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.