by Matt Fritz
The RulesPreliminary Bombardment The Mexicans have three batteries for the bombardment. These don't have to be represented by models on the board. The Texans have twelve cannons for counter battery fire. These must be placed on the walls, and may not be moved from their starting locations. There will be 5 rounds (days) of bombardment. Each round the Mexicans decide which wall their cannons will be facing. They may relocate their guns every day. Roll 1D6 for each battery. A hit is scored if the battery rolls a 6. Each hit either creates a breach or destroys a Texan cannon, the Mexicans get to choose which. Remove any cannons that are destroyed. If a breach is created you can mark this by putting a small pile of gravel at the correct location. Each breach is the width of one Mexican stand of infantry. After the Mexican batteries fire the Texans can reply with any cannons that are facing the Mexican batteries. Roll 1D6 for each Texan gun. If a 6 is rolled then one Mexican battery is eliminated. Continue the duel with the surviving guns until five rounds have been completed. Sequence of Play
Texans Fire
Texans Fire The range for small arms fire is 7". Each Texan figure may shoot if there are enemy bases in range, and the figure is not operating a cannon Texans eliminate one Mexican base if they roll a 6 on 1D6. It takes one Texan figure to fire a cannon. Cannons have unlimited range. Cannons on the corner of a wall have an arc of fire of 270 degrees; a cannon off the corner has an arc of fire of 180 degrees. Cannons may not be moved, and may not fire into the Alamo. Cannons hit if they roll a 6 on 1D6. Each hit eliminates one Mexican base. If a Mexican column has not reached the wall and it loses one or more bases to Texan fire then you must check to see if the command base was a casualty. Roll 1D6 for each base lost this turn. If you roll a 6 then the command base is removed instead of one of the regular bases. There is no need to check for this after the column reaches the wall because the command base functions as a normal stand after reaching the wall. Texans Move Each figure may move up to 6". Cannons may not be moved. Mexican Morale Mexican columns that have not reached the wall must check morale every turn. Once the column reaches the wall it no longer checks morale. There are three morale states: Advancing (move 6" forward), Halted (stand in place), and Retreating (move 6" away from the wall). Turning the lead base around to face the rear marks a halted column. A retreating column has all of its base turned to the rear. Each turn roll 2D6 for each column. If the modified roll is 5 or more, it improves one morale level. If it's modified roll is 4 or less it goes down one level. Modifiers:
Mexican Move Columns that have not reached the wall move according to their morale level. Once a column reaches a wall it may move one base to the left and right of the lead base each turn. Bases that start a turn next to a wall may attempt to scale the wall, or cross a breach. Once a base has made it onto the walls or crossed a breach it may move 6" per turn on its own. Scaling the Walls A base that has enemy figures on the wall in front of it may climb the walls by rolling a 4-6 on 1D6. If successful the base is placed on the wall and will fight a melee with the enemy bases in its path. If it fails it must stand in place until next turn. If no enemy figures are on the wall then the Mexican base climbs successfully on a roll of 2-6. Crossing a Breach or palisade If the breach is defended the Mexicans may automatically send one base per turn through it to melee with the defenders. If the breach is undefended then two bases may move 6" through the breach each turn. The palisade on the South wall is treated as a breach. Special Figures The Texans have several special figures with exceptional abilities -
Davy Crockett: Crockett hits with his rifle on a roll of 3-6. He kills a stand in melee on a roll of 5-6.
Santa Anna & Mexican Reserves Santa Anna is a special figure for the Mexicans. He may move 24". He may not enter the Alamo, and is immune to Texan fire. He may help rally one Mexican column each turn by moving next to it. He adds +2 to its morale check. Santa Anna can order the Mexican reserve column to attack during any Mexican movement turn, but it must attack from the direction determined before the battle. The reserve column starts 18" from the Alamo with a morale of "Advancing," and may move 6" forward on the turn it is deployed. Make 'em Eat Snakes Storming of the Alamo
Fast Play Rules for Students Paper Soldiers and Alamo (very slow: 310K) Back to Table of Contents -- Junior General Report # 4 Back to Junior General Report List of Issues Back to MagWeb.com Magazine List © Copyright 2004 by Matt Fritz. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles covering military history and related topics are available at http://www.magweb.com |