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Remember the Alamo Rules (Page 2)

frankxmcgovern, October 13, 2023October 13, 2023

Republished with the permission of Publisher and Owner of MWAN Mr. Don Perrin
This great rules set for the Alamo appeared in the 100th issue of MWAN

Remember the Alamo!*
By George Knapp

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.

Texan artillerymen fight hand to hand just like the others.

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 turn. Mexicans may shoot at Texans firing from windows.

11. Morale. Only Mexican attack columns make morale checks and they do so every turn, 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. If so, 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 tum. 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 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.

14. 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.

15. Designer’s Note: Feel free to change, add, delete, ignore, or rob from these rules. I meant them for fun. If you have any good ideas or suggestions about how to make this game better, mail me at P.O. Box 3358, Fort Leavenworth, KS 66027 or e-mail meatknappg@lvnworth.com.

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