Remember the Alamo!* By George Knapp Version 6, 31 Jan 2000
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1 Remember the Alamo!* By George Knapp Version 6, 31 Jan 2000 *Please accept my apologies for the title. I do not mean to infringe upon any copyrighted material using the same name. These rules are for home use and not for resale purposes. Winning the Game. Each side receives points for certain decisions and achievements during the course of the game. The side with the most points after ten turns wins. Ties count as a Texan victory. 1. General. These rules are for a fast play of the Mexican attack on the Alamo, March 6, It s a beer and pretzels, Big Six game. Anybody who wants more may play Empire or WRG. Ground Scale: Man Scale: Inside The Alamo perimeter, one inch equals ten yards. Outside The Alamo perimeter, one inch equals twenty yards. One Mexican stand equals about 20 soldiers. One Texan casting equals about 2.5 Alamo defenders. 2. The Game takes about two hours to play and accommodates up to five players to a side. It consists of two phases: preliminary bombardment, and final assault. 3. Preliminary Bombardment. The Mexicans have three artillery batteries that may attack The Alamo for up to seven days prior to the big assault. Historically, they did five days. On each day of bombardment, each battery attempts to create a breach in The Alamo perimeter or disable Texan artillery. Valid targets are un-reinforced wall sections or any visible Texan artillery. After designating a target, the Mexican player rolls 2D6 for each battery each day. On a die roll of 11 or 12, the effect is either a permanent breach or a Texan gun permanently disabled. The Mexican player may continue this process for not more than seven days. Each day, he may designate new targets simulating re-deployment of his artillery during the night. Texan artillery may attempt counter-battery fire. Each cannon that can be brought to bear upon a Mexican battery (range is unimportant, line of sight is all that counts) rolls 2D6 per day. A die roll of 12 damages the Mexican battery, that is, removes it from play for the rest of the game. Counter-battery fire exposes Texan artillery to the possibility of Mexican fire. Otherwise, the Texan player may keep his artillery out of harm s way by placing it at ground level rather than up on the firing ramps. However, it takes one turn to move the guns up the ramps to firing positions once the assault begins. That means the Texan player who chooses to protect his guns loses a shot at the attacking columns on the first turn of the final assault phase. Players may re-deploy batteries and guns once per day. For the Mexican, this simply means redesignating targets. For the Texan, it means moving guns from yesterday s position to today s and/or placing guns on the firing ramps for potential counter-battery fire or to repel assault. 1
2 4. Final Assault. The Mexican player has 80 stands of infantry and a number of command stands available for the final assault. He may organize them into as many as seven or as few as three attack columns (not including the reserve). Minimum number of stands per attack column is six (five infantry plus one command stand). Attack columns are two stands wide with a command stand as one of the two leading stands. In addition, the Mexican player must designate a reserve column of not less that ten stands (nine infantry and one command). Historically, Santa Anna designated four assault columns (20, 19, 20, and 6 stands) and a reserve (19 stands). Select a starting position for each of the assault columns and the reserve. There are 15 designated starting positions around The Alamo perimeter. Select one side of The Alamo (north, east, south, or west) for the reserve column. This is also Santa Anna s position. The Texan player deploys all of his stands anywhere within The Alamo perimeter as follows: Crockett and his sharpshooters must stay together. That is, they may not be spread out as individuals all around the perimeter. Keep them all within a six inch span. Historically, they defended the barricade along the southeast perimeter near the chapel. Bowie begins and remains inside a room for the duration. He is immobile. Historically, he was in the easternmost room along the south wall. Travis, Bonham, and Dickinson may begin anywhere inside the Alamo perimeter. Travis was asleep and went to the north wall when the assault began. Dickinson was in the chapel. Artillery begins either up in firing positions ready to fire, or down inside the perimeter ready to be moved. Each cannon casting has one cannoneer casting. NOTE: During the final assault phase, do not remove Mexican stands that are killed. This simulates the Mexicans overwhelming numerical superiority. Do remove Texan stands that are killed. 5. Mexican Command Stands. Each assaulting column is led by a command stand that represents command and control during the column s move from its starting point to The Alamo perimeter. It moves and shoots just like any other infantry stand. If the command stand is killed during the assault, the column subtracts from its morale roll. Once the assaulting column reaches The Alamo perimeter and no longer takes morale rolls, the command stand is removed and replaced by an infantry stand. There is no special use for command stands once the assault column has reached The Alamo perimeter. Texans get one point for each Mexican command stand killed during the final assault phase. 6. Firing. Pay attention to the fact that small arms firing is not simultaneous. During the final assault phase, both the Texan and Mexican player may fire small arms and captured Texan artillery. The Mexican main batteries do not fire in the final assault phase. Firing is by line of sight. There are two target categories. Attack columns (Mexican only) exist outside The Alamo perimeter. Stands (Mexican and Texan) exist only inside the perimeter. 2
3 Crockett s Sharpshooters. Represent Davy Crockett and his band of sharpshooters. They have a greater probability to hit that the other Texans. Crockett adds two to his firing die roll and has a greater range. The rest of the sharpshooters add one to their firing die rolls. Firing Rules: Unless suppressed, all stands and cannons may fire once per turn. Cannon may fire at attack columns within 45 and line of sight at any range. Be liberal, but don t let either side fire artillery indiscriminately. No firing over friendly troops heads, etc. Inside The Alamo perimeter, allow cannons to fire at close targets only. Texans may fire small arms at targets that are within seven inches and line of sight either inside or outside The Alamo perimeter. Davy Crockett, and Davy Crockett ONLY has an extended range and may fire at targets within 13 inches and line of sight. Mexican attack columns may fire two ranks deep at any targets within five inches and line of sight. Example: Attack column two stands wide, six stands deep is within five inches of a wall section where several Texans are defending. The Mexican player gets four shots one for each of his front two rank stands. Mexican stands in contact with walls may fire at defenders above them. The assumption is that the defenders have to lean over to fire down, so the attackers get a chance to fire up. This is how Travis was killed according to one account. Attack column stands that have moved to the perimeter may fire through breaches. Maximum two stands per breach. Attack column stands at the barricade that connects the chapel and the south face may fire across the barricade. Attack column stands at the perimeter may fire up at Texans atop buildings or on firing steps and ramparts. Texans atop buildings or on firing steps and ramparts may fire small arms and artillery at attack columns that have reached the perimeter and are within range and line of sight. Texan artillery men may fire small arms or cannon, but not both in the same turn. 7. Movement. Mexican attack columns may move six inches per turn with all stands remaining touching. Once they reach The Alamo perimeter, Mexicans stands continue to move six inches per turn but no longer have to remain in contact with other stands. In other words, Mexican stands become independent once they reach the perimeter. Mexican columns that begin on the eastern side of the table may be slowed in crossing the ponds between their starting positions and The Alamo perimeter. Roll 1D6. On a roll of 5 or 6, the column becomes bogged and spends one extra turn crossing the pond. Note the presence of a road that crosses between the upper and lower ponds. An attack column may use that road to cross the ponds without making a die roll. Attack columns remain two stands wide until the turn they reach the perimeter. Then, as part of its movement each attacking column may extend its front by two stands per turn as part of the scaling process. Example: An attack column reaches the perimeter wall on turn three and expands its frontage from two stands side to four stands wide. 3
4 Texans may move up to seven inches per turn. Texans can move in any direction or combination of directions up to seven inches per turn. Texans can not move through walls or Mexican stands. Texans stands may not voluntarily move within one inch of Mexican stands. Texan stands that begin their turn in contact with Mexican stands must remain in place and fight hand to hand. Texans may not move outside The Alamo perimeter. Texans may not move their artillery during the final assault phase except to the top of the firing ramps to fire at Mexican assault columns. Mexicans may move captured Texan artillery a maximum of six inches per turn. It takes one Mexican stand to move and serve a captured artillery piece. The stand may not fire not participate in hand to hand fighting or door bashing while it serves the piece. 8. Breaching. Only Mexican artillery can create breaches as described in the bombardment section above. A breach is two Mexican stands wide allowing a maximum of two Mexican stand and/or four Texan stands to fire or fight hand to hand through. If undefended, any number of Mexican stands may move through as long as none violate movement limits or physical space restrictions. 9. Scaling. Each Mexican stand that is in frontal contact with The Alamo perimeter at the beginning of its movement segment may attempt to scale the perimeter wall in lieu of making normal movement. Exception. Only the one-story buildings and perimeter wall may be scaled. Roll one die per stand. The stand is successful on a die roll of 4, 5, or 6. If scaling point is undefended, then place the successful stand either atop the building or just inside the perimeter at the scaling point. If scaling point is defended, that is if there is at least one Texan stand within the width of the scaling Mexican stand, then allow the Texan to try to push off ladder. Roll one die. The Texan successfully pushes off the ladder on a die roll of 6. The Mexican may try again next turn. If the Texan fails to push off the ladder, then the Mexican and Texan stands fight hand to hand in the following segment. Once a scaling attempt has been successful, place a ladder at the scaling point to mark it for other stands to use in subsequent turns. No further die rolls necessary. Following stands may use the ladder freely two stands per ladder, per turn. 10. Hand to Hand. Hand to hand fighting is simultaneous and it s possible for both sides to kill each other. Both sides roll for each stand in contact. Mexican stands may fight as many as three Texan stands per turn and kill them on a roll of 3, 4, 5, 6. As many as two Texan stands may fight one Mexican stand and kill it on a roll of 6. Remove killed Texan stands, but not Mexican stands. Add killed Mexican stands to the VP count. Texan artillery men fight hand to hand just like the other Texan stands. 4
5 Texans may take refuge inside buildings and rooms. If so, Mexicans may get them by breaking down the door using brute force or captured Texan cannons. Texans may shoot from windows max two shots per window. Mexicans may shoot at Texans that fire from windows. 11. Morale. Only Mexican attack columns make morale checks and they do so every turn of the final assault phase, beginning with Turn 1, until they reach The Alamo perimeter (implies a minimum of three turns for those attack columns that begin moving on the first turn of final assault). Once columns reach the perimeter (have their lead stands in frontal contact with the walls), they no longer make morale checks. The key is crossing the distance from the assault column start point to The Alamo perimeter as quickly as possible. Once there, Mexican stands can begin scaling and hand to hand fighting and no longer need to make morale checks. Once Mexican assault columns reach The Alamo perimeter; they begin to act independently in their attempts to scale the wall, fight hand-to-hand, and fire. If forced to withdraw, assault columns do not leave the field, but remain at their starting point until they regain their morale if ever. 12. Heroes. Heroes add one to all die rolls. Crockett adds two to his rifle fire die roll and has a greater rifle range than any other defender. Ideally, each Texan player should control one hero and an associated group of Texan defenders including a wall section, guns, canoneers, etc. Travis is the overall commander. Crockett commands his sharpshooters. Bonham. Dickinson Bowie. Immobile on his death bed. He may fire once and then he fights hand to hand normally. Santa Ana is the lone Mexican hero. He begins the final assault phase with the Mexican reserve and may remain there during the entire final assault. He may choose to move and add his positive influence to the morale rolls of his assault columns. He may even attach himself to a column for a potentially greater benefit, but if he does that, he may be subject to being killed by Texan fire. If Santa Ana is killed, the Texan player get five victory points, and all Mexican assault columns subtract two from all subsequent morale die rolls if any. Santa Ana may move up to 24 inches per turn. If he attaches himself to an assault column, he moves at the same rate as the assault column until detaching himself from the column. The Texan player receives one victory point if Santa Ana moves from his initial position. 13. The Mexican Reserve. The Mexican player must designate a reserve assault column of not less than ten stands. The Mexican player secretly identifies one of the four sides of The Alamo playing surface as the reserve position. The reserve remains off the table until the beginning of the turn in which it is committed to the fight. At that point, the Mexican player places the reserve in one of the assault column starting boxes on the pre-selected side of the playing 5
6 surface. Then, it follows the process of moving toward The Alamo perimeter in the same way as the other assaulting columns. It may be subject to fire, takes morale checks, etc. The Texan player receives one victory point if the Mexican reserve moves from its initial position. 6
7 Game Tables Mexicans Roll 2D6 Per Battery Per Day Designate wall section or visible Texan cannon as target. Create breach or disable gun on roll of 11 or 12. One chance per battery per day. Table 1. Preliminary Bombardment Texans Roll 2D6 Per Gun Per Day Counter-battery only. Designate cannon firing and target battery. Damage Mexican battery on roll of 12. One chance per gun per day. Small Arms: Mexicans Fire By Stands, Line of Sight within 5 inches. 1D6 Kill on a 6, remove Texan stand. Suppress on a 5. Tip over Texan stand. May fire at targets in doorways and windows max two stands per opening. May fire through breach max two stands per opening. Artillery: Mexican batteries may not fire during final assault phase. Mexicans may fire captured Texan artillery at targets within 6 inches. 1D6 Kill on 5 or 6, remove Texan stand. Suppress on 3, or 4, tip over Texan stand. Smash door on 2, 3, 4, 5, or 6. Morale Modifiers: Each infantry stand lost this turn: -1 Command stand lost this turn: -3 Command stand lost previous turns: -2 Modified Die Roll 2D6 Table 2. Final Assault Firing Small Arms: Texans Fire By Stands, Line of Sight. Range 7 inches, 13 inches for Davy Crockett. 1D6 Kill on a 6. Texan leaders and sharpshooters kill on 5, 6. Davy Crockett kills on 4, 5, or 6. Do not remove stands. Roll again, kill Mexican command stand (or Santa Ana if attached) on 6. Dead command stands replaced with infantry. Tip over Mexican stand (counts in morale roll). May fire from inside buildings or rooms max two per opening. Artillery: Each cannon fires once per turn. Target must be either assault column outside The Alamo perimeter at any range or Mexican stand inside the perimeter within 6 inches. 1D6 Kill on 5 or 6. Tip over stand if assault column. Texans may not move artillery after Final Assault Turn 1. Do not remove killed Mexican stands. Keep track for VP total. Table 3. Mexican Assault Column Morale Morale Modifiers continued: Santa Anna within 4 inches of column: +2 Santa Anna attached to column: +4 Santa Ana killed: -2 this turn and all subsequent Result 1 or less If advancing, then halt. Do not fire. If halted, then withdraw a normal move. Face away from objective point. If withdrawing, then withdraw 2 normal moves. Face away. 2 If advancing, then halt. Fire normally. If halted, then withdraw a normal move. Face away. If withdrawing, then withdraw a normal move. Face away. 3 If advancing, then halt. Fire normally. If halted, then remain halted. Do not fire. If withdrawing, then withdraw a normal move. Face away. 4 If advancing, then halt. Fire normally. If halted, then remain halted. Fire normally. If withdrawing, then withdraw a normal move. Face away. 5 or more Advance. Fire normally. If halted, then advance. Fire normally. If withdrawing, then halt and face about. Do not fire. 7
8 Mexicans Assault columns start 18 inches from The Alamo perimeter. Move six inches per turn. Columns crossing ponds roll 1D6. 5 or 6 cost one extra turn to cross. Once inside The Alamo perimeter, Mexican stands move independently six inches per turn. May move into contact with Texan stands. May not move through walls or Texan stands. May move captured Texan artillery max 6 inches per turn. Table 4. Movement Texans Move 7 inches per turn. May not move outside The Alamo perimeter. Must use existing doors, openings, breaches, etc. May not move through walls or through Mexican stands. May not move into contact with Mexican stands. Must remain at least 1 inch away. If in contact with Mexican stand at start of move, must remain and fight hand to hand. Crockett and his sharpshooters must remain within six inches of each other at all times. May not move Texan artillery. Table 5. Scaling, Hand to Hand, and Door Bashing Scaling: Mexicans Roll 1D6 Per Stand in Contact With The Alamo Perimeter (One-Story Only) Successful on roll of 4, 5, 6. Put Mexican stand atop the building or just inside the wall section. Hand to Hand: Mexican Roll 1D6 for each Texan stand in contact. Max three Texan stands per Mexican stand. Kill Texan on 3, 4, 5, or 6. Remove immediately. Door Bashing: Break down door on roll of 4, 5, or 6. Scaling: Texans Roll 1D6 for each Texan stand within one inch of the scaling point. Push off Mexican ladder on roll of 6. If failed, then go hand to hand with Mexican stand. Hand to Hand: Texan roll 1D6 for each stand in contact with Mexican stand. Max two per Mexican stand. Kill Mexican stand on 6. Tip over to signify breaking contact. Do not removed killed Mexican stands. Table 7. Victory Points Mexicans Receive One Point For each breach created and/or Texan cannon disabled during the bombardment phase. For each day of preliminary bombardment less than five. Max three points. If they designate only four columns (historical) for the final assault (not including the reserve). One additional point if they designate only three columns for the final assault. Max two points. For each assault column that has stands enter The Alamo perimeter during the first five turns. Max one point per assault column. For each Texan hero killed. Max five points. For each turn less than ten if all Texans are dead. Mexicans Lose One Point For the first 25 Mexican stands killed in the Final Assualt For each 10 Mexicans stands lost after the first 25. Texans Receive One Point If the Mexicans disable no Texan cannon during the bombardment phase. For each Mexican battery disabled during the bombardment phase. For each day of preliminary bombardment more than five. Max two points. For each Mexican assault column more than four (not including reserve). Max three points. For each Mexican attack column that has no stands enter The Alamo perimeter within the first five turns not including the Mexican reserve. Max one point per assault column. For each Mexican command stand killed. Max one per assault column. If even one Texan defender is alive at the end of ten turns. Max one point. If Mexican reserve moves from its initial position. If Santa Anna moves from his initial position. Five points for killing Santa Ana. 8
9 Final Assault Turn Sequence: Follow this sequence for ten turns. Side with the most points wins. Ties go to Texans Step Action 1 Texans fire small arms and cannon. Suppressed stands may not fire. Tip over Mexican stands that are hit in assault columns. Record kills for victory points. 2 Tip back up all suppressed Texan stands. 3 Hand to hand fighting for all stands in contact. Remove killed Texans. Tip over killed Mexicans. Record for VPs. 4 All Mexican attack columns check morale. Mark appropriately, then tip stands back up. 5 Mexicans move. Move captured Texan artillery (may not move and fire in same turn). 6 Mexicans fire small arms and captured Texan artillery. Remove killed Texans immediately. Tip over any Texan stand that receives a result of suppressed. 7 Scaling, door bashing, and hand to hand battles initiated by Mexicans. 8 Texans move. Texan artillery may not move. Tip up all suppressed and killed Mexicans. Turn Record: Check off as needed. Preliminary Bombardment Days Final Assault Turns Victory Points: Record VPs as needed. Mexican Points Texan Points 9
10 Remember the Alamo Scorecard Mexicans Breaches created/cannons disabled: Each day of preliminary bombardment less than five: Texans Each hit on Mexican artillery during preliminary bombardment: Each Mexican assault column more than four: Number of assault columns: 4= 3= Each assault column that has stands enter The Alamo during first five turns: Each Texan hero killed: Each turn less than 10 that all Texans are dead: Mexican casualties (hits) Each assault column that has no stands enter The Alamo during first five turns: Even one Texan alive at the end of 10 turns: Each Mexican command stand killed: If the Mexican reserve moves from its initial position: If Santa Anna moves from his initial position: If you kill Santa Anna: 1st 30 Next 10 Next 10 Next 10 Next 10 Next 10 10
11 West (5-8) South The Alamo Perimeter Each start position is 18 inches (3 moves) away from The Alamo Perimeter. Chapel East Pond Pond North Mexican Deployment Rules Mexican may designate as few as three or a many as seven assault columns plus reserve. Each assault column must have a minimum of five infantry stands plus one command stand. Reserve is minimum 10 stands including command. Secretly positioned on one of the four sides. Remains in place until Mexican player decides to use it. Then place it in one of the assault column start positions on that side and move it
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