by Ceasar Bennet
On Saturday at Cold Wars I played in a game called “Kampfgruppe Alamo” using Rommel Rules. It was a fast and fun game with a minimum or chart reading. The local Red Neck Militia fielded two rifle squads and manned four 20mm AA guns and four 57mm recoilless rifles. They also had four National Guardsmen and tow Lee/Grants to defend the Alamo. The Germans attacked with four Tigers and two Pz IVF2s supported by three squads in half-tracks. Their Mexican allies supplied three Centurions and a Salad with infantry support. I commanded the Texans in the Alamo. Our 57mm rifles hammered away at the Tigers and Centurions. They stayed at long range and fired at our defenses. Once the Centurions made their appearance the fighting intensified. The superior German and Mexican armor gave us a lot of trouble. We did manage to knock out the Saladin armored car and a halftrack and inflicted heavy losses on the infantry. We were reinforced by four early war Shermans, one 76mm ATG, and some National Guardsmen. The game ended as the Germans and their Mexican allies overran the Alamo despite severe losses. The gallant defenders were slaughtered and their flag captured It was a good game and I would like to try the rules again. The scenario could have been better balanced. With the equipment the Germans and Mexicans had it should have been an easy victory. The Centurions were too powerful and more infantry on both sides would have made a more interesting fight. Another idea would be to give the Texans a set number of turns to hold the Alamo in order to earn a victory. Back to SJCW The Volunteer Spring 2000 Table of Contents Back to SJCW The Volunteer List of Issues Back to Master Magazine List © Copyright 1999 by SJCW This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |