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A SPLENDID LITTLE WAR

as a speculation; a calibers and stages of


1.0 TABLE OF CONTENTS hazardous one, it is antiquity.
true, but one deserving
American courage and
Section 1 Table of Contents to be tried, where the
just plain
chance of gain
Section 2 Components/Scale stubbornness gained
outweighs the risk of
the initial objectives
Section 3 Game Terms/Abbreviations loss…. If the American
of San Juan Hill and
people, after due
Section 4 Sequence of Play the town of El Caney.
deliberation, feel
On July 3rd the
Section 5 Unit Functions aggression to be for
Spanish fleet sailed
their best interest,
Section 6 Map Functions from Santiago, only to
there is little to be
be destroyed by the
Section 7 Weather Phase urged by way of
US blockading force.
precedent against the
This deprived Linares
Section 8 Reinforcement Phase logic of their
of the 1,000 sailors
decision… [But]
Section 9 Supply Phase America enjoys no
who had been aiding
in the defense of the
Section 10 Command Phase immunity from natural
city, as well as the
laws. She can pay for
Section 11 Movement Phase artillery of the sunken
what she takes, or she
ships’ batteries. The
Section 12 Combat Phase can fight for it, but she
same day as the fleet
cannot have the earth
Section 13 End Phase made it’s famous
for nothing.
sortie, a column of
Section 14 Special Units --Theodore 3,500 Spanish soldiers
Roosevelt. from the garrison of
Section 15 Scenarios
Manzanillo arrived.
Section 16 Campaign Game The attempts by the
A Splendid Little War Cuban rebels led by
is a wargame Calixto Garcia were
GAME CREDITS: simulation covering the unsuccessful at
assault on the Cuban stopping the Spaniard
Design:
city of Santiago de relief attempt.
Andy Nunez & Paul Rohrbaugh Cuba from July 1st – Unfortunately for the
Development: July 14th, 1898. Spanish cause, even
Paul Rohrbaugh and Dennis L. Bishop this group of
The US Fifth Corps,
Playtesting: under Major General reinforcements did
Andrew Preziosi, John Heim, Ken Skinner, William Shafter, little to help the
composed of 16,000 situation as the
Graphics: Map, Counter, & Cover Artwork
men, sixteen light growing lack of food,
Randy J. Lein ammunition, water,
artillery pieces, and six
automatic guns and declining
assaulted leadership enabled
approximately half of Shafter to complete
the Spanish Fourth the encirclement of
Corps under Lt. the city.
General Arsenio After numerous
Linares. The Spanish negotiations, Linares
Fourth Corps (who had been
comprised nearly wounded and replaced
13,000 men and by General Jose Toral
eighteen artillery as the actual field
pieces of various commander)
INTRODUCTION: surrendered the city.
War must be regarded
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

A truce was called on companies of infantry, willingness of a Alcan: 3 Alcantara


July 14th and the squadrons of cavalry, combat unit’s soldiers Battalion
surrender of all of and batteries of to engage in battle Anda: 1/52 Andalucia
Santiago Province, artillery and/or follow its Battalion
Asia: 1/55 Asia
including another officers’ orders. Units
Each hex is roughly Battalion
15,000 Spanish troops will be required to
1/5th of a mile across. Bomb: Bomberos
up until then unengaged make Morale Check (firemen)
by the US, was die rolls due to combat CG: Civil Guardia
formalized. Thus ended results or to engage in Con: 1/29
the Cuban campaign of 3.0 certain activities. Constitucion Battalion
the Spanish-American TERMS/ABBRE Cuba: 65 Cuba
Movement Factor Regiment
War and the beginning VIATIONS (MF) - The number of
of the US’ role as world FA: Foot Artillery
Breaking Point (BP) - factors a unit may FB: Fortress Battery
power.
Units may be required expend during a single HA: Horse Artillery
to undergo a BP morale game turn. ILC: Isabel la
check due to combat. Catolica 75 Isabel la
Out of Command
2.0 Units failing such a (OoC) - Units
Catolica Regiment
IMTh: Infanta Maria
COMPONENTS/ morale check become operating outside the Therese
SCALE broken. Command Range of a Mtn: Mountain
Combat Factor (CF) - leader. NB: Naval Battery
The following make-up PR: Puerto Rico 1
a complete game of A This represents the Out of Supply (OoS) -
ability of a unit to Provisional Puerto Rico
Splendid Little War: Any unit that cannot Battalion
 One 22” x 34” attack and defend in trace a line of supply PRC: Porto Rico
Land map combat. during the Supply Chasseurs 19th Puerto
 One 11” x 17”  Some units have a Phase . Rico Rifle Bn.
Naval map “?” for the CF to Simancas: 1/64
Range Factor (RF) - Simancas Regiment
 408 unit indicate a unit’s The distance in hexes a SF: San Fernando
counters/marker variable ability unit can project its CF 1/11 San Fernando
s when participating in fire combat. Battalion
 3 player aid in combat. SG: Santiago
charts Status - The current
 Units with a red Guides
ability of a combat unit
 This set of rules CF are equipped
SV: Santiago Veterans
to function. Ground Tal: 4 Talavera
Dice: Players will also with black powder combat unit status can Peninsular Battalion
need one six-sided die weapons. be Normal or Broken. Vol: Volunteers
and one ten-sided die to Command Range – Zone of Control (ZoC)
play the game. A DR of (CR) The number of - The six hexes
0 on the ten-sided die is hexes a leader unit
read as zero (not ten).
surrounding a ground 4.0 SEQUENCE
exerts its influence. combat unit. OF PLAY
Game Scale: Each day Die Roll (DR) - The Unit Abbreviations:
of the campaign is A Splendid Little War
roll of one six-sided die
broken down into 3 US Units: is composed of Game
(D6 DR), or one ten-
game turns, spanning D.C.: District of Turns, each of which
sided die (D10 DR), Columbia Volunteers
from dawn to dusk, and is subdivided into 2
where 0 is read as Zero Ill: Illinois
each game turn Player Turns with the
not Ten. Volunteers
represents currently active player
Die Roll Modifier Mass: Massachusetts being the Phasing
approximately six hours
Volunteers
of real time. There are (DRM) - A number Player. Each Game
Mich: Michigan
no night turns in the added to the DR in Volunteers Turn must be followed
game. certain situations. RR: Rough Riders in the sequence
Morale Check (MC) - detailed below.
Combat units represent Spanish Units:
regiments, battalions, or Morale is the

3
A SPLENDID LITTLE WAR

Morale Check designated ground combat/leader


is performed Assault units in the game.
US Player Turn
for each unit Combats.
 Weather Phase and those  How to Read Unit
– Beginning on failing the MC Counters
Spanish Player Turn:
Game Turn 10, are marked Out  Zone of Control
the US Player of Command Identical to the US  US Regimental
rolls a die to (OoC). Player Turn Phase Units
determine the except that the roles  Stacking
 Movement are reversed and there
weather for the  Morale
Phase - The is no Weather Phase.
turn. Beginning  Status
US Player may
on Game Turn  Reinforcement
move any or all  Leaders
20 add a +1 Phase
of his units in
DRM to the die  Supply Phase
accordance
roll.  Command
with the 5.1 HOW TO
 Reinforcement movement Phase
READ UNIT
Phase - The US rules.  Movement
COUNTERS
player  Combat Phase Phase
determines - Combat is  Combat Phase See the Player’s Aid
whether performed in Card for a complete
End Phase: Both
reinforcements the following breakdown of how to
players conduct the
are available sequence: interpret the
following sequence at
that turn and 1. US Player information found on
the end of each turn
deploys any designates the unit counters.
with the American
new units as which player following the
directed in the units will sequence, followed by 5.2 ZONE OF
rules. Any perform the Spanish player. CONTROL (ZoC)
withdrawal of Assault.
combat units is 2. Spanish The six hexes
 Perform recovery surrounding a ground
also carried out Player DR checks for combat unit are
during this resolves Broken units. considered that unit’s
phase. defensive
 Perform recovery Zone of Control. ZoC
Fire
 Supply Phase - DR checks for OoS does not extend into
Combat
The US player units. any terrain into which
with any
determines the  US player checks a unit is prohibited
units that
supply status of for elimination of from moving.
are in
his combat the Observation
range. ZoC Limitations:
units. Those that Balloon.
3. US player The following units
are determined  Spanish player
conducts do not have a ZoC:
to be Out of rolls for Surrender.
offensive  Broken units.
Supply  If this is not the
Fire  Leader units.
(OoS1/OoS2) last turn of the
Combat
are marked as game advance the  Cuban and
with units
such. turn record marker Spanish Guerrilla
that are
one space. units.
 Command within
Phase - The US range and ZoC Effects: A unit
Player not that enters an enemy
determines designated 5.0 UNIT ZoC must
which units are to conduct FUNCTIONS immediately end its
not within Assault movement, and cannot
Command Combat. This section covers the expend any
Range of their 4. US player basic functions of the Movement Factors for
leaders. A resolves the rest of the turn. A

4
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

unit that begins the can be broken down marked as player’s stacking
Movement Phase in an into, and reformed “Broken”. limits:
enemy ZoC may move from, its constituent  Leader units
 All US Volunteer
out of the hex to one breakdown units. There  Observation
units (marked Vol)
that is free of enemy is no movement point Balloon & Wagon
are immediately
ZoC but only if the unit cost to breakdown or  Marker units
marked as
passes a Morale Check. reform, but this must
“Broken”. Leaders may occupy a
If it does pass the MC it be done within the
may continue moving following limitations: 5.4 STACKING hex without a friendly
normally, to include combat unit, but if the
US Player: The US hex comes under an
entering an enemy ZOC.  Regimental
Units may not retreat player can stack the enemy ZoC the leader
breakdown and
into or through a hex in following units in a is eliminated
formation cannot
an enemy ZoC unless single hex: (captured).
be done in range
the hex is occupied by a and LOS of an  One infantry
friendly unit. enemy infantry regiment
 One artillery Over-Stacking: Units
An enemy ZoC prevents unit, except when found to be in
losses are called battery
a hex from being used violation of the
for by the CRT.  One mounted
as a supply source or stacking limits during
cavalry unit (any size)
being part of a supply the turn’s End Phase
path unless the hex is  Regimental For stacking purposes must have the excess
occupied by a normal- breakdown and any non-regimental US units eliminated. The
status friendly unit. formation is done infantry, cavalry, or owning player has the
either at the very Cuban Guerrilla unit, choice of the unit(s) to
ZoC Movement beginning or end of counts as 1/3rd of a eliminate.
Exception: Cuban and movement. Only regiment.
Spanish Guerrilla units one such action can Over-Stacking
do not have to end their be performed in the Spanish Player: The Optional Rule:
movement when turn (i.e. a Spanish ground units Perform a Morale
entering an enemy ZoC. regiment cannot are represented by Check DR for all of
For each unit, perform a break down at the companies of infantry the units in the hex.
Morale Check beginning of its and cavalry, and Those that fail are
subtracting 1 from the move and then batteries of artillery. designated by placing
DR if the hex just reform its There are no a Broken Status
entered is Jungle terrain. constituent units at regimental or battalion marker/s on those
If the unit passes the the end of the same breakdown units. units, and the units
MC it may continue movement phase). Units from different are relocated to an
moving, even into battalions or adjacent hex that is
another hex in an enemy Step Losses: U.S. independent companies not in an enemy ZoC.
ZoC (even if it is the regiments (only) can may stack freely with If an over-stack
same enemy unit). If the break down to absorb one another. The situation still exists
MC fails the unit must losses from combat Spanish player can after all of the units
cease its move for the with the following stack up to 6 have been rolled for,
turn. effects. company/battery units, or there are no hexes
 All US regular as well as one to which units can be
infantry, cavalry, additional artillery unit relocated, the excess
5.3 US and the 1st USVC in a single hex. are eliminated.
REGIMENTAL (“Rough Riders”) Stacking
UNITS must make an MC Exceptions: The
die roll. If the 5.5 MORALE
The US player is following units can
unit(s) fail the MC, stack for free and do A unit’s Morale is the
provided with 30
they are willingness of the
infantry regiments, and not count against a
immediately soldiers to engage in
one cavalry squadron
(2nd US Cavalry) that

5
A SPLENDID LITTLE WAR

battle and/or follow its The status of a unit is echelon leaders are Movement Phase and
officers’ orders. its current ability to colored-coded with the Combat Phase can be
function. Units can be troops they command. found on the Terrain
Morale Checks: During
in either Normal or Effects Chart (TEC)
the game, units will be Command Control:
Broken status. player’s aid card.
called upon to make Leader units have a
Morale Checks which Normal: Normal status Command Range of Fords: Whenever a
can be required as a units have no two hexes within road or a trail crosses
result of combat, to restrictions. which subordinate a stream/river hex-
engage in certain game units perform normally. side which is not
Broken: Broken status
functions, or during the Units outside of this bridged there is a ford
units have the
End Phase if they are Command Range must present.
following restrictions:
Out of Supply, or make a MC to
 CF reduced by 2, Hills: Each grouping
Broken. determine their
but not to less than of hill hexes is
functionality for the
For each unit that is 1 considered “a” hill for
current turn. (see
required to make a  Morale reduced by combat purposes.
section 10.0 Command
Morale Check, conduct 2 Thus if combat occurs
Phase).
a D10 DR. A Unit  May only move by between two hill
passes the Morale passing a MC Morale Checks: hexes that have a clear
Check if the DR is equal Throughout the game terrain break between
to or less than the unit’s Out of Supply (OoS): combat units will be them the attack is
Morale Rating. A unit Units which can not required to make considered to be from
fails the Morale Check trace a supply line are Morale Checks to a different hill. (see
if the DR is greater than marked Out of Supply, perform certain TEC)
the unit’s Morale either OoS1 or OoS2 functions or due to
(see section 9.0) Entrenchments:
Rating. A Morale combat results.
Entrenchments are a
Check die roll may be Out of All units operating
special type of terrain
modified due to the Communication within the Command
feature that does not
specific circumstances (OoC): Units that Radius of a Leader
appear on the map but
of the required morale cannot trace a line of from their formation
are constructed in
check. communication to a have their Morale
hexes as the game
Leader unit are marked Check DRs reduced by
Morale Ratings: The progresses and
Out of 1.
morale rating is the indicated with an
number used when Communication. (see Combat: The presence entrenchment marker.
making Morale Checks section 10.0) of a leader will affect
Entrenchments may
and are as follows: Units that are Broken Assault Combat and
be built in clear, hill,
and/or OoS/OoC suffer Fire Combat resolution
city, village, and lake
cumulative penalties. die rolls (see section
 US Morale Rating = hexes. Entrenchments
12.0).
7 may not be built in
 Cuban Guerrilla hexes that contain
Morale Rating = 6 5.7 LEADERS forts or blockhouses
 Spanish Morale There are several
6.0 MAP as these hexes are
Rating = 6 Leader units in the FUNCTIONS assumed to already
 Spanish Guerrilla game, representing the have these present.
The map is composed
Morale Rating = 5 higher echelon units of of hexes and each hex A Normal Status
 Broken unit’s a particular formation. contains one or more combat unit (except
Morale Rating is These Leader units types of terrain artillery, guerrilla, and
reduced by 2. influence several features. mounted cavalry) that
functions in the game, is not in an enemy
but only for units Terrain Effects
ZoC may construct
which belong to the Chart: The effects of
5.6 STATUS entrenchments. The
formation they these terrain features
unit may not move
command. Higher on units during the
during the current turn

6
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

as it costs all of a unit’s  Trails do not available, and they are Note: Trail hexes may
MFs to construct an exist and may in supply. not be used as a
entrenchment. Broken not be used by supply path for US
Reinforcement
and OoS units may not US units (only) units during Poor
Schedule. See
construct as a supply Weather turns
individual scenarios for
entrenchments. path. although they may be
reinforcement
 The range for used by Cuban
Once constructed the information.
Fire Combat Guerilla units.
Entrenchment is
permanent and cannot by all units is Supply Sources:
be later removed or reduced by half
(round 9.0 SUPPLY  US & Cuban
destroyed, and can be
used by both sides fractions up). PHASE Units – The
 Supply Range road hex
should the occasion Ground combat units
(both sides) is leading off of
arise in the course of the must be in supply to be
reduced by 1. the east map
game. fully effective. All
 All units not in edge (hex
combat units must 0937).
a Fort, City, or
check for supply
7.0 WEATHER within 2 hexes  Spanish Units
during the Supply
of a Bivouac - Any Santiago
PHASE hex (US player
Phase using the rules
below. Units that City hex.
Bad weather plagued only), have a
cannot trace a supply Out of Supply 1
the campaign during its Morale Check
line to a supply source (OoS1) Effects:
latter stages, and the DR modifier of
are marked Out of  Combat
onset of seasonal Yellow +1 for all game
Supply 1 (OoS1). Units Factor is
Fever was dreaded by functions.
that are OoS1 and halved in
the US forces. Leaders are
cannot trace a supply all attacks
unaffected during
Weather path during the Supply (round
Poor Weather
Determination: Phase will replace the fractions
turns.
Beginning with Game OoS1 marker with an down).
Turn 10 the US player Designer’s Note: OoS2 marker. There Note that
conducts a D10 DR During this campaign are only two levels, “?” units
during the Weather more casualties OoS1 and OoS2. may not
Phase to determine the resulted from disease, Supply Path: A attack
weather for that Turn. including Yellow ground combat unit is with a CF
Fever, than from in supply if it can trace of 1.
Die roll 0 – 5 Good combat wounds. a line of hexes, free of  Naval
Weather enemy units and their Battery
Die roll 6 – 9 Poor ZoC, no longer than 7 units that
Weather 8.0 hexes to a road/trail, or are not in
Beginning with Game REINFORCEM to a friendly Leader supply are
Turn 20, add +1 to the unit that is no more eliminated
ENT PHASE than 7 hexes from a .
weather determination
DR. The phasing player road/trail, that leads to  Must
determines if a supply source. Any undergo a
Poor Weather Effects: reinforcements are unit that cannot trace a Morale
The following available this turn and supply path is Check
restrictions apply to deploys any new units considered Out of during the
movement, combat, and as directed. All units Supply. End
supply during poor enter the game in Phase.
weather turns. Poor Weather turns
normal status, they reduce the supply line Out of Supply 2
 Road hexes cost have all of their length by 1, for both (OoS2) Effects:
1 MP (not ½ movement points players.  Can not attack.
MP).

7
A SPLENDID LITTLE WAR

 Combat Factor marked as pass a MC to be 11.0


halved in broken. considered In
Command during the
MOVEMENT
defense (round Command
fractions up). current turn. However, All units may be
Determination: Units
 Have a +1 DR any unit that is more moved during the
that are within the
Morale Check than 10 hexes away phasing player’s
Command Range of a
modifier during from a leader to which Movement Phase.
Leader to which they
the End Phase. it is subordinate, is Units are moved
are subordinate are
automatically OOC. individually and pay a
automatically In
Units that fail the MC Movement Factor
10.0 COMMAND Command. Leaders
are marked Out of (MF) cost to enter a
and their subordinate
PHASE units are color-coded
Command (OoC). The hex, or cross certain
Command Status MC hex-sides which is
During the Command for ease of play and the
is performed once for deducted from the MF
Phase the phasing following cases apply:
each unit and the MC number printed on the
player’s units are  General Shafter die roll may be unit counter. A unit
checked for Command may command modified as follows: may not enter a hex or
Status. Units are either any US unit. cross a hex-side if it
In Command or Out of  -1 DRM if
has insufficient MFs
Command. Units that  Cuban Guerrilla General Shafter
remaining to do so
are In Command are units are is within 4
(exception: see
allowed to move and commanded by hexes (applies
Special Movement
attack normally during General Garcia to American
Case below). Units
the current turn, even if but they are units only).
may not loan MFs to
they should later move never required  -1 DRM if the other units or save
outside of Command to perform a units are from them for future turns.
Range. Command the US Units are moved
Status MC. Independent
Out of Command individually, or in
Brigade (units
(OoC) Effects:  Spanish Tercio stacks, but once a unit
marked Ind). is finished moving it
Guerrilla units
 Units may not  -1 DRM if US may not be moved
are commanded
attack with either units directly again, even if it has
by any Spanish
Fire Combat or attached to V MFs remaining.
leader except
Assault Combat Corp (same
Escario* or Terrain Effects on
color as Shafter
 Units defend at Bustamante*. Movement: See the
counter).
half strength Terrain Effects Chart
 Spanish artillery
(rounded up).
units are  -1 DRM if (TEC) for a complete
General Del listing of the various
 Units may only commanded by
any Spanish Rey is within 4 MF costs for each
move one hex
leader except hexes (applies type of terrain.
and cannot end
Escario* or to Spanish units
in an enemy Special Movement
Bustamante*. only.
ZOC. If an OoC Case. Normally a unit
unit begins the * Spanish Leaders  +1 DRM if the may only enter a hex
Movement Phase Escario and unit is in if it has sufficient MFs
in an enemy Bustamante are special Broken Status. to do so. However,
ZOC, it must cases and may only any Normal status unit
immediately  +1 DM if the
command units that are unit is OOS 1. may move a minimum
move one hex so color coded the same of one hex, free of
that it is not in as they are.  +2 DRM if the enemy ZoC, if it
any enemy ZOC. unit OOS 2. expends all of its MPs
Units unable to All units that are not to do so. This one hex
do this are within the Command minimum move does
immediately Range of an not apply to units that
appropriate leader must

8
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

are either Broken or the phasing player Defensive Fire


OoS, nor to Guerrilla chooses. Combat: Units
Combat Functions:
units attempting to performing Defensive
Attacking units that
move directly from one Fire are not required
engage in Offensive
enemy ZoC to another.
Fire Combat during the
12.1 FIRE to attack enemy units.
COMBAT However, if the
Combat Phase may not
defending unit elects
perform Assault Fire Combat includes: to attack, and it has a
12.0 COMBAT Combat in the same  Offensive Fire choice of targets, it
PHASE Combat Phase.  Defensive Fire must choose to attack
Similarly, units that are  Indirect Fire,
There are two types of an adjacent enemy
designated to perform performed by
combat in the game, unit/stack that
Assault Combat may artillery units
Fire Combat, and contains a counter for
not perform Offensive conducting either
Assault Combat. The Assault Combat
Fire Combat. Offensive or
phasing player’s combat before any other
Defending units may Defensive Fire
units may engage target.
perform Defensive Fire Combat.
enemy units during the Combat as well as Indirect Fire
Combat Phase while the defend against an Offensive Fire Combat: Artillery
non-phasing player’s Assault Combat. Combat: Each combat units may engage in
units may perform unit possesses a Indirect Fire Combat
Defensive Fire Combat A single hex can be the Combat Factor (CF). without a LoS by
during the same Combat target of multiple Units can exert this CF using a Spotter Unit.
Phase. Combat is Offensive/Defensive into an adjacent hex at A Spotter Unit is
always voluntary and no Fire Combats. full strength and can either a friendly leader
unit is “required” to Attacking units may use long range fire to that is within 6 hexes
attack another unit, even combine their CFs into exert its CF at half of the firing unit, or
if adjacent. one attack against the strength (round the Observation
hex or conduct fractions down).
Combat Sequence: balloon if it is within
multiple attacks against
Players must follow this Artillery combat units 3 hexes of the firing
the same hex by using
sequence during the possess a “Range” (the unit. For Indirect Fire
only certain units.
Combat Phase: middle number on the to be possible the
Individual units in a
counter) that is the following must apply:
 Designate stack can fire at the
same or different target distance in hexes  The artillery unit
Assault Combats
hexes. Direct fire and within which it can must be in supply
– the phasing
indirect fire may be exert its Fire Strength. and in normal
player places
combined into one The target hex is status.
“Assault
attack. counted but not the hex
Combat”  A spotter unit
the firing unit
markers on all A single hex can be the must have a LoS
occupies. Artillery
units performing target of only one to the target.
units that conduct Fire
Assault Combat Assault Combat per Combat at a target that  A friendly unit
indicating which Combat Phase. Thus, is more than one half cannot be adjacent
hex they will all attacking units of its range away have to the target
assault. using Assault Combat their CFs halved
 Defensive Fire must combine their (round fractions down). For each unit
Combat – non- CFs into one attack. A phasing player’s performing Indirect
phasing player. A unit may not split its units can engage Fire, the owning
CFs, and may only enemy units using Fire player rolls one D6
 Offensive Fire Combat within the DR to determine the
target a single hex
Combat - ranges listed above, effectiveness of that
against which to
phasing player. provided they have an unit’s attack. If the
conduct combat.
 Assault Combat - unobstructed Line of DR is 1 - 3, then one
Individual combats are Sight (see below). half of the
phasing player
performed in any order bombarding unit’s CF

9
A SPLENDID LITTLE WAR

is used in the attack for Status, then Supply, 12.2 ASSAULT including the final
(round fractions down). then Range. Fractions COMBAT result. Each unit’s
If the DR is 4 - 6, the are retained at each adjusted CF is then
Assault Combat may
indirect fire failed to hit step of the process totaled, and at this
take place between
the target with any including the final point round fractions
adjacent ground units
effect and that unit’s CF result. Each unit’s down.
only (including
is ignored in the attack. adjusted CF is then
artillery). This is
totaled and that number Express the total of
Line of Sight (LoS): In voluntary, but only
is adjusted for the Attacking to
order for Fire Combat or normal status ground
terrain the defender Defending CFs as a
artillery spotting to units can participate in
occupies. The player ratio. Round this ratio
occur, there must be a Assault Combat. All
then locates the down to one shown on
clear LoS between the assault combats are
corresponding column the Assault Combat
firing/spotting unit and marked at the
on the Fire Combat Results Table
the targeted unit. A LoS beginning of the
Resolution Table (ACRT). Determine
can be of any length and Combat Phase but are
(FCRT), and rolls a the DRMs for terrain
is traced by stretching a resolved after all Fire
D10 DR which is effects, and morale
piece of string, laying a Combat (offensive and
modified as follows: differences between
ruler, or some other defensive) has been
attacking and
mutually-agreed to  Terrain (see TEC). concluded. There is no
defending forces. Roll
technique, to establish a requirement that the
direct line between the  +1 Any of the hex need to have been
a D10 DR and cross
firing reference the DR with
units. The straight line is fired upon in the
units the odds-ratio column
measured between the previous phase nor that
are for the combat to
center of each hex and if a unit which fires on
OoS. determine the combat
the line crosses any part one unit must assault
outcome. Apply the
of a hex that contains  -1 All firing units that unit. Units are
results before
blocking terrain the unit are within free to assault any
proceeding to the next
can not fire/spot. Command Range single hex adjacent to
combat.
of a leader. it.
The following block
Assault Combat Die
LoS, and Fire Combat: Assault Combat
The modified DR is Roll (DR) Modifiers:
 Jungle, Hill, Resolution: The
then cross-referenced Positive (+) DR
Village, assaulting player
with the corresponding modifiers benefit the
and adjusts each unit’s CF
column on the FCRT defender while
City individually for Status,
and the result is negative (-) DR
hexes. then Supply, then for
obtained. The results of modifiers benefit the
 Friendly/enemy attacking across a
fire combat are as attacker. Use all that
units block LoS for river/stream. Fractions
follows and are applied apply to determine if a
Fire Combat unless are retained at each
immediately, before the net DR difference is
either the firing or step of the process
next combat is used:
the target unit including the final
resolved. result. Each unit’s + Terrain in
occupies a hill hex
adjusted CF is then defenders hex.
and the blocking
D1 = Defender totaled and that number  +1 if defending
unit is in a non-hill
reduced is adjusted for the units are within
hex.
one step. terrain the defender Command
 Friendly/enemy
D2 = Defender occupies rounding any Range of a
units do not block
reduced fractions down. leader (+1
LOS for spotting
two steps. maximum).
units. The defending player
DE = All -1 if defending hex
defending adjusts each unit’s CF contains a broken
Fire Combat units individually for Status, unit.
Resolution: The firing eliminated. then Supply. Fractions  -1 if a leader is
player adjusts each are retained at each present in any
unit’s CF individually step of the process

10
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

attacking hex the exception of US Morale Check to iately


(-1 maximum). Regiments which may determine if the leader elimin
be broken down to has become a casualty. ated
Assault Combat
absorb step losses. If the leader passes and
Results: The combat
there is no ill-effect (he will
results are interpreted as Advance After
is unscathed). If the have
follows: Assault Combat: If
leader fails the unit is no
X. No Effect. the defender’s hex is
removed from the map effect
DBP or DBP1. vacated due to Assault
and a second D10 DR on the
Defender Break Combat, any units that
is conducted. The comb
Point. Defender participated in the
leader unit is placed on at.
performs a Morale attack may advance
the turn record track a Note: Many of the
Check. Units that into the hex. The
number of turns equal artillery units were
pass the Morale decision to advance
to the second DR when comprised of
Check are Broken after combat must be
it will enter as a antiquated pieces
and must retreat 2 made immediately,
reinforcement. If the and/or had defective
hexes. Units that before any other
second DR is a zero ammunition. The
fail the MC lose combats or game
treat it as a 1, if it is a 9 infantry units were
one step. Add 1 to actions are taken.
the leader dies of his composed mostly of
the MC DR for a
wounds and is hastily mobilized and
DBP1 result.
12.3 RETREATS eliminated. On the turn inadequately trained
ABP or ABP1.
the leader unit returns personnel who’s
Attacker Break Any units that become it is placed with any in- ability to stand-up to
Point. Same as the Broken as a result of supply unit during the the rigors of combat
above, but the Assault Combat must Reinforcement Phase. were problematic at
attacking player’s retreat 2 hexes away best.
units are affected. from their hex, towards
D1 or D2. One or a friendly supply Cuban “?” Units:
Two Defending source. A hex entered The Cuban Guerrilla
steps are eliminated. 12.5 VARIABLE units roll to determine
during a retreat cannot
Surviving units COMBAT FACTORS their CF for each and
be prohibited terrain,
retreat 1 (D1) or 2 nor in an enemy ZoC, Units with a ? for a CF every combat.
(D2) hexes. unless the hex is must roll for CF DR 1 through
Optional Rule: occupied by another determination for each 3 = 1 CF
Surviving units friendly unit. If the and every combat in DR 4 or 5 = 2
make a MC, and retreating unit has no which they participate, CF
retreat only if they other option than to whether attacking or DR 6 = Unit
fail. retreat into a hex that defending. must
A1 or A2. One or would result in the hex retre
Two Attacking steps Spanish “?” Units: A at 2
being over-stacked, it
are eliminated. Spanish unit with a ? hexe
can enter one
Surviving units for a CF has its value s. If
additional hex only, to
must retreat 1 (A1) determined for combat unab
avoid over-stacking. If
or 2 (A2) hexes. by a D6 DR roll. The le to
a unit cannot retreat, to
Note: The optional Spanish player rolls the retre
include over-stacking,
Morale Check is not die for each unit once at
it is eliminated; this
permitted. combat is declared to the
includes leaders also.
AE/DE. All units, determine its CF for unit
attacking or the combat: has a
defending, are DR 1 through CF
12.4 LEADER LOSS
eliminated. 3 = 1 CF of 2.
Any time a unit incurs DR 4 or 5 = 2
Note: Each unit is a step loss and a leader CF
considered one “step” is present in the hex DR 6 = Unit is 13.0 END
for loss purposes, with immediately conduct a immed PHASE

11
A SPLENDID LITTLE WAR

During the End Phase of counter placed wagons and 34 men against a target
each game turn both on them have a and the actual balloon within 10 hexes
players perform a 0 DRM. counter, and these two of the firing unit
Morale Check for each  Units that have counters must stay has a -1 DRM
unit that is Broken, and an OoS2 together at all times. applied to the
for each unit that is OoS counter placed combat results
The Observation
(some units will check on them have a die roll.
Balloon possesses no
twice), as well as +1 DRM. movement capability
possibly rolling for Spanish Fire Combat
by itself and must be
elimination of the Effects: Once
transported by the base
Observation Balloon. End Game Turn: The launched, all Spanish
counter and only along
game turn is now Fire Combat directed
Broken Units: Each a road or trail. To
complete and the Turn against the hex the
broken unit performs a denote this, the
Track Marker is Observation
Morale Check with the Balloon counter is
advanced to the next Balloon/Base
following results: placed under the Base
turn. If it is the last occupies, as well as
 If the die roll is unit.
any adjacent hexes,
turn, the Victory Level
less than or The Observation receive a -1 DRM.
is checked.
equal to the Balloon can be
unit’s Morale; The Balloon/Base unit
launched during the US
the unit returns itself may not be
14.0 SPECIAL Movement Phase. To
to Normal directly attacked using
do this the Base unit
Status. UNITS Fire Combat, however
cannot move during the
 If the die roll is it will cause the US
Both players have units current US Movement
greater than the player to check for
with unique Phase and the Balloon
unit’s Morale, elimination during the
capabilities or counter is placed on
up to and End Phase, see below.
circumstances where top of the Base counter
including a and is considered If the hex the
they are used in the
result of 9, the operational for the Observation
play of the game.
unit remains current Combat Phase. Balloon/Base
Broken. 14.1 US The Balloon can not be occupies is subjected
 If the die roll is OBSERVATION moved while deployed to Assault Combat, the
greater than or BALLOON but it can be retrieved Balloon is eliminated
equal to 9, the (in the same manner as (regardless of the
unit must be On July 1st, Colonel
deployment), moved, Assault combat’s
broken down if Derby of the Army
and redeployed outcome).
possible and Corps of Engineers
one subordinate inflated an observation
unit removed. balloon. In a classic
US Fire Combat End Phase: If either
If the unit example of it making it
Effects: Once the hex that the
cannot be easier to see targets, it
launched the Observation
broken down, it was also easier for the
Observation Balloon Balloon/Base
is eliminated. targets to see him,
has the following occupies, or any of the
bringing a fusillade
effects on all US six adjacent hexes, are
Out of Supply Units: upon the hapless 71st
artillery units within 3 subjected to Fire
Out of Supply units New York Volunteers
hexes: Combat attacks during
must perform a separate who happened to be
the current turn, the
Morale Check. If the beneath the balloon  It automatically US player must roll
result of the D10 DR is and among its spots for all US for destruction of the
greater than the morale handlers. artillery units. Observation Balloon
of the unit, it loses one The Observation  Any US Artillery during the End Phase.
step. Balloon consists of a unit engaging in
 Units that have A D10 DR is made
base counter which Fire Combat,
an OoS1 with a +1 DRM
was composed of four direct or indirect, applied for each such

12
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

hex attacked. If the the turn in which the occupies a hex with a leader (Garcia) Cuban
modified DR is equal to Spanish Player is bridged hex-side can Guerilla units. These
or greater than 10, the required to sortie the be attacked using units function as
Balloon is eliminated. Spanish Fleet. Naval Assault Combat and if regular ground combat
Any other result is No infantry units that are the attacking player units with the
Effect. removed from the advances into the hex a following special
game are not counted D10 DR is made to see rules:
14.2 BLACK for victory purposes. if the bridge is
POWDER Fire & Retire: Cuban
captured or destroyed.
WEAPONS Guerilla units can
 0-2 Bridge is perform Defensive
US Springfield Rifles 14.4 US captured. Fire Combat and
and US Artillery pieces ENGINEERS  3-9 Bridge is retreat before Fire
used black powder These units have the destroyed. Combat or Assault
charges which created a capability to build Combat if a Morale
lot of smoke and bridges across any Check is passed.
revealed the US river/stream hex-side 14.5 US Subtract one from the
positions. To reflect this, crossed by a road. DYNAMITE GUN MC DR if the unit is
the US units using Once built, the bridge in a Jungle hex. If the
Black Powder weapons The US Dynamite Gun Morale Check is
will negate the MP cost
have a Red CF and any Battery is technically failed the unit can
to cross the
Spanish unit conducting an artillery unit, engage in defensive
river/stream.
Fire Combat against US however, it only has a Fire Combat but
units with a Red CF Bridges: Each range of 1 hex and may cannot retreat before
have a -1 DRM applied Engineer unit can only engage in Fire Fire or Assault
to the combat results die construct one bridge, Combat. When Combat.
roll. and this must be at a involved in an attack, if
hex-side where a road the modified DR result Calixto Garcia: The
crosses a river/stream. is 1, any Spanish “?” Cuban Guerilla leader
14.3 SPANISH The Engineer must CF units in the hex unit can only be used
NAVAL begin the turn in the must perform an to modify/affect
hex that has the hex- immediate Morale Cuban Guerilla
BATTALIONS
side to be bridged and Check in addition to combat units. This
Admiral Cervera had must be in normal any other combat leader has no effect on
reservations about status. A Pontoon results. If the modified US combat
running the US Bridge marker is DR is 6 or more, the units/leaders.
blockade and early in placed under the Dynamite Gun Battery Cuban/US
the campaign sent some Engineer unit and if the unit is permanently Cooperation: Cuban
guns and crews ashore Engineer is still in removed from the Guerilla units are
to bolster the defenses. Normal Status and in game as the notably subject to the
Naval infantry and the hex during the End unreliable gun has following limitations:
Phase of the turn, the malfunctioned.
artillery units -Vizcaya,  Cannot be
Oquendo, Infanta Maria Pontoon Bridge marker activated by US
The dynamite gun is
Teresa, and Cristobal is placed on the hex- Leaders.
automatically
Colon - are available as side to mark its
destroyed if engaged  Cuban and US
part of the Spanish at- completion. Units do
with either Fire units cannot fire
start forces. These are not pay the MP cost to
Combat or Assault upon or assault
the only units that may cross a Bridged hex
Combat, regardless of the same enemy
be commanded by side and the engineer
the DR result. unit.
Spanish Leader unit does not have to
 Cuban Rebel units
Bustamante. remain with the bridge
14.7 CUBAN cannot stack with
for it to be used.
These units are removed GUERILLAS a US unit.
during the An unoccupied bridge  Cuban Rebel units
can be used by either The US player controls can only move
reinforcement phase of
player. A unit that the 6 infantry and 1 adjacent to US

13
A SPLENDID LITTLE WAR

units if all units are declared his division Troop/2nd Cavalry, 3 companies of
in clear terrain. could take the town by E Battery/1st Regulars and 2
noon. To augment the Artillery. artillery pieces. A
Note: Although
ostensibly allies,
assault Shafter added  Within 1 hex of company of Guerrillas
Bates’ Independent Bivouac 3: 1st, 4th was in reserve. All
cooperation among the
Brigade, Battery E of and 25th were commanded by
US and Cuban soldiers
the 1st US Artillery, and Regiments. Colonel Jose Vaquero.
and NCOs was not the
Troop D of the 2nd US  With any of the Another Spanish
best to put it mildly. The
Cavalry. Defending the above: Leader detachment, under the
contemporary racist
town was General Vara Lawton. command of General
attitudes of many in the
Del Rey who occupied  On any road hex Arsenio Linares at
US Army, and the
several blockhouses within 2 hexes of Fort Canosa was also
suspicions of many of
and a stone fort with Bivouac 4: 3rd and in readiness to repel
the Cubans about the
four companies. 20th Regiments the Yankees.
motives of the Yankees
However, Bates’ and Leader Bates.
made for touchy and at The battle opened
Brigade did not arrive
times violent contacts Winning the Game. with sharp fighting
until noon and the town
between the two forces. The US player wins the that pinned down the
was not taken until
game by occupying the first wave of the US
well after 5:00 PM.
hexes containing El assault force. The US
The battle was costly
15.0 for the US who lost Caney and Fort El Viso advance was
by the end of turn 3 hampered by recent
SCENARIOS 451 killed or wounded.
and not losing more rains that turned the
The Spanish lost 235
There are three than 4 sub-units; trails and hillsides into
killed or wounded, as
scenarios in A Splendid otherwise the Spanish a mire. General
well as another 120
Little War which are player wins. Linares was wounded
taken prisoner.
smaller matches suitable in the mid-afternoon,
to learning the game or Scenario Length: 15.2 Scenario 2 - about the same time as
for those desiring a Turns 1 through 3. San Juan Hill Theodore Roosevelt
shorter match. The Rough Riders led a charge,
Spanish Set Up. Set
advanced steadily and supported by Gatling
15.1 Scenario 1 - El up within 2 hexes of El
confidently under the guns that captured the
Caney Caney:
Mauser bullets. They Spanish trenches. The
 3x Regular
The infantry had to do spread across some US force settled in for
companies (1-3 of
all of the fighting, and open ground—tall a Spanish counter-
the Constitucion
the brunt of it fell upon grass and palms—and attack, but
Regiment)
the men of Chaffee’s there they began to surprisingly none was
 1x Guerrilla forthcoming.
Brigade. Their skirmish fall, smothering and
company
line pressed forward, threshing down in the Scenario Length:
and soon the sharp  Leader Del Rey.
grass, marking man- Turns 2 through 3.
crackle of musketry was Spanish units may shaped places among
busy along both lines… begin the game those luxuriant blades. Spanish Set Up. On
entrenched. any hex of San Juan
--General Fitzhugh --Steven Crane’s and/or Kettle Hills:
Lee’s account of the US Set Up. US units account of the attack  Companies 1, 2
fight for El Caney. set up as follows: on San Juan Hill. and 3 of the
At the beginning of the  Within 1 hex of Talavera
Bivouac 1: 7th, The main event for the
July 1st attack General US was the assault on Regiment.
Shafter decided to 12th and 17th  1st Company of
Regiments. the Spanish positions at
occupy the town of El San Juan and Kettle the PR Battalion..
Caney in order to  Within 1 hex of  1x Artillery
Hills. Two divisions,
protect the US flank Bivouac 2: 8th, Battery (2-12-6).
comprising over 8,000
from any Spanish 22nd, 2nd Mass.
men attacked the hills  Leader Vaquero.
attack. Brigadier Volunteer
that were held by only
General Lawton Regiments, D

14
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

At or Adjacent to Fort 15.3 Scenario 3 – others did—whereas;  Any 4 Naval


Canosa: as I found out later, companies and
The Battles of
 1x Guerrilla pretty much everybody Leader
Company. July 1 else was as much in Bustamante
 Companies 4, 5 and This scenario combines the dark as I was.
6 of the Talavera the first two scenarios --Richard Harding On or adjacent to
Regiment. and covers the first day Davis. Kettle Hill hex
 Leader Linares. of the assault on the (1521):
outer defenses  Company 1 of
Spanish units may begin
guarding the city of The Campaign Game the Talavera
the game entrenched.
Santiago de Cuba. allows players to fight Regiment
Reinforcements: These the entire fourteen day
units enter on Turn 3 Scenario Length: On or adjacent to hex
Turns 1 through 3 battle for Santiago.
and start in hex 1513. 1719:
 2x Guerrilla Spanish Setup: Setup Game Length: Turns 1  Companies 2
Counters all units as in Scenarios through 42. However, and 3 of the
 1 Naval Company one and two. the game length may Talavera
be shortened due to Regiment
 Leader: Bustamante US Set up: As in Automatic Victory (see
US Set Up. Between Scenarios one and two Victory Conditions) On or adjacent to hex
hex rows 12 to 16 Reinforcements: As 1219:
Spanish Set Up. The
inclusive, not more than in Scenarios one and Spanish player sets up  Companies 1-
1 hex West of the Las two his units first. All at- 3 of the
Guasmas Creek:
Victory Conditions. start units must set up Puerto Rico
 1st Infantry Regiment
The US player must as follows:
Division
occupy the El Caney  Companies 1-
 Leader Kent At or adjacent to El
and Fort El Viso hexes, 3 of the San
 Cavalry Division Caney (Hex 2629):
plus the following Fernando
 Leader Sumner  Companies 1-3 Regiment
Santiago Heights hexes of the
In any hill hex within 2 by the end of turn Constitucion
hexes of El Pozo: three: 1019, 1219, Two artillery batteries
Regiment may set up in or
 A Battery, 2nd US 1418, 1521, 1618, and  1x Guerrilla
Artillery 1719 and lose no more adjacent to either hex
company 1719, or hex 1521, as
 Observation than 9 sub-units to win;  Leader Del Rey
Balloon any other outcome is a long as neither battery
(Note: one is within three hexes
Spanish victory. company
Reinforcements: These of each other.
units enter on Turn 2 at may set up
El Pozo: in Ft. El The two cavalry units
 1x Gatling Gun (4- 16.0 Viso (hex designated Rey must
6). CAMPAIGN 2531). set up within one hex
Winning the Game. GAME RULES At or Adjacent to Fort of any fort except El
The US player must Canosa (hex 1516): Viso (hex 2531).
It was a most  1x Guerrilla
occupy the following
confusing country and Company. Garrison Units: All
Santiago hill hexes by
I had an awful time other units begin in
the end of turn 3: 1019,  Companies 4,
trying to get into the the city of Santiago,
1219, 1418, 1521, 1618, 5 and 6 of the
fight and trying to do the blockhouse in hex
1719 and lose no more Talavera
what was right when in 1708 or any Fort hex,
than 5 sub-units; any Regiment and
it; and all the while I except Forts El Viso
other outcome is a Colonel
was thinking that I was and Canosa. These
Spanish victory. Vaquero and
the only man who did units are considered to
General
not know what I was be Garrison units and
Linares.
about, and that all the are subject to

15
A SPLENDID LITTLE WAR

movement restrictions Victory for each 30 pass the DR on the bonus Naval Game at
as below. Garrison Movement map edge and must that time for
Note: Civil Guard units points the Spanish abide by normal additional historical
must set up in the city of player accumulates. stacking restrictions as flavor).
Santiago and may not Once any unit from the they enter. The first
voluntarily move out of Escario Column enters stack pays the normal During the End Phase
the city. However, if Santiago de Cuba, the MP road rate and each of the third turn the
forced to retreat, they movement restriction subsequent stack pays Spanish player
may retreat out of the on all Garrison units is the cost of one road conducts a D10 DR
city but must move back lifted. hex more than the and subtracts one
in as soon as possible. stack before it spent. from the result. If the
Escario Column DR result is 3 or less
Reinforcements: The If enemy units occupy Admiral Cervera has
Escario Colum consists hex 2000 the Escario been ordered to sortie
Garrison Unit
of the Escario Leader, Column units may his fleet during the
Movement
the 1/5 Mountain enter in any adjacent End Phase of the
Restrictions.
Artillery unit, and the hex or may initiate fire Morning turn of July
All Spanish units
following formations: and melee combat from 3rd. On any other
(except leaders), set up
as Garrison units are  Alcan – 5 the map edge, ignoring result the Spanish
subject to movement any retreat results. If fleet will sail on the
Companies
the enemy units Morning turn of the
restrictions. These units  PRC – 7
can move freely within occupying hex 2000 day that corresponds
Companies
the city of Santiago De are Cuban Guerilla to the modified die
 Anda – 6
Cuba and between the units and they conduct roll (4 equal July 4th, 5
Companies
city and the surrounding Fire and Retire during equals July 5th, etc.).
 ILC – 12 Defensive Fire the The result of the DR
forts (Ft Canosa and Ft Companies
El Viso excluded) and Spanish off map units is not disclosed to the
between said forts. These formations can may immediately US player. During the
Also, once a US unit attempt to enter the advance. Reinforcement Phase
(not a Cuban Rebel game beginning on Notes: Leader Escario of the Morning turn in
unit), moves within 2 turn 7 and if successful may only command which the Spanish
hexes of a Garrison unit enter at the Cobre Road units from this column. fleet sorties, all naval
it is free from any map edge (hex 2000). Spanish reinforcement combat units are
movement restrictions During the units do not have to removed from the
for the rest of the game. Reinforcement Phase perform a Morale map.
of turn 7 each of the Check DR on the turn
However, at the Spanish four formations of arrival to move or Optional rule: Allow
player’s option, he may conducts a D10 DR fight. the Spanish player to
choose to release any and can only enter play attempt to buck the
Garrison unit(s) and by on a DR of 6 or less. If order to sail and
doing so risk increasing the formation passes Cervera sails: conduct a D10 DR in
the US Victory Level. the DR it enters the While combat between the Reinforcement
For each Garrison unit game that turn. If a the Spanish and US Phase of the Morning
the Spanish player formation fails the naval squadrons is not turn of each day. If
releases conduct a D10 entry attempt on a DR directly a part of the the unmodified DR is
DR. The Spanish player of 7 or 8 it loses one land battle game, 5-9, the units may
should keep a running unit, if the formation players will need to remain for the rest of
total of the DRs of each fails on a DR of 9 it determine the turn the day. If the DR is
Garrison unit released, loses two units. Any when the Spanish fleet 0-4 the fleet must
these are referred to as units that fail to enter sorties, at which time sortie during the End
Garrison Movement must attempt to enter all Naval units are Phase of that Morning
points. Move the again on the next turn. removed from the map turn.
Victory Level one level The Spanish player (Players are
towards US Strategic places all units that encouraged to play the

16
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898

Optional Rule: If the H-L/9 of the 6. Turn 4: 34th and Fort El Viso,
Spanish player achieves Cavalry Michigan, 9th (Historical result)
a victory in the Naval Division, Colt Massachusetts
- Draw: US player
Game the morale of all Gun battery, Regiments,
captures four
Spanish land units is and Leader Leader Duffeld
blockhouses, plus
increased by one for the Wheeler. at US Supply
one fort.
rest of the day  On or within 2 Road.
(Afternoon and Evening hexes of 7. Turn 28: - Spanish Political
turns). Bivouac 5: Troop A-B/9 of Victory: US
6th, 16th, 71st the Cavalry player captures
Historical note: NY, 2nd, 10th, division at US four blockhouses.
Admiral Cervera was 21st, 9th, 13th, Supply Road. - Spanish Strategic
loathe to have his 24th Regiments 8. Turn 31: 1st Victory: US
squadron destroyed in of the 1st Illinois, 1st DC player fails to
combat against the far Division and at US Supply meet any of the
superior US squadron. Leader Kent. Road. above conditions.
The Governor, however,  Bivouac 6: 9. Turn 40: 4th
insisted and eventually 3rd Regiment of US Artillery Special Victory
Madrid backed him so the Cavalry Battery at US Conditions:
Cervera reluctantly Division, A/2, Supply Road. 1. If at the end
sailed on July 3 and C/2, F/2 of the game
Reinforcement units do
while his ships fought Cavalry troops, the Spanish
not have to perform
with honor, they were F/2nd Battery, Player
Morale Check DRs on
all destroyed. Dynamite Gun controls
the turn of arrival in
Battery, order to move or fight. Cuabitas and
US Set Up. US units set Engineer units also maintains
up as follows: C & E, Leader Victory Conditions: a road from
 On or adjacent Shafter. The winner of the there to
to Bivouac 1:  At any Campaign Game is Santiago de
7th, 12th and 17th Bivouac, one determined by the Cuba that is
Regiments of battery each: Level of Victory free of enemy
the 2nd Division. Batteries E and achieved at the end of ZOCs, the
 On or adjacent K/1st US the game. The end of Victory Level
to Bivouac 2: Artillery, A/2nd the game can occur in is moved one
8th, 22nd, and 2nd US Artillery. one of the following level towards
Mass. ways: Spanish
Regiments of Cuban Rebel Set Up:
All Cuban Rebel units  42 Game Turns Strategic
the 2nd Division, are played. Victory.
and troop D/2 may set up anywhere
Cavalry. on the map, within 5  Automatic 2. If the US
 On or adjacent hexes of any US unit Victory is player loses
to Bivouac 3: but not adjacent to a achieved (see more than 20
1st, 4th and 25th Spanish unit. below). steps of US
Regiments of US Reinforcements: Infantry units,
nd
the 2 Division. - US Strategic not Guerilla,
The following units
Victory: US the Victory
 At any of the enter play as directed:
player captures Level is
above: 5. Turn 1: 3rd and
five blockhouses, moved one
Leader Lawton. 20th Infantry
Fort El Viso, plus level towards
 On or within 2 Regiments,
one other fort. Spanish
hexes of Leader Bates.
Bivouac 4: Observation - US Political Strategic
6th, 10th and 1st Balloon at Victory: US Victory
Regiments, and Bivouac 4 player captures 3. If the Spanish
Troops C-D/9 five blockhouses player loses

17
A SPLENDID LITTLE WAR

more than 25 moved one surrenders and


steps of step towards the game
Infantry, US Strategic immediately
including Victory. Note: ends. The
Guerilla and The turn in Victory Level
Naval Infantry, which the US is moved one
the Victory player step towards
Level is moved establishes the US Strategic
one level continuous Victory.
towards US ZOC does not
Strategic count towards * Interdiction is
Victory fulfilling this considered to be the
condition. blocking of the road
4. If the US player
either through
captures at least 2. During the End
occupying the road hex
one city hex of Phase of the
or having it in a unit’s
Santiago de first turn in
ZOC. The units
Cuba the which the US
conducting the
Victory Level is player has a
interdiction can not be
moved one level non guerilla
the same unit that
towards US unit occupying
occupies Cuabitas.
Strategic Cuabitas, in
Victory addition to Note: Ultimately, the
interdicting* Spanish surrendered
5. Move the
all roads from when their ammo ran
Victory Level
Cuabitas to low, but the capture of
one level
Santiago de Cuabitas coupled with
towards US
Cuba, the the destruction of the
Strategic
Spanish player Spanish squadron
Victory for each
must conduct a made life miserable in
30 Garrison
Surrender D10 Santiago de Cuba and
Movement
DR the result General Toral dickered
points the
of which sets for terms. What he got
Spanish player
the level of was better than the
accumulates.
negotiations unconditional
Automatic Victory for the surrender the US
Conditions surrender of wanted because the US
1. During the End the Spanish units on the outside
Phase of the forces. During were even worse off
third each due to Yellow Fever
consecutive full subsequent and Malaria, which is
turn in which End Phase that why the historical US
the US player the US player win is only a “political
maintains a can maintain victory”. With only a
continuous these fraction of its men in
ZOC around conditions the any shape to continue
Santiago de Spanish player the siege, the Spanish
Cuba the conducts a D10 could have pushed
Spanish player DR and if the hard and broken out.
surrenders and DR result However, Toral did not
the game matches the know this.
immediately original
ends. The Surrender DR
Victory Level is the Spanish
player

18

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