Professional Documents
Culture Documents
3
A SPLENDID LITTLE WAR
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
8
The Spanish– American War, Santiago Campaign, July 1 – 14, 1898
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
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
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
18