From: Dave Cann Subject: COMMAND's Alamo Ack - my wrists are sore! I just attempted to play through a couple of turns of XTR's The Alamo: Dark Victory and I must have rolled 2d6 a bazillion times (more on that later). Haven't seen anyone mention this apart from the bloody deadpile counters so I'll speak a few details. One map (22x34) with a scale of about 20 feet per hex IIRC and one and a half countersheets (approximately %60 are informational). Rules are pretty clear (with typos) and pretty simple. SoP is: I. Mexican Reserve Release Phase II. Mexican Action Phase/Texan Reaction Phase III.Mexican Melee Phase IV. Texan Action Phase V. Texan Melee Phase Each unit gets 12 action factors (AF) to complete certain tasks.. typically: Move = 1 AF depending on terrain Texan Fire = 6 AF's Mexican Fire = 8 AF's (sounds like a spicy burrito) Fire Cannon = 12 AF's Load Cannon = 12 AF's Each unit is rated for size (stacking factor), morale, and a combat modifier in the case of the Texans. Leaders are rated only for a morale modifier which assists in melee combat. The Texans reaction phase is a bit dodgy. Every time a Mexican unit moves, any and ALL Texan units that have a LOS to the Mexican unit can interrupt the move and make a reaction move with 12 AF's (which usually consists of 2 fire combats). So for any given moving Mexican unit, typically there are hordes of Texans firing away at it. Slows the game down a bit I think, but after a few turns I imagine things will speed up a bit. Fire combat works as follows: Add the stacking factor of the firing unit (Mexicans (2-4), Texans (1-2)) plus the stacking factor of the target hex (same) plus a fire combat modifier for texans minus the darkness modifier (-5 for the first 5 turns) minus the terrain modifier plus 5 if firing to a target at a lower elevation. Roll two dice and if the total is less than or equal to the total above it's a hit Typically in the first couple of turns the Texans can pick off Mexicans with a roll of 5 to 7 2+4+1-5+5 = 7 if in clear terrain - or = 5 if in a trench. The big increase in the to hit number for stacking 2 mexicans in one hex really makes it foolish to stack - especially since only one unit in a stacked hex can fire. One part I don't get is the dead counters- whenever somebody dies you're supposed to put a dead counter in the hex although i can't figure out how it makes any difference (stacking, terrain, dysentery, vultures, etc). I guess XTR had extra counters and thought it would be cool to have heaps of bloody dead Mexicans and Texans lying all over the map when the game is over. Anyway, anyone else given this a try? It reminds me of a simples Roarke's Drift. -dave