Fighting for Mexico
2022
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Players
2-6
Weight
N/A
⚙️ Game Mechanics
How this game works - core systems and player actions
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📖 About This Game
Peter Pig games always cover a narrow period in order to capture that period. Thus the most important aspects of that war can be modelled and the less important ones piled into the general mechanisms. The Mexican revolution 1910 -1920
Game setting
Army versus army defence/attack games.
Typical army composition
Most PP games use about 100 figures a side. enough for PP to make some big sales and not too many to paint.
Typical per army= 4 Regiments each of 11 bases. 3 MMGs. Pair of field guns. General.
Unit motivation mechanism
3 motivations per unit commander.
He chooses 3 squares containing parts of his unit.
Rolls a D6 and that is the squares action allowance.
With officer= owner re-rolls
In proximity= as it falls
More than proximity = roll, but opponent can demand a re-roll.
Action/moving mechanism
Something simple that can be memorised. PP rules give a move distance worth having.
Bases in a square can move together. Action point cost depends on scenery type.
Shooting mechanism
Shooting takes into account amount , skill and modifiers but ends up with a bunch of D6. Saving roll gets both players engaged. 1D6 per base. Shooting can result in hammering target. Return shooting and opportunity shooting too.
Close assault mechanism
PP fight mechanism only consider about 7 modifiers. But these are the important ones for that period.
Another reason for keeping the period span small.
Then a pile of D6. 6 = kill. No saves. More decisive than shooting.
Morale mechanism
A pair of D6.
9 or more=all Ok.
Less than 9 the unit risks loses bases.
Raw units degenerate quicker.
—description from the publisher