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Remember the Alamo Rules (Page 3)

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

Table 1. Preliminary Bombardment
Mexicans Ro1l 2D6 Per Battery Per DayTexans Roll 2D6 Per Gun Per Day
Designate wall section or visible Texan cannon as target. Create breach or disable gun on roll of 11 or 12 Three chances per day.Counter-battery only.  Designate cannon firing and target battery.  Damage Mexican battery on a roll of 12
Table 2.  Final Assault Firing
Small Arms: Mexicans Fire By Stands, of Sight within 5 inches. 1D6Line Small Arms: Texans Fire By Stands, Line of Sight. Range 7 inches 13 inches for Davy Crockett 1 D6
Kill on a 6, remove Texan stand. Kill on a 6. 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.Texan leaders and sharpshooters kill on 5, 6. Davy . Crockett kills on 4, 5, or 6.
-Roll again, kill Mexican command stand (or Santa Ana if  attached) on 6. Tip over Mexican stand (counts in morale roll). May fire from inside buildings or rooms max two per opening.
Artillery: Mexican batteries may not fire during final assault phase. Mexicans may fire captured Texan artillery at targets within 6 inches. 1 D6  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, remove Texan stand Suppress on 3, or 4, tip over Texan stand. Smash door on 2, 3, 4, 5, or 6.Kill on 5 or 6. Tip over stand if assault column.
Remove stand if it’s inside the perimeter. Texans may not move artillery after Final Assault Turn I.
Table 3.  Mexican Assault Column Morale
Morale Modifiers:: Each infantry stand lost this turn: – 1Command stand lost this turn: -3Command stand lost previous turns:
 -2
Morale Modifiers continued: Santa Anna within 4 inches of column: +2Santa Anna attached to column: +4Santa Ana killed: -2 this turn and all subsequent
Modified Die Roll 2D6Result
1 or lessIf 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.
2If advancing  then halt.  Fire normally.If halted, then withdraw a normal move. Face away.If withdrawing, then withdraw a normal move.  Face away.
3If advancing then halt. Fire normally.If halted remain halted.  Do not fire.If withdrawing, withdraw a normal move.  Face away.
4If advancing then halt. Fire normally.If halted remain halted.  Fire normally.If withdrawing, withdraw a normal move.  Face away.
5 or moreAdvance.  Fire normally.If halted, then advance.  Fire normally.If withdrawing, then halt and face about. Do not fire.
Table 4. Movement
MexicansTexans
Assault columns start 18 inches from the Alamo perimeter . Move six inches per turn.Alamo Move 7 inches per turn. May not move outside The Alamo perimeter
Columns crossing ponds roll 1D6 .5 or 6 cost extra turn to cross. Must use existing doors, openings, breaches, etc. May not move through walls or through Mexican stands.
Once inside The Alamo perimeter, Mexican stands move independently six inches per tum. May move into contact with Mexican stands max two Texan stands per Mexican stand.
May move into contact with Texan stands. May not move Texan artillery.
May not move through walls or Texan stands.Crockett and his sharpshooters must remain within six inches of each other at all times.
May move captured Texan artillery max 6 inches per tum. 
Table 5.  Scaling, Hand to Hand and Door Bashing
Scaling: Mexicans Roll 1D6 Per Stand in Contact With The Alamo Perimeter (One-Story Only) Scaling: Texans Roll 1D6 for each Texan stand within one inch of the scaling point.  
Successful on roll of 4, 5, 6. Put Mexican stand atop Push off Mexican ladder atop  the building or just inside the wall section.  Push off Mexican ladder on roll of 6. If failed, then go hand to hand with Mexican stand.
Hand to Hand: Mexican Roll 1D6 for each Texan stand in conflict. Max. three Texan stands per Mexican stand.Texan Hand to Hand: Texan roll 1D6 for each stand in contact with Mexican stand. Max two per Mexican stand.
Kill Texan on 3, 4, 5, or 6. Remove immediately..Kill Mexican stand on 6. Remove immediately.  
Door Bashing: Break down door on roll of 4, 5, or 6 
Table 7.   Victory Points
Mexicans Receive One PointTexans Receive One Point
For each breach created and/or Texan cannon disabled during the bombardment phase.If the Mexicans disable no Texan cannon during the bombardment phase.
For each day of preliminary bombardment less than five. Max three points. For each Mexican battery disabled during the bombardment phase.  
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 day of preliminary bombardment more than five. Max two points.    
For each assault column that has stands enter The Alamo perimeter during the first five turns. Max one point per assault columnFor each Mexican assault column more than four (not including reserve). Max three points.  
For each Texan hero killed. Max five 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 turn less than ten if all Texans are deadFor each Mexican command stand killed. Max one per assault column.
 If even one Texan defender is alive at the end of 10 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.



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