Cavalry Battle Chihuahua Incident #3 |
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(Attacker) United States | vs | Mexico (Attacker) |
Formations Involved |
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Overall Rating, 1 vote |
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3
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Scenario Rank: --- of 940 |
Parent Game | Chihuahua Incident |
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Historicity | Alt-History |
Date | 1916-06-01 |
Start Time | 08:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 28 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 1: 19 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 157 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Meeting Engagement |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Chihuahua Incident | Base Game |
Road to Berlin | Maps |
Introduction |
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Pancho Villa tried to mount his entire force — at one time as many as 50,000 men — and his American and Mexican enemies felt they had to follow suit, committing large-scale cavalry forces to their separate pursuit operations. The skirmish at Carrizal did not involve the huge numbers that saw action in some of the battles of the Mexican Revolution, but had Pershing wished to press the point a larger battle was certainly possible. |
Conclusion |
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Both the United States and Mexican Federal armies depended heavily on their horsed cavalry for mobility. A major battle between them could have been a purely cavalry clash — and we wanted a scenario in this set to show off the game system’s cavalry rules and dismounted cavalry procedure. |
Cavalry around Town | ||||||||||||
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Scenario 3 is another introductory scenario, this time using Cavalry. Since the holding the lone town on the board is a major objective, both sides start by racing toward it. The Americans start closer and get to the town before the Mexicans. The Mexicans have targeted the town with artillery, but it's so weak that the odds are not good that it can make a difference. Indeed it does not, and causes only a couple of morale checks over the course of the scenario. The Mexican cavalry is weaker than the Americans, so they don't have a lot of options at this point. They charge the town hexes (the only way they can get to near-equal columns on the Assault Table). They manage to survive the first assault turns, and share three assault hexes with the Americans. After that both sides just hunker down, since neither can afford to risk assaulting at a lower column than the defender can muster. The Mexican cavalry tries to do the same thing with the remaining town hex, but since the Americans have dismounted before the Mexicans can get into position, they used Opportunity Fire to break up the charge and cause some step losses. With the Americans holding one town hex and inflicting some casualties, the Mexicans are forced to take some chances to try to catch up in victory points. Not all of the chances work out well, and they fall further behind. The scenario ends in an American Major Victory. This scenario is small enough and short enough to be a good introduction to Cavalry in Infantry Attacks, but it would be improved if the town was smaller or not an objective. As it is, most of the Cavalry gets tied up in the town and doesn't have the chance to do the type of charge-and-fire, hit-and-run tactics that should dominate cavalry battles. |
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