by Matt Fritz
Preliminary 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 days of bombardment. Each day 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 for 5 days. Preparing for the Assault: All the Alamo defenders should be deployed on the walls. One figure is needed to crew each cannon. After the Texans have been placed the Mexicans should plan the attack. Their force of 58 stands should be divided into 6 assault columns. There must be one command stand per column, and each column must include at least six stands. Five of the assault columns should be placed 18 inches from the walls of the Alamo, facing any part of the Alamo that the Mexican commander chooses. The sixth column will be the reserve. It should be kept off table, but the Mexican commander must secretly record where it will enter the table. Santa Anna starts with the reserve column. Sequence of Play: Texans Move or Fire: a. 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 the roll a 6 on 1D6. Each hit eliminates one Mexican stand. b. The range for small arms fire is 7". Texans
eliminate one Mexican stand if they roll a 6 on 1D6. c. Texan figures that don't fire may move 6". Texans
may attack Mexican stands by moving into contact with them. Up
to two Texans can attack a single Mexican stand. d. If a Mexican column has not reached the wall and it loses one or more stands then you must check to see if the command stand was a casualty. Roll 1D6 for each stand lost this turn. If you roll a 6 then the command stand is removed instead of one of the regular stands. There is no need to check for this after the column reaches the wall because the command stand functions as a normal stand after reaching the wall. 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 stand around to face the rear marks a halted column. A retreating column has all of its stands 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 stand to the left and right of the lead stand each turn. Stands that start a turn next to a wall may attempt to scale the wall, or cross a breach. Once a stand has made it onto the walls or crossed a breach it may move 6" per turn. Scaling the Walls: A stand 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 stand is placed on the wall and will fight a melee with the stands 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 stand climbs successfully on a roll of 2-6. Crossing a Breach: If the breach is defended the Mexicans may automatically send one stand per turn through it to melee with the defenders. If the breach is undefended then two stands may move 6" through the breach each turn. The palisade on the South wall is treated as a breach. The battle continues until all the Texans are dead. Special Figures: The Texans have several special figures
with exceptional abilities - Santa Anna is a special figure for the Mexicans. He must stay off board with the reserve column until it is sent into battle. Afterwards 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. Acknowledgements: These rules are very simple. If you are after a more detailed fight then you should seek out a copy of George Knapp's original article in MWAN. I'm grateful to the gang from South Jersey Confederation of Wargamers for their help in play testing these rules: Tony McBride, Rob McBride, John Burke, Phil Willows, and Ceasar Bennett, Tom Gallagher, and Dustin Weiss. These rules were developed for the students in my History Club at Crest Memorial School in Wildwood Crest, NJ - a great group of kids. Resources"Remember the Alamo!" by George Knapp, MWAN #100 July-August 1999"Going it Alone - The Solo Wargamer's Corner" by Rich Barbuto, MWAN #90 & 91 Nov. - Dec. 1997, Jan. - Feb. 1998 "Alamo Fast Play Rules" by John McBride, www.magweb.com "Santa Anna Rules" by Buck Surdu, MWAN #94 July-Aug. 1998 Back to SJCW The Volunteer Spring 2001 Table of Contents Back to SJCW The Volunteer List of Issues Back to Master Magazine List © Copyright 2001 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 |