Académique Documents
Professionnel Documents
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In late 1864, due to the continual raids on the wagon trains traveling along the Sante
Fe trail, Kit Carson and an expeditionary force were sent out by General Carleton to
raid the Comanche and Kiowa winter camps.
Carsons force discovered the Indians camped along the Canadian river near the
abandoned ruins of the adobe fort and attacked. The initial camp they encountered
was small but a much larger camp was nearby and Carson soon found himself in a
veritable wasp nest of Indians braves. Carson dismounted his Cavalry troops, and
through the skillful use of grass fires and two howitzers, repelled the fierce assaults of
the Indians. By the end of the day, running low of ammo, Carson managed to
withdraw his forces back to the safety of his infantry reserves and the supply wagons.
Game Credits
Game Design: Michael Taylor
Game Development: Dave Moseley, John Heim, Randy Lein
Playtesting: Dave Moseley, John Heim, Brian Mosley, Douglas Koupash, Steven Moseley, Joseph Pilkus
Graphics: Brandon Pennington, Randy Lein
1. TABLE OF CONTENTS
Section 1.
Section 2.
Section 3.
Section 4.
Section 5.
Section 6.
Section 7.
Section 8.
Table of Contents
Game Components
Glossary of Terms
Sequence of Play
Zones of Control
Stacking
Movement
Unit Mode
Section 9.
Section 10.
Section 11
Section 12.
Section 13.
Section 14.
Section 15.
Section 16.
Fire Combat
Melee Combat
Artillery
Unit Strength
Leaders and the Column HQ
Morale Checks and Rally
Ammunition Supply
Pack Train
2. GAME COMPONENTS
A. THE GAME
The Battle of Adobe Walls game consists of:
1 - 22x 34 Map
352 - Counters
1 24 page Rules Book
7 Player Aid Cards
2 Six-sided Dice
B. THE MAP
The game map portrays the area in which the battle
was fought. A hexagonal grid pattern is printed on
the game map to regulate the movement, location
and combat of the playing pieces. Each hex is
approximately mile across.
Section 17.
Section 18.
Section 19.
Section 20.
Section 21.
Section 22.
Section 21.
Section 22.
Special Rules
Camps
Pony Herd
Game Set Up
Victory Conditions
Design Notes
Victory Conditions
Design Notes
3. GLOSSARY OF TERMS
A. UNIT MODE: There are 3 possible Modes that a
combat unit may be in:
Mounted: Mounted units are riding on their
horses, mules or ponies. Mounted units are
able to move more rapidly, but fire combat is
somewhat reduced and there is an increased
chance of sustaining casualties.
Dismounted: Dismounted units are off their
mounts and are on foot. They are able to use
ranged weapons more effectively, but their
movement rate is slower than a mounted units
movement rate. Units that dismount must
deploy Horse/Pony Holders to maintain control
of their mounts.
Prone: Prone units are lying flat on the
ground. Only dismounted units may be prone.
Being prone reduces the chances of suffering
fire combat casualties, but it also reduces a
units fire combat strength. Units behind
breastworks are always prone.
B.
UNIT CONDITION: There are 4 possible
Conditions that a unit may be in:
Good Order: A units normal condition. The
unit is not in one of the three conditions listed
below.
Disrupted: The unit is slightly scattered and
somewhat confused due to enemy action. It
can recover (regain control) from disruption by
expending movement points during the
Movement Phase. Disruption affects fire and
Melee Combat, and morale checks.
Pinned: The unit is suppressed and unable to
move due to enemy fire, using any available
cover and concealment to avoid the enemy
fire. Units may recover from the effects of
being pinned during the Rally Phase. Being
pinned affects Fire and Melee Combat, rally
and retreat attempts, and morale checks.
Routed: The unit has lost all cohesion due to
enemy fire or close combat. It is unable to
function normally. Units may recover from the
effects of being routed during the Rally Phase.
Routed units may not engage in Fire Combat
and are affected during Melee Combat, morale
checks, rally/retreat attempts, and Zone of
Control.
7. MOVEMENT
Each unit and leader has a Movement Allowance
printed on the counter. This is the maximum
number of movement points that each unit or leader
is allowed to spend to conduct movement or other
activities (such as changing Unit Modes or
removing a Disruption marker) in a single
Movement Phase. Each Player moves his units
during the Movement Phase of his Player-Turn.
C. RESTRICTIONS ON MOVEMENT.
following restrictions apply to Movement:
The
8. UNIT MODE
All combat units may be in one of the following Unit
Modes: Mounted, Dismounted or Prone. The Pack
Train and Horse/Pony Holders are always
considered dismounted. Leaders are always
considered mounted or dismounted, whichever is
the most advantageous to the owning player.
A. MOUNTED. Mounted units use the
Mounted movement rate on the
Terrain Effects Chart for the movement
point costs of each hex or hexside.
Mounted units move faster but are easier to hit in
Fire Combat and do not shoot as well as
Dismounted units.
Only Mounted US Cavalry units may Charge (see
Rule 17A Special Rules). A Mounted US unit that
receives a pin result must dismount. Both the unit
and its horse holder are not pinned in the hex, but
they are forced to dismount in the hex.
A mounted Indian unit that receives a pin result
must retreat 2 hexes instead of being pinned (the
unit is Disrupted, however; see 9D1.d).
B. DISMOUNTED. Dismounted units
use the Dismounted movement rate
on the Terrain Effects Chart for the
movement point costs of each hex or
hexside. Horse/Pony Holders are considered
Dismounted.
9. FIRE COMBAT
Each combat unit has a Combat Strength factor.
This factor represents the units strength in
personnel and ranged weapons such as bow and
arrows, carbines, and rifles. US Cavalry units are
armed with carbines and pistols. US Infantry units
are armed with rifles. Indian units are armed with
mixed weapons, including bows/arrows, hatchets,
spears, clubs, and a wide variety of small arms.
The Howitzers are handled somewhat differently.
Rules specific to Artillery Fire Combat are
discussed in Rule 11 Artillery.
1-5
-1
6 - 10
11 - 15
16 - 25
0
+1
+2
Result
Definition
No Effect
MC
MC-1
1 Casualty Point
2 Casualty Points
Terrain
Uphill
Light Woods
Creek
Marsh
-2 if defender occupies
Adobe Fort
Ford
River
10
11
11. ARTILLERY
Each artillery counter represents an
individual 12 lb. mountain howitzer. A
crew counter is provided for each
howitzer section and must remain
stacked with the howitzer in order for
the howitzer to move and fire.
A. Stacking. A howitzer (in either movement mode)
and a full strength crew counter count as 4 stacking
points. If a crew counter is flipped to its reduced
side the stacking value is 2. Abandoned howitzers
(those without a crew counter in the same hex),
count as 0 stacking points.
12
13
Explanation
The howitzer is moved into the desired
adjacent hex.
The howitzer is moved into the desired
adjacent hex. Check for wreck.
The howitzer remains in the hex.
Explanation
Yes
Yes*
No
Explanation
Yes
No
No*
No
Explanation
Yes
C. Combat.
1. Field of Fire (FOF). Each howitzer has a field of
fire. When the howitzer is unlimbered the top of
the counter must face one hexside. Reference
the Field of Fire diagram on the Howitzer chart.
During the movement and combat phase a
howitzer may pivot and fire outside its Normal
field of fire, changing its primary line of fire
(center arrow) without MP cost to any other
hexside, but it does so at a penalty when
resolving combat.
Result
Explanation
No Effect
14
15
16
17
Moderate Wound.
Flip moderately
wounded Leaders to their wounded (reverse)
side. There is no additional effect other than
the reduced ratings on the counter.
Light Wound. No effect.
2. Howitzer Fire Combat. Whenever a casualty
point loss is given and there is a Leader
attached to the unit that takes the loss,
immediately roll 2d6 on the Leader Loss Check
Chart. Check for severity if wounded.
3. Melee Combat. Whenever a side suffers a
casualty point loss in Melee Combat and there is
a Leader attached to a participant, immediately
check for Leader Loss (as above).
4. Multiple Leaders. If there are two or more
Leaders present when a Leader Loss Check is
called for, randomly choose one of the Leaders
that will be subject to the check (owning player
may roll a die, draw out of a cup; players choice
of method that both agree upon).
5. Automatic Elimination. Any friendly Leader
that is not stacked in a hex with a combat unit is
automatically killed (eliminated) if an enemy
combat unit is moved into that hex or initiates
Melee. A leader is also killed if the unit he was
attached to is completely eliminated in melee.
6. Replacement Leaders. The US player has
two Replacement leaders (captains). These
are used to replace
killed,
mortally,
or
severely wounded Leaders. The replacement
Leader is immediately placed in the hex when
the other Leader receives his wound. The
replacement Leaders may only replace LTC
Abreau or MAJ McCleave.
Colonel Carson is replaced only within the rank
and command structure. If killed his counter is
permanently removed from the game. This will
have an effect if playing a multi-player game.
The player playing the role of Carson will have
to assume the role of another available leader
while the next highest leader on the map
assumes the role of the US commander.
LTC Abreau
Maj. McCleave
Explanation
Unit is disrupted.
Rout
18
C. AMMUNITION RE-SUPPLY. US
units with Low Ammo may replenish its
ammunition supply from the Pack Train.
Indian units may replenish from any
camp, of the same tribe, that has not been burned
or looted.
Result
Explanation
Yes
No
20
21
22
23
Explanation
Yes
No
24
b. Kiowa/Comanche Camp:
Within the following boundaries set up the following
Kiowa and Comanche camps (one camp per hex):
Hex Boundary 3909-3913-4416-4515-4512-3909
2x Kiowa Camps*
16x Comanche Camps
* Kiowa camps must set up adjacent to each other
and cannot be adjacent to a Comanche camp.
Place the following units on the map, one unit per
camp, then place the leaders in any camp hex.
2x Leaders - Satanta, Ten Bears
2x Kiowa Warriors
Sitting Bear, Big Tree
16x Comanche Warriors
He Bear, Bull Elk, Wild Horse, Iron Shirt
Iron Mountain, Crazy Dog, Big Bow
White Man, Over the Buttes, Black Eagle
Broken Arm, Wolf Calf, Eagle Feather
White Wolf, Green Horn, Leather Cape
Place 16 pony herds within three hexes of hex
4206 and not adjacent to a camp hex. Up to 2
herds may be stacked per hex.
2. US Player: The US player sets up his forces
second. Units may be mounted and/or
dismounted*:
Place the following units on the map in any hex or
hexes along the western map edge (hexrow 01010121):
2x Leaders
Carson, McCleave
3x Cavalry Co. B, K, M / 1CA
2x Cavalry Co
D, M / 1NM
2x Howitzers
Sec1, Sec2, K / 1CA
3x Scouts
1, 2 J.Apache, 1 Ute
* If dismounted, place horse holders within 2 hexes
of a US unit.
*The historical scenario does not include LTC
Abreau, the Infantry, and the pack train)
3. Admin: Place all the US VP counters on the 0
box of the US VP track. Place the Indian x1 VP
counter in the 5 box of the Indian track and place
the x10 in the 0 box. The Indian player begins the
game with 5 VPs for the Adobe Fort. Place both
Indian casualty counters on the Indian VP track.
Place the turn marker, US side up, on the 1st box of
the turn track.
25
B. Alternate Scenario.
Set up as the Historical Scenario above, plus add
the following:
Prior to the start of the game the US player secretly
rolls 2d6. The result is the turn number that the
following units enter anywhere along the western
edge of the map:
1x Leader Abreau
1x Infantry Co. A / 1CA
2x Pack Trains A and B
26
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