Mexico 1846
INTRODUCTION
This is the Halls of Montezuma 1846 scenario, the Grand Campaign of the Mexican-American War of 1846.
The war was initiated by US President Polk [a Democrat] on the premise that the southern border of Texas should be he Rio Grande River, while Mexico claimed that the border was on the Nueces River. The Whig party [and many American citizens] opposed the war.
One player represents the United States of America’s land and naval forces, the other has Mexico’s land and Naval forces. The Mexican forces are more numerous at the start of the game, but are poorly led and have lower morale. They also receive only a small number of reinforcements, while the USA receives many Volunteers and regular Army units.
- The Mexicans must hold desperately against the onslaught and superior morale of their enemy, hoping to gain enough time for America’s internal politics to disrupt and eventually end the war.
- The USA must advance and eventually conquer Mexico City before the Whig opposition to the war forces a negotiated peace. This anti-war sentiment is represented by the ‘Tension Index’ in the game.
Be careful of the supply lines for the both sides, as early success can outrun your supply!
The games Cards and Events allow full replay ability thanks to the numerous various situations that they create on the environmental, diplomatic, military, political or economic fields.
DURATION & FORCES
Duration: 10h+
Favored Side: USA
Most Difficult Side to Play: Mexico
The Grand Campaign for ‘Halls of Montezuma’ lasts 44 turns, each representing 15 days, between April 1846 and March 1848. There are objectives on the main map and in the Off Map Boxes [California, New Mexico, Arizona]
The USA player always plays first.
The American forces include the US Navy, US Regular Army and State Militia forces.
The Mexican forces include Regular Army units and assorted Militia forces. The Mexican Navy is almost non-existant and consists solely of Blockade Runners.
MAPBOARD
The map represents most of Texas, the southern coastline of the US gulf coast, and most of Mexico from the Yucatan peninsula to the the Rio Grande River.
Western US and Mexican regions and some key seas or islands appear on the sides as “Off Map”Boxes”.
Note: Many cities, towns and villages have strong fortress values. These are representing the difficulty of bringing the population there into a pacified state.
VICTORY
IMMEDIATE VICTORY
The American player wins if he controls Mexico City in supply.
The Mexican player wins if the Tension Index reaches a preset level.
(A warning message will appear when the Mexican Victory level is approaching).
Otherwise, the player with the most Victory Points at the end of the scenario wins the game.
BONUS VP
Many regions and structures give VP when captured, and may cause loss of VP if lost. All of those are shown by the VP stars on map and in the region navigator.
The Political Climate in the USA [Tension Index – see next section] increases with US incursions into Mexico and capture of Mexican cities and towns.
The Mexican player gains 1 VP for each US Regular Army Unit destroyed, and the American player also loses 1 VP in these instances.
REINFORCEMENTS
USA
June 1, 1846
– in one selected region of player’s choice in a list:
1st LA, 1st TX,
1st US, 4th US Artillery, 7th US
– at Great Plains OMB
Clark’s Battalion, Kearney’s Pack Train, Price’s Regiment, 1st Missouri Volunteers, 2nd Missouri Volunteers, Doniphan’s Regiment, Doniphan’s’s Pack Train
June 15, 1846
– at Northern California OMB
John C. Fremont,California Volunteers, Sutters Volunteers, Clark’s Battery, Pacific Sailors,Supply unit
August 1, 1846
1st KY, 1st MD, 1st MS, 1st OH, 1st TN,
GA Cavalry, LA Cavalry,
5th US Artillery, 6th US Artillery,
After turn 16, with a 40% chance each turn, when US controls structures in Brownsville, Monterrey, Matamoras, and Tampico
Scott’s Army [in New Orleans]
Winfield Scott
3rd US Cavalry
11th US, 12th US, 14th US, 15th US, 2nd US, 6th US, 9th US
1st USMC
20 lb Bty
Supply
Naval Transports (4)
MEXICO
Mexico has none scheduled. Reinforcement (and replacement, see next) come only via Card play.
SPECIAL RULES
MEXICAN 11TH/12TH INFANTRY
The Mexican 11th and 12th Infantry are immobile until released by Card play.
REPLACEMENTS
Each side receives 1 replacement every turn. Additional replacements and constructions are handled by cards.
CARDS
There are two cards drawn each turn in this game, and players may keep up to 10 of them in hands.
SUPPLY SOURCES
Sources display the supply icon on map.
USA units: New Orleans, Corpus Christie, Brownsville, Vera Cruz, several OMB.
Mexican units: Mexico City, Vera Cruz, Monterrey, Acapulco, Chihuahua, several OMB.
FOG OF WAR
Both sides benefit from a partial fog of war, i.e. the player cannot see what an enemy stack could contain (only a flag is displayed on those).
BREAKTHROUGHS
In this game, no breakthrough are possible.
US POLITICAL CLIMATE
Also called Tension Index or Antiwar Sentiment, this is a numerical index that varies during the course of the game, mostly with the play of some key political cards and via the capture or loss of important locations.
When the Index value approaches or reaches 20, Mexico wins the game, as domestic politics in the USA heavily favor peace and their will demands in the Congress to end the war via negotiated peace.
For the PDF version, use the links below :
SGS Halls of Montezuma – (PDF) : Grand campaign Mexico 1846 – Opening moves.
Scenarios : Cauldron of Generals 1847 – Tejas Return.