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ALAMO

1 INCH OR 2.5CM EQUALS 12 YARDS OR 12 METRES ROUGHLY


25/28 MM FIGURES 1 ALAMO DEFENDER Figure equal to 10 ACTUAL
Figures 1 MEXICAN figure equal to 20 ACTUAL figures
1 DIAMETER BASES FOOT/ART figure
2 1DIAMETER BASES CAV/OXEN/ART HORSES/MULE
NO NEED FOR BASES FOR GUNS
Dice needed D2 D3 D4 D5 D6 D8 D10 D12
D2 use D6 odds are 1 evens are 2 so 5 would be 1
5 Mexican figures to 1 Company either line Cazadores (light) Grenadiers
5 Mexican figures to 1 Engineer Company (Zapadores) up to 2 companies
1 ladders per 1 Company
1 Officer per 8 Companies (1 Light 6 Line 1 Grenadiers)
4 Mexican figures to 1 Artillery Company plus 2 artillery horses
12 Mexican figures to 1 Cavalry Battalion (3 per squadron)
2 Alamo Defenders to 1 Artillery Gun (use figures firing dice D4 D6 )
2 Oxen/Horses/Mule to a Wagon
19 Alamo Defenders of which 6 will have Kentucky Rifles

THE ALAMO IS PLACED IN THE CENTRE OF THE 6 x 4 battleboard. Place
the Alamo defenders anywhere inside. The Mexicans start on any side of the
battleboard edge.
ALL FIGURES ARE ALLOWED 3 ACTIONS WHETHER FIRING, MOVING,
MELEE IN THERE TURN
THE 3 ACTIONS CAN BE DEDUCTED AND WHEN THE FIGURE HAS NO
ACTIONS LEFT THE FIGURE IS CLASSED AS DEAD (OUT OF ACTION)
IN THE 3 ACTIONS YOU CAN MELEE ,FIRE AND MOVE
i.e 1 Figure can fire then move and then melee.
MOVEMENT
Each figure is allowed 3 actions
You may do a block action say for a company until figures lose actions
Each movement action for a Defender or Mexican foot/art figure is 2
Each movement action for a cav figure on horse is 6
Each movement action for an oxen/mule/Unmounted/mounted art horse
pulling a Artillery Gun /Wagon/Cart or if laden with supplies is 4
There is no deduction for moving across soft cover/hard cover

ONE MOVEMENT ACTION INCLUDES
Unlimber limber Gun or art horse/ mule/ oxen ALL FIGURES
Dismount mount pull/push artillery pull/push boxes 1 action 2
Climb/jump /slide down/up/over (is 2per action)
Enter/leave building (is 1 action)
pick up ladders put down ladders put ladders against wall
EXAMPLE :- A Mexican soldier is in base contact with the wall, so 1 action
is put ladder upright against wall, next 1 action climbs wall, next 1 action
stands on the wall. A defender in his next go if within 3 actions can use 1
action to push Mexican soldier off the wall. The Mexican soldier in his turn
would have to throw 1xD8 to see if he receives a wound or not.

kneel/crouch/stand/going prone I.e from prone to stand is ONE ACTION
i.e A Defender behind a wall is crouching so he stands up (one action) then
fires (one action ) then goes from standing to crouching (one action).
Fire (inclusive of throwing knives) ONE ACTION
melee 1 round inclusive stabbing clubbing etc ONE ACTION
To Fire A Infantryman would walk (one action ) fire (one action) walk (one
action)
inf moving 2 =1 action art horse/oxen /mules moving 4 = 1 action
cav moving 6 = 1 action
SOFT COVER *Fence *box constructions *wooden doors *artillery gun
*wagons *limbers
HARD COVER (*terrain a wagon/limber/gun cannot cross)
*Wall *buildings *heavy wooden doors *fieldworks
FALLING Throw 1xD8 per 1 action (2 round up fractions) a score of 5
and above and the figure does not lose 1 action.

ANOTHER EXAMPLE;- A Mexican Foot Figure has 3 actions You decide
that he will move (1 action) fire (1 action) move (1 action)
ANOTHER EXAMPLE;- His next turn the Mexican Foot Figure has received 1
wound so he has only 2 actions left so he will move (1 action) and move
again (1 action)

FIRING (Attacker picks wounds on opponent) Each figure is allowed 3 actions
Line of Sight only Pick your target 360 degrees unless in base to base
contact then 22 degrees either side of weapon 45 degrees of artillery gun
barrel. Cannot move and fire.( you do not move the allotted inches when
firing) Dismount to Fire(usually) Throw appropriate 1 xD? Dice
1xD? Dice per figure.
Texan Settlers figure throws 1xD6 A hit occurs on a score of 6
Kentucky Rifles figure throws 1xD4 A hit occurs on a score of 4
Artillery Figure throws 1xD8 A hit occurs on a score of 8
Mexican Line figure throws 1xD10 A hit occurs on a score of 10
Mexican Militia figure throws 1xD12 A hit occurs on a score of 12
Grenadiers figure throws 1xD8 A hit occurs on a score of 8
Cavalry figure throws 1xD8 A hit occurs on a score of 8
Officers figure throws 1xD8 A hit occurs on a score of 8
Zapadores figure throws 1xD6 A hit occurs on a score of 6

All figures in front of an Artillery Gun must be at least 8 away for it to fire
Oxen/Artillery Horse/mule have also 3 actions each. You go through the
same procedure to kill them as you would a foot/cavalry figure.

BEHIND Soft/Hard Cover or Prone you can only fire if you can see figure
Prone You can only fire at a figure that is prone if you are less than 6 away

When a Artillery Horse/Oxen/mule is killed whilst pulling Artillery
gun/wagon/cart reduce movement action by 2
TO SAVE each figure/animal throws 1xD8 a score of 5 and above and the
figure does not lose 1 action.
If the defending figure is behind soft cover a score of 4 and above saves
If the defending figure is behind Hard cover a score of 3 and above saves

Ranges
Shotgun up to 4 ( Throw 2xD? per figure when firing)
Cheap made Brown Bess Mexican up to 8
Brown Bess Defenders up to 10
Carbine Mexican up to 10 for cavalry and Light Infantry
Rifle Defenders up to 12
3lb 4lb 6lb Artillery Gun (up to 6 throw 2xD? when firing ) up to 30
12lb Artillery Gun (up to 8 throw 2xD? when firing) up to 33
18lb 24lb Artillery Gun (up to 10 throw 2xD? when firing) up to 36
30lb Artillery Gun up to 12 throw 2xD? when firing) up to 39

Destruction of soft/hard cover by Artillery A hit occurs on a score of 8 for
Mexican Artillery. A score of 4 and 6 for Alamo defenders
Soft Cover has a value of 5 hits Hard Cover has a value of 10 hits
When the hit value of Soft/Hard cover is reached a 1 width path is created
for troops to pass through.
MELEE (1 Action) each figure is allowed 3 actions
Must be in base to base contact. There is only the attackers turn . The
defender if not killed can become the attacker or move away. You throw 1xD?
per figure per 1 action ( up to 3 actions can occur). If a figure has 3 attacking
figures or is blocked by a building or river i.e hard cover he cannot move
away. He must have a clear path to move into.
Texan Settlers figure in melee throws 1x3 A hit occurs on a score of 3
Kentucky Rifles figure throws 1xD2 A hit occurs on a score of 2
Artillery Figure throws 1xD4 A hit occurs on a score of 4
Mexican Line figure throws 1xD5 A hit occurs on a score of 5
Mexican Militia figure throws 1xD6 A hit occurs on a score of 6
Mexican Grenadiers figure throws 1xD4 A hit occurs on a score of 4
Officer figure throws 1xD4 A hit occurs on a score of 4
Cavalry figure throws 1xD4 A hit occurs on a score of 4
Each Cavalry figure fighting Infantry throws 2xD4
To save each figure/animal throws 1xD8 a score of 5 and above and the
figure does not lose 1 action.
If the defending figure is behind soft cover a score of 4 and above saves
If the defending figure is behind Hard cover a score of 3 and above saves

NO MORALE FOR ALAMO DEFENDERS FIGHT TO THE LAST MAN
MEXICAN MORALE
Morale is taken at the beginning of a move.
You can only take 1 Morale Test per move.
When morale is taken : losing 1 figure
Each figure in a Company gets 1xD3 dice for morale
Example 1 Mexican Line company has 5 figures so 5xD3 dice. When 1 figure
is killed throw 4 x D3 as pluses and throw 1x D3 as minus if the scores
are even or minus the unit retreats off the battlefield
Example : 1 Mexican Company loses 2 figures to firing so next move the
Mexican Company at the beginning of its move throws 3xD3 as pluses and
2xD3 as minus The Pluses score 3 1 2 giving a total of 6 The Minus
score is 2 1 giving a total of 3 so the Mexican Company carries on as normal.
A Officer can add his 1xD3 to the Company if in base to base contact but if
the Company fails its Morale the Company retreats off the battlefield, all units
double their movement in retreat.

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