I didn't expect Gemini to know much about miniature rulesets, but I asked it to recommend rules for the Battle of Puebla 1862, and here is what it said:
For a refight of the Battle of Puebla (May 5, 1862), your choice of ruleset depends largely on the scale of game you want to play – whether you prefer a grand-tactical overview of the entire battlefield or a more focused, skirmish-level engagement around the forts of Guadalupe and Loreto.Because the battle featured a mix of disciplined, professional French forces attacking entrenched, determined Mexican defenders in complex terrain, you want a ruleset that handles both formation changes and the impact of fortifications well.
Recommended Rulesets
1. For a Grand-Tactical Approach (Entire Battle)
If you want to refight the whole engagement, including the maneuvering against the forts, look for "grand-tactical" rules where the basic unit of maneuver is a brigade or a large battalion.
[Volley & Bayonet hmwrs.com/HyphenRules.htm – These are highly regarded for refighting large 19th-century battles. They are abstracted, fast-playing, and scale-agnostic, meaning they work well regardless of your figure size (6mm, 15mm, or 28mm). They excel at capturing the "big picture" flow of a 19th-century engagement without getting bogged down in minute individual casualty tracking.
Bloody Big Battles – hmwrs.com/HyphenRules.htm – Similar to Volley & Bayonet, these are designed specifically for the mid-19th-century conflicts (the "hyphenated wars"). They are excellent for managing the friction and command issues prevalent in that era, providing a very satisfying "big battle" experience.
2. For a Tactical/Skirmish Approach (Focus on the Forts)
If you want to focus on the gritty struggle for the trenches and the assault on the forts, a skirmish-level game will provide more "character" and detail.
The Men Who Would Be Kings – link – While designed for colonial wars, this is an excellent, popular, and easy-to-learn system that handles asymmetrical forces—like French regulars versus Mexican irregulars/National Guard—very effectively. The rules emphasize leadership and unit activation, which helps simulate the chaotic nature of an assault on prepared positions.
Piquet – hmwrs.com/HyphenRules.htm – Field of Battle – hmwrs.com/HyphenRules.htm – These are card-driven systems. They are famous for their unpredictability and "fog of war" feel. Because they use a deck of cards for initiative and unit activation, you can never be quite sure if your forces will be able to complete their intended maneuvers, which perfectly captures the frustration of commanders in the field.
Key Considerations for Puebla
The Terrain: The battle of Puebla is defined by the two hills (Guadalupe and Loreto) and the Mexican use of defensive earthworks. Whatever ruleset you choose, ensure it has clear and simple rules for fieldworks, cover, and uphill combat penalties.
Force Asymmetry: The French were professional, well-equipped, and experienced, while the Mexican Republican army was a mix of regulars and patriotic volunteers. Choose a ruleset that differentiates these troops through morale ratings or firing effectiveness rather than just raw numbers.
Painting/Modeling: If you are still in the planning phase, look for 28mm ranges that offer figures in "early" period uniforms (shakos and long coats) rather than late-war Maximilian-era equipment, as that is more accurate to the 1862 uniform styles.
If you are looking for a quick, "one-off" game to get on the table fast, I would recommend starting with The Men Who Would Be Kings for a more tactical, infantry-focused game, or Volley & Bayonet if you have a large collection and want to refight the entire battlefield.