511 & 2523
Trains: None

18.0 Victory Conditions
18.1 US Victory
The US player wins instantly the moment there are no Mexican units on the map.
18.2 Mexican Victory
The Mexican player wins
1) instantly the moment a Mexican unit enters Hex 0118 (San Augustin);
2) at the end of Turn 16 there are no US units north of the Rio Churubusco and the Mexican player controls at least one village or bastion south of the river.
18.3 Winning a Drawn Battle
If neither player achieves the conditions set forth above, the battle is drawn and the game is won on victory points (VP). 
The US player receives 1 VP for each Mexican unit destroyed (see 11.); do not count eliminated steps or routed units on the TRT) and 1 VP for each Mexican leader casualty.
The Mexican player receives 2 VP for each US step eliminated (do not count routed units on the TRT) and 1 VP for each US leader casualty.
The player with the greater total wins, but if the total point count for the winner is less than 10, consider the game a draw. 

19.0 Special Rules
19.1 Terrain Features
Pedregal (Volcano and Lava Bed) Hexes: The Volcano portion of the Pedregal is prohibited to all units at all times. Only US infantry and leaders may enter Lava Bed hexes. Units may not stack at any time, not even to move through another unit. Just before a unit enters a Lava Bed hex, roll one die. On a roll of 4-6 the unit may enter the hex at a cost of 2 MP. On a roll of 1-3, the unit may not enter the hex and its move ends for the turn. One or more leaders may stack with a unit. They may move with the unit or move alone (in which case they may move through a unit). If an engineer leader (19.3) is traveling with a unit or leader traveling alone, add 1 to each die roll. A unit may not retreat into or through a Lava Bed hex.
Ravine Hexsides: Ravines act like creeks in all ways (no movement, no combat, no ZOC) except infantry (only) may cross ravines. The infantry must stop after crossing the ravine in either direction. If the hex entered after crossing the ravine is in an EZOC, make a morale check. If the unit fails, it is disrupted; if already disrupted it routs. If a unit is forced to retreat across a ravine, it is disrupted; if already disrupted, it routs.
Rio Churubusco: US infantry units (only) may treat the stream as a ford if accompanied by an Engineer leader (19.3). The crossing unit must stop on the far side of the river.
Bastions: Each bastion may be garrisoned by one infantry and/or one artillery unit. To indicate garrison status, place a square marker on the unit(s). Going in or out of garrison takes no MP and may be done freely any number of times, even during movement due to an FOW. A garrison exerts no ZOC, ignores EZOC, and may not attack. It may be attacked only by infantry. If attacked, apply results normally to the attacker; the garrison ignores all results except Dx and Dm. Other friendly non-garrison units may occupy the hex (place them on top of the square marker). The garrison does not count toward stacking limits. While other units are in the hex, the garrison may not be attacked. The other units may attack and be attacked normally; treat the hex as Clear for that purpose. The garrison does not contribute to, nor is it affected by, the combat. 
19.3 Engineers
The three American engineer officers move and stack like any other leader, but have no normal leader effects. Instead, they have several special functions. These are imparted like any other leaders effects, to units stacked with the engineer. The engineer effects are in addition to the effects of another leader. If involved in combat with another leader, roll separate for the engineer if a Leader Casualty check must be made. The engineer effects are.
Trail Movement: a unit moving along a trail while stacked with an engineer treats the trail like a road.
Lava Bed Movement: add one to the lava bed entry die roll (see 19.2) for a unit/leader moving with an engineer. Engineers always may enter lava bed hexes at 2 MP per hex.
Rio Churubusco Crossing: An infantry unit accompanied by an engineer may cross the Churubusco. It must stop after crossing.
Protected Hex Charge: An infantry unit charging a Mexican unit through a protected hexside treats the hexside as clear.
19.4 Mexican Command Control
Santa Anna and the Mexican HQ begin the game inactive and are not activated per Standard Rules. Instead, roll one die at the beginning of each of Mexican movement phase. On a roll of “1” both are activated. Both are also activated the moment a US unit enters a hex behind a protected hexside.
Once activated, they operate per standard rules.
Whenever Santa Anna is inactive no Mexican unit may enter an EZOC unless either:
1) the unit passes a morale check prior to entering the EZOC. The unit may be assisted by a leader. Failure ends the unit’s movement phase.
2) the hex with EZOC is adjacent to another unit of the same army (not necessarily the same formation) also in an EZOC.
19.5 Hidden Movement
A. Markers & Boxes. Each player has four HM boxes (A through D), each with a pair of counters. The boxes are used to store the units using hidden movement. During set up, place the markers in the associated boxes. They may be deployed to the map during set up or during play (see B). They move like any other unit during play (C). One of the counters represents the units in the box; eventually it will be revealed (D) and the units deployed (E). The remaining counter is a dummy unit, but until revealed behaves in all ways as though it represents the units in the box. The opposing player may not examine the markers or the units in the box until the markers are revealed. The markers may be created and revealed any number of times per game.
B. Creation & Placement. Each player may create HM markers during set up. Each player also may create HM markers at the beginning of any friendly movement phase in which the owning player’s HQ is active. A given US HM marker may contain units from any one formation unless Scott is present in the hex of creation, in which case units from any formation may be placed in it. A given Mexican HM marker may contain units from any one Mexican army unless Santa Anna is present in the hex of creation, in which case units from any army may be placed in it. Leaders and/or HQs may be placed in any HM marker; they always are inactive while hidden. To create a marker during play, select a hex on the map; it must be hidden (see D below). Remove any or all eligible units in or adjacent to the hex and place them in the appropriate box. Deploy both associated markers on or adjacent to the chosen hex. To create a marker for an off-map formation (or formations), place the selected units in the HM box; the markers enter the map at the time and place indicated for the units.
C. Movement. An HM marker may be moved during any friendly movement phase. It uses the infantry movement and march movement rates; if the army’s HQ is inactive, roll for the marker’s MA. It may not stack with any other combat units or HM markers at any time, even during movement; leaders and HQs do not count for this purpose. The marker may not be moved into any hex that would cause it to be revealed (D). Disrupted and ineffective units may recover while in the marker; treat them as not moving even if they do. Units may receive replacements while hidden. For a recovery to be leader-assisted, the leader must be in the same HM marker.
D. Revelation. An HM marker may be revealed voluntarily by the owning player at the beginning of any friendly movement phase if his HQ is active. Remove both markers associated with that box and deploy the contained units (E). A marker is revealed involuntarily at any time it comes into the line of sight of (or adjacent to) an enemy unit: leaders, HQs, and Trains do count for this purpose. This event is instantaneous and may occur during enemy movement, or during retreat or advance after combat. If it occurs while an enemy unit is in motion, temporarily halt the moving unit, reveal the marker, deploy any units, then complete the enemy activity.
E. Deployment. Place each unit in that HM box on or adjacent to the real (non-dummy) marker’s hex. The deploying units may be stacked (and/or overstacked) with one another or with units already on the map. If a unit deploys into or adjacent to an EZOC, make a morale check; if it fails the unit is disrupted.

20.0 Folio Notes
20.1 Designer’s Notes
The only difficult issue to be addressed in this game was the almost asymmetrical nature of the armies: the Mexicans never won a battle in this war, and rarely won a combat at any single point. The only thing that kept them in the war was the paucity of US forces. Fortunately the system allows for such qualitative disparity, and the situation south of Mexico City was as favorable as any they faced. The addition of the hidden movement rule allows each player to prepare nasty surprises, but overall favors the Mexicans.
20.2 Player Notes
The dominant feature of the battle is the Pedregal itself, which divides the battlefield and forces both players to split their armies. Their strategies flow from this.
Mexican Player. Your initial deployment is essentially sound: both fortified lines are manned adequately but neither will last for long against a major US attack, so you will have to choose early where to send your large reserve. Do not commit it until you know where the US offensive is headed. This may require local attacks out of the fortifications to reveal US dispositions. Once you commit, do so with every man and gun at your disposal to create the greatest imbalance possible. If you cannot inflict a severe reverse on one US wing, it will be only a matter of time before you are swept off the map.
US Player. Your play must be a balance between headlong attack and patient progress. Given the small number of units, it will be difficult for you to keep enough troops on both sides of the lava bed to present a viable front and still concentrate enough force to break through the Mexican fortifications. But you must do so; if you cannot create a fluid, open-ground battle early, you will find Mexican numbers make for a dull slog. On the other hand, you have plenty of time, so don’t risk individual units with too deep a thrust. The loss of even a single counter will have a great impact on your battle line.

21.0 Orders of Battle
The numbers in brackets refer to the formation numbers on the counters. All numbers are approximate; the Mexican numbers especially so.
US Forces (Scott)
The Regular brigades each had three regiments of infantry, dismounted cavalry, and/or artillery serving as infantry.
1st (Regular) Division [1]: Worth, Clarke’s Brigade, Garland’s Brigade, Duncan’s Battery (2,750 men, 6 guns)
2nd (Regular) Division [2]: Twiggs, Smith’s Brigade, Riley’s Brigade, Taylor’s Battery (2,750 men, 6 guns)
3rd (Regular) Division [3]: Pillow, Pierce’s Brigade, Cadwalader’s Brigade, Magruder’s Battery (2,750 men, 6 guns)
Volunteer Division [4]: Shields, Marine Battalion, New York Regt., 2nd Pennsylvania Regt., South Carolina Regt., Steptoe’s Battery (1,750 men, 6 guns)
Cavalry [A]: 1st Dragoons (includes a detachment of Mounted Rifles), 2nd Dragoons, 3rd Dragoons (750 men)
Engineers [A]: Beauregard, Lee, Mason
Mexican Forces (Santa Anna)
Army of the East (Lombardini)
Terres’ 1st Brigade [1]: Main body (1st Activos, Lakes NG), 2nd Light Bn. (1,000 men)
Martinez’ 2nd Brigade [2 ]: (Morelia Activos, Invalid Corps; 800 men)
Rangel’s 3rd Brigade [3]: Line (Grenadiers, Mixed Bn), National Guard (Morelia, San Blas) (1,750 men)
Perez’ 4th Brigade [4]: 1st+3rd Light, 4th Light+11th Line (2,000 men)
Leon’s 5th Brigade [5]: 10th Line, Activos (Oajaca, Queretaro), National Guard (Mina, Queretaros) (2,300 men)
*Anaya’s 6th Brigade [6]: Bravos, Independencia, Hidalgo, & Victoria National Guards (1,200 men)
*Zerecero’s 7th Brigade [7]: Detachments from several Line Bns, Acapulco & Tlapa+Libertad National Guards (1,200 men)
Artillery [A]: 4 batteries, including the San Patricios (750 men, c. 60 guns)
*These two brigades, commanded by Bravos, also were known as the Army of the Centre.
Army of the North (Valencia)
Vanguard [1]: Mejia, Infantry (Fijo de Mexico, Potosi Activos), 7th Cavalry, Battery (1,000 men, 8 guns)
Centre [2 ]: Line (10th Line & Tampico Coast Guards); Activos (Celaya, Guanajuato, Queretaro), Battery (1,900 men, 16 guns)
Reserve [3]: Infantry (Mixed Bn, Aguascalientes Activos), Zapadores (800 men)
Cavalry [4]: Torrejon, 2nd, 3rd, & 8th Cavalry, Guanajuato Activos (900 men)
Army of the South
Juvera’s Brigade [1]: Juvera, 5th Cavalry, 9th Cavalry, Coraceros Activos, Morelia Activos (1,500 men)
Canalizo’s Brigade [2 ]: Hussars, Jalapa Activos, National Guard Squadrons of Chalchicomula and Orizava (1,200 men)