"Come an Take It"

Rules for Refighting the Alamo

by Steve Tinsley

Last summer, a friend of mine and I attended the San Antonio annual ancient tournament hosted by Alan Hamilton. Although the tournament was great fun, the highlight for me came on Sunday afternoon. Those not involved in the finals of the ancient tournament were invited to play an Alamo Came. Alan set the game up and allocated the commands and he also was the C.M. To be brief, the game was a real blast. This was one of the most entertaining games I'd ever played. It kept 8 people well entertained for an afternoon and left me with a strong desire to have my own Alamo game.

Alan sent me several versions of Alamo rules, and using these and some ideas of Alan's and a few of my own, a simple set of rules was devised. These rules are in no way original but are a blend of all. This was the easy part. The more complicated part was to build an Alamo and paint up the necessary figures.

Although there are excellent 25mm figures etc. available for the Alamo, I chose 15mm because of space and cost considerations. In fact, several years ago at ORIGINS I saw (but was not able to play) an impressive 25mm Alamo Game. For the Mexican Army, French Napoleonics make a nice substitute. MiniFig ACW, Battle Honour Spanish Guerrillas and various frontier figures also worked well for the Texans. The Texans need to be based individually and 3/4" inch board game counters work very well. The Hero figures are individually named on the bottom.

For easy recognition, I painted a colored stripe on the base counter of Heroes (red) and sharpshooters (green). In building an Alamo model, the easiest method would be either styrofoam, which was what Alan used, or Balsa, which is what I chose. Whichever way one goes, plan your model out on paper to avoid waste and to insure that it will fit together. There are many existing maps (none of which totally agree), with the one in the Osprey book being excellent and readily available.

The game can easily accommodate 8 players, 4 to a side, with each player being assigned one side of the fort (Texan) and one of the Mexican forces opposite each of the four sides. One of the Texans must be chose to be Travis, who is in command. Travis then deploys the Texan forces which consist of the following:

TEXANS:
5 Heroes (Travis, Bowie, Crockett, Bonham, Dickinson)
1 Heavy Gun
10 Sharpshooters (Davey's boys)
4 Medium Guns
65 Other Texans
7 Light Guns

The guns must be deployed as shown on the map. Crockett and his sharpshooters must begin in the Palisade area of the south wall, and Travis must begin on the north wall. Otherwise, Travis may deploy the other Texans as desired as long as each Texas player has at least one Hero.

Once initial deployment has been made, the Texans are free to move anywhere within the fort (Texans may never leave the fort) and the guns may also be prolongued per the movement rules. The Mexican army will consist of 3 waves. Each wave contains 4 assault groups (one for each wall) which must begin the assault move facing its assigned wall section. Each assault group contains 3 units (columns) of 28 figures each. Mexican columns can deploy within 30 inches of the nearest section of the fort.

Once movement begins in an assault wave, the columns are free to move as desired. An assault wave ends when all Mexican units of the current wave are eliminated or have run away. At the conclusion of an assault wave, the Texans may redeploy all figures as desired. Cannons may not be deployed but remain as is. The next assault wave begins just like the first with 4 groups of 3 units (columns) each at 30 inch distance. In addition, the Mexicans receive a unit of Elite Zapadores. There is only one such unit, and it can be used in anyone wave as desired by the Mexicans. After the 3rd wave, if any Texans have survived, the game is a Texan victory. The Mexicans win by eliminating the Texans. The burden of attack is with the Mexicans.

Mexican artillery crews prepare their guns.

Sequence of Play

The sequence of play is as follows:
1 . Texan initial movement
2. Mexican movement
3. Texan reaction
4. Fire (simultaneous)
5. Melee
6. Morale
7. Mexican Exploitation movement

TEXAN INITIAL MOVEMENT

In a turn, the Texans will have a total of 4 movement dice. Movement dice are rolled and the total number rolled is the movement allowance in inches for all Texans. The 4 movement dice can be used in the initial Texan movement phase or later in the Texan reaction phase. It is Travis' decision as to how many dice are to be used in each phase as long as no more than 4 are used in one turn. For instance, Travis may decide to roll 2 dice in the initial phase and hold 2 back for Texan reaction, after seeing how the Mexicans have moved. If Travis rolled a total of 6 inches with those 2 dice, then all Texan figures have an initial move available of 6 inches.

MEXICAN MOVEMENT

Each Mexican unit (column) rolls 3 dice to determine its movement allowance in inches. It is usually wise for the Mexicans to close with the walls as quickly as possible. Mexican units must remain in a column type formation until they penetrate the perimeter of the fort at which point, they individiaul stands may disperse as desired.

TEXAN REACTION

If any dice were held back by Travis, he now rolls them and the Texans can move again.

MOVEMENT RULES

A. Once a Mexican unit reaches the walls it may place a ladder. Each unit has one intrinsic ladder. Only one figure may ascend a ladder at a time. If any Texan figure opposes (any within 4 inches that are not already in melee or opposing another unit may be assumed to oppose if the Texan desires), a roll of 6 pushes the ladder down, and the Mexican unit will have to wait till next turn to replace the ladder.

B. Going up a ladder requires 6 inches of movement. Once a column has placed a ladder and had a man go up, and if a Texan(s) opposes, a melee will result.

C. All buildings within the compound have intrinsic ladders and staircases on the plaza side. It costs 6 inches to go up and 2 inches to move down. Ramps cost 2 inches extra each way.

D. Artillery may prolongue at a rate of 3 inches for each actual inch moved.

E. Texans, if not in melee, may declare any gun to be spiked if in touch with the gun at any point in movement.

F. Mexican units outside agate at the end of movement may break in the gate on a roll of 6 inches. If successful they may enter next turn. Opening a gate from the inside is automatic. Once opened, a gate is assumed open for the rest of the game. The chapel door is always open.

G. Crossing the palisade, low walls, or breach, costs 2 inches movement.

FIRE

Each Mexican unit rolls one die for fire as long as at least 10 figures remain. Zapadores roll one die for each 10 figures remaining (round down). A roll of a 6 causes a Texas casualty. Mexican fire is specified at a section of the wall, and generally the Texan player may choose his casualties except that Heroes can never be killed by fire and that sharpshooters must have a chance of being hit if exposed in the proper section of wall (i.e., if about 1/2 of the exposed figures are sharpshooters they should take 1/2 the casualties).

Texan fire is either artillery or small arms. For small arms fire, generally, each Texan who is not manning a gun, fire by rolling a die. A hit results on a 4-6. Add +1 if a sharpshooter or Hero. Crockett adds +2 because he is both.

TEXAN ARTILLERY FIRE

Size of GunRequired CrewDice
Light21
Medium32
Heavy4 3

For the first assault wave, roll the number of dice as shown above and that many casualties are scored on the target. In each succeeding wave, reduce the dice number by one (minimum of one) so that on the second wave, medium and light guns roll one die, and heavy, roll 2, and on the third wave all guns roll one die. Artillery on ramps may always fire at an attacker moving up the ramp.

    A. All fire is simultaneous.

    B. All Texan fire must be designated prior to rolling.

    C. Range is unlimited for all weapons.

    D. Line of sight is required (a referee is a good idea until general agreement is reached).

    E. Artillery may not fire at ground level targets within 12 inches if located at wall level. The palisade and the small lunette (east wall and plaza) are at ground level and not subject to such dead zones.

    F. Artillery may pivot in place and fire. They may not fire if prolongued.

    G. Figures may move and fire including moving crew to a gun.

    H. Mexicans in possession of a gun can use the gun if they roll a 6.

    I. Men who meleed last turn may move (and not fire) or remain in melee (and not fire). Figures who remain in melee cannot be shot at. Those moving to melee this turn can be shot at.

    J. Casualties to Mexican units are taken off the front of the unit, until the unit reaches the walls or is inside the perimeter at which point they can be taken from the rear ranks if available.

MELEE

Mexican figures in contact with Texans must melee. Only one Mexican can melee from a ladder. Up to 4 Mexicans can melee in the breach or main gate per turn. Up to 2 Mexicans can melee in the small gate or chapel doorway. Across the palisade or low walls, the entire front rank of a Mexican column can melee. Within the perimeter, the Mexicans can disperse and however many are in contact with Texans at the end of the fire phase may melee.

Note that since the Texans can move last, often the only way to force the Texans to melee inside the perimeter is to surround them or corner them in the Mexican movement phase so that they have no where to go. Any number of Texans may be involved in any melee. Any Texan within 4 inches of a Mexican and not already engaged can be assumed to be in melee. Once all figures are matched up, melees are resolved. Each figure can melee once per turn. Where one side outnumbers the other, excess figures are allocated as desired by the owner.

For each melee, each side rolls a die, high die eliminates one enemy figure, reroll all ties.

Modifier: Texans: +1; Heroes: +1; Outnumber Enemy: +1.

EXAMPLES

A. 4 Mexicans are in melee in the breach. Any number of Texans may oppose. If 7 Texans oppose, there will be 4 melees with the Texans receiving an overall +2 (+1 for being Texan and +1 for numbers) in 3 melees and a +1 in the other (for being Texan).

B. A Mexican on a ladder is opposed by a Texan Hero and one other Texan. The Texans receive a +3 (Texan, Hero, numbers).

C. 6 Mexicans corner 2 Texans in the plaza. There will be 2 melees with each receiving a +1 (Texan for being Texans and Mexicans for numbers).

Melee is the only way that heroes maybe felled and then only if in melee by thernselves, or with others and using the + 1 hero bonus.

MORALE

Texans and Zapadores never test for morale. Other Mexican units must roll for morale when reduced to 10 or fewer figures. Roll one die. A 1-3 causes the unit to run away (same as eliminated).

MEXICAN EXPLOITATION

Mexican units that are ascending ladders from the outside that are unopposed by Texans and have no other unengaged Texans within 4 inches may make an exploitation move. Roll one die and that is the number of Mexicans who may be placed on top of the wall adjacent to the ladder. They will be inside the perimeter and can disperse and move at will within the perimeter next turn. Additional figures may exploit from the same ladder next turn if unopposed.

Player Notes:

Although the rules heavily favor the Texans (the heroes may seem almost God-like and the regular Texans like demi-gods), the vast majority of games should result in a Mexican victory. But in this case, getting there is 90% of the fun. The Texans get the "pleasure" of massacring the first wave and then selling themselves deafly to the Mexicans while the Mexicans generally get the "thrill" of carrying the fort and putting the garrison to the sword.

The rules are brief (and that is good) and somewhat loose. Common sense, friendliness, and if necessary a referee can get you over the wrinkles. Lots of advice could be given to each side, but it is more fun to learn by "doing"... Remember the Alamo.

Map


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