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Texas Revolution

Texas Revolution Rulebook

Table of Contents

Table of Contents

  • 1. Game Contents
    • [1.1] Components
    • [1.2] Unit Types
    • C. Unit Size
    • D. Color Code
  • 2. Victory Conditions
    • [2.1] Strategic Victory
    • [2.2] Tactical Victory
    • [2.3]
  • 3. Game Set-up
  • 4. Sequence of Play
    • I. Weather Phase (20)
    • II. Logistics Phase
    • III. Maneuver and Attack Phase
  • 5. Stacking
    • [5.1] Leader Command
    • [5.2]
  • 6. Movement
    • [6.1] Movement Without Leader
    • [6.2] Movement With Leader
    • [6.3] No MPs For Logistics Phase First Hex
    • [6.4] Retreat/Exit East
    • [6.5] Raid Movement
  • 7. Forced Marches
  • 8. Over-runs
    • [8.1]
    • [8.2] Cavalry Are Never Over-run
  • 9. Reconnaissance
    • [9.1]
    • [9.2]
    • [9.3]
  • 10. Zone of Control
  • 11. Combat
    • [11.1] Mixed Arms
    • [11.2] Cavalry Can Avoid Attacks
    • [11.3] Zapadores (Sappers)
    • [11.4] Soldaderas
    • [11.5] Galveston
  • 12. Combat Results
    • [12.1] AEH or DEH Multiple Attacks
    • [12.2] Advances and Retreats
  • 13. Forts: The Alamo and Goliad
    • [13.1] Breaking a Siege
    • [13.2] Attacks by Relieving Units
    • [13.3] Cavalry Infiltration
    • [13.4] Fort Starvation
    • [13.5] Siege Combat
    • [13.6] Mandatory Second Siege Attack
    • [13.7] Fort Walls
  • 14. Supply
    • [14.1] Forage Supply
    • [14.2] Combat Supply
    • [14.3] Fort Supply
  • 15. Reinforcements
    • [15.1]
    • [15.2] Militia/Volunteer Mix
    • [15.3] Cavalry and Supply Limits
    • [15.4] RIV Units
    • [15.5] Texan Leaders
    • [15.6] Mexican Militia
    • [15.7] Mexican Army Entry
  • 16. Indians
    • [16.1] Cherokees
    • [16.2] Comanches
    • [16.3]
    • [16.4]
  • 17. Burning Towns
    • [17.1]
    • [17.2]
    • [17.3]
    • [17.4]
    • [17.5]
  • 18. U.S. Army Entry
    • [18.2] U.S. Army Volunteers
  • 19. Sea Movement
    • [19.1] Texan
    • [19.2] Mexican
    • [19.3]
    • [19.4]
    • [19.5]
  • 20. Weather
    • [20.1]
    • [20.2] Rain Restrictions
  • 21. Refugees
    • [21.1]
    • [21.2]
  • 22. Terrain Effects
    • [22.1] River Hexsides
    • [22.2] Fords/Ferries
    • [22.3] Hex Approach
    • [22.4] Geography
  • 23. Optional Scenarios
    • [23.1] Aggressive U.S. Army (18)
    • [23.2] Increased American Volunteers (15.2)
    • [23.3] Active Mexican Navy (19)
    • [23.4] Early Mexican Heavy Artillery
    • [23.5] Multi-player Scenario
  • A Note on Strategy
  • 24. Summary of Movement Restrictions
  • CRT Combat Modifiers
  • Combat Results Table (CRT)
  • Terrain Effects Chart (TEC)
  • Order of Battle Appearance Charts
    • Mexican Order of Battle Appearance Chart
    • Texan Order of Battle: At Start Units
    • United States and Indian Order of Battle Appearance Chart
    • Texas and Volunteers Order of Battle Appearance Chart

1. Game Contents

[1.1] Components

  1. Map: One 22 x 30 inch, five color map shows the area in Texas where the campaign was fought. Each "hex" in the hexigonal grid represents approximately 6.5 miles across.

  2. Units: A unit sheet of color-coded playing counters represent combat and non-combat units that participated in the 1836 campaign.

  3. Rules and Charts: Allow quick reference. The Combat Results Table, Forced March Table, the Game Record Track and fort tactical displays are inset on the map.

  4. Dice: Players provide one die for use in the game.

  5. Scenarios: There are four mini-games (Comanche Raid, Cherokee War, Archive War, and Sam Houston vs. the Confederacy) and a translation of rules into Spanish plus a third edition rules revision (July, 1991).

[1.2] Unit Types

[Unit counter graphics are shown on the printed rulebook page; see the rulebook PDF.]

Leader modifications:

a) "Attack" indicates the leader's addition to the die roll in attacks.

b) "Defense" indicates the leader's subtraction to the die roll in defense.

c) "Force March" indicates the maximum number of hexes through which a leader may motivate units stacked with him (including subordinate leaders and their attached, motivated units) to force march.

d) "Command level" indicates the highest ranking leader--the one with the most Xs--in a hex, whose attack, defense, force march, and hex-stacking limitations must be used.

Abbreviations:

Abbrev.MeaningAbbrev.Meaning
MXMexicanPIPotosi
TXTexanGRSGreys
VOLVolunteersCIDCiudad (City)
LTLightCTICome and Take It
HVYHeavyGTTGone to Texas
USUnited StatesLCLancers
WP

C. Unit Size

  • XXX: Army (Corps)
  • XX: Division
  • X: Brigade
  • III: Regiment
  • II: Battalion
  • I: Company, Battery or Indian War Party

D. Color Code

  • Texas Militia: Blue
  • American Volunteers: Green
  • Mexican Conscripts: Red
  • US Forces: Light Green
  • Indians: Grey
  • Texan "At Start" Units: Light Blue

2. Victory Conditions

[2.1] Strategic Victory

The Mexican player wins a strategic victory at the end of any combat sub-phase if he simultaneously occupies and holds the Alamo and Goliad and occupies two of the three objective hexes of Nacogdoches, Jasper, and Beaumont; OR, instead of occupying two objective hexes, he destroys the Texas Government unit (game ends, that is if the Mexican player also controls both forts at the time the Texas Government unit is destroyed).

The Texan player wins a strategic victory either by preventing the Mexican player from achieving his victory conditions OR by destroying the Santa Anna leader unit (game ends).

A strategic victory decides the control of the American Southwest from Louisiana to California. The key is Texas.

[2.2] Tactical Victory

In the event that both the Texas Government unit and the Santa Anna leader unit are destroyed in the same or the very next turn combat sub-phase, a tactical victory immediately goes to the side in control of the greatest number of unburned red towns and/or refugee units (game ends).

A tactical victory secures a favorable armistice. For the Mexican, perhaps a border on the Colorado River and a chance to encourage more Mexican settlers to Texas. For the Texan, perhaps a border on the Guadalupe River and the chance to continue settlement in Texas. In either case, an armistice is only a temporarily advantageous resolution.

[2.3]

The Mexican player also has one chance to win a tactical victory even though still suffering a strategic defeat if he can seize and hold both forts and just one objective hex at the end of any combat sub-phase (game may end). The Mexican can exercise this option or, alternatively, he may continue to pursue a strategic victory and lose this opportunity for a tactical draw. The option exists only once per game on the first occasion the requirements are fulfilled.

Such a tactical victory would diminish the Texan's historical strategic victory and change the course of events in the Southwest to reflect a greater Hispanic cultural influence. More opportunity for economic prosperity and less political isolation and atrophy.

3. Game Set-up

Place the game units on the Order of Appearance Chart. All units in the "At Start" section (light blue) are then placed on the map at the listed locations. Texan units at San Antonio de Bexar, San Felipe and Nacogdoches may not move until turn 2. All other Texan "At Start" and turn 1 and 2 reinforcement units may not move until turn 3. The Texas Government unit moves on turn 7 or when, like the three Brazos River refugee units, it starts a Texan movement phase with a Mexican unit east of the Colorado River or the fall of the Alamo or Goliad--whichever comes first. Once attacked, a unit previously unable to move on turns 1 or 2 may move normally.

As long as units are unable to move, they may not burn the town they occupy, nor may any other friendly unit (Section 17).

4. Sequence of Play

Each turn is divided into the following phases and sub-phases (see specific section number for details):

Note that stacking restrictions apply at the end of each Sub-phase (5.1, 15.7).

I. Weather Phase (20)

Roll die to determine weather [EXC: Turn 1 is always clear].

Note: After two consecutive rain turns only a die roll of 1 will result in rain. On the next weather phase, resume normal weather rules. Refer to (20.2) for restrictions during a Rain turn.

Rain halves all movement factors (round up).

MonthRain on a roll of
February1 or 2
March1, 2 or 3
April1
MayClear

II. Logistics Phase

A. Mexican Logistics Sub-Phase

  1. Bring in any Mexican Supply reinforcements due this turn (14.13). a. Place supply from foraging (14.1).
  2. Enter any Mexican Reinforcements, per order of appearance chart (Mexican OOB). Also enter Mexican Militia bearing the name of any towns that have been captured last turn (15.6).
  3. Beginning with turn 15, the Mexican player may conduct Sea movement (19.2).
  4. Indians may appear depending upon Mexican army advances (16).

B. Texan Logistics Sub-Phase

  1. Roll for the total Texan Combat Factors that may arrive this turn (15.1).
  2. Bring in one Texan supply that is forage reinforcement if available (14.12) OR enter a cavalry unit (15.3) that is available as reinforcement this turn (within the limits of the roll above).
  3. Enter any Texas militia reinforcements due if the town is NOT under enemy control (15.1). RIV companies may appear along the river of their name if due this turn, even if the river has been crossed by the Mexicans (15.4). Enter any American volunteers on the east board edge, all per the die roll in step 1 above [EXC: 18]. Remember the Militia/Volunteer mix requirements (15.2).
  4. Bring in Texan Leaders that are due this turn (15.5).
  5. Check for U.S. Army entry (18.1, 18.2). This is NOT affected by the die roll in step 1 above.
  6. Move ONE unit [EXC cavalry or refugees] from any controlled coastal town or off-board reinforcement to any controlled coastal town for Sea Movement (19.1).
  7. Check for Indian entry (16).

III. Maneuver and Attack Phase

Random Sequence: Rolling on each game turn at phase III, on an even die roll the Mexican player goes first on phase III, on an odd die roll, the Texan player goes first.

A. Enemy Raid Movement Sub-phase.

  1. All enemy leaders, cavalry and indians may perform Raid movement (6.5) at this time and conduct over-runs (8) but may not conduct combat. Indian units MUST burn any town (16.4) that they END up in, even if friendly.
  2. One cavalry company can enter OR leave the defenders of a besieged fort (13.3) unless Fort Starvation is in effect (13.4).

B. Friendly Movement (6) and over-run (8) Sub-phase.

  1. Remove a supply unit that is to become forage supply starting with the next Logistics Phase and return it to the OOB chart (14.1).
  2. Check the Summary of Movement Restrictions for the current turn (24) as well as the TEC for costs and prohibitions.
  3. Move all, some or none of your units (6).
  4. Conduct over-runs (8) with leader+cavalry combo stacks if they are able to obtain a 7-1 odds combat ratio or better.
  5. RIV units entering this turn as reinforcements may NOT move this turn.
  6. Indian units MUST burn (16.4) any towns that they END their movement in, even if friendly.
  7. The Mexican player captures any refugee units (21) that were in towns that were just burned (17.2). They MAY be moved this turn.
  8. Texas refugees have movement restrictions (21).

C. Forced March Sub-phase (7)

  1. Forced march is possible [EXC: During rain turns forced marches are prohibited across marsh, forest, hills and rivers (even at fords and ferries)] for units stacked with a leader at this time.
  2. Check for any casualties caused by Forced Marching.

D. Combat Sub-phase (11)

  1. Check Supply Status (14).
  2. Conduct combat with units entering enemy controlled hexes (including units that conducted Over-runs this turn). A single hex may be the target of only one combat per Combat Sub-phase.
  3. Conduct any Multiple attacks (12.1) as necessary.
  4. Perform any Advances and Retreats (12.2) as needed.
  5. Follow the Siege Combat (13.5) procedure if a fort is under attack.
  6. Eliminate half of all combat factors in a besieged fort if this was the 10th turn of unbroken siege (13.4), or another half for each subsequent turn of unbroken siege.
  7. Roll for surrender due to Fort Starvation (13.4).
  8. Conduct any mandatory 2nd Siege Attacks (13.6).
  9. Check for Mexican Strategic Victory (2.1).
  10. Check for Texan Tactical Victory (2.2) or Mexican Tactical Victory (2.3).

5. Stacking

Stacking restrictions apply only against infantry battalions (not infantry companies). All other units stack free [EXC: Leaders of equal rank may not occupy the same hex without a leader of higher rank].

[5.1] Leader Command

No more than 3 infantry battalions may end their movement, forced march, or combat sub-phase on a single hex unless stacked with a leader. Only the single highest ranking leader in a hex may determine the stacking--and combat--modifications:

Command LevelInfantry Battalions per HexNumber of "hexes" a leader may force march units
XXX6Per individual leader's Force March factor
XX5Per individual leader's Force March factor
X4Per individual leader's Force March factor
No Leader3Per individual leader's Force March factor

Note: stacking refers only to infantry battalions. All other unit types may stack without limitation.

[5.2]

Higher ranking leaders may command lower ranking leaders to occupy the same hex as themselves with infantry battalions in addition to the highest ranking leader's maximum allowable number of infantry battalions. Leaders of equal rank may not combine their totals.

EXAMPLE: Division Leaders Sesma and Filisola (both XX) may not occupy the same hex with a combined total of 10 infantry battalions, whereas the presence of Army Leader Santa Anna (XXX) in the same hex with Sesma and Filisola would allow a total of 16 infantry battalions in that hex.

6. Movement

All, some, or none of a player's units may be moved in his movement sub-phase. Consult the TEC for movement restrictions.

[6.1] Movement Without Leader

Each unit bears a printed maximum number of movement points (MPs) per turn. The Terrain Effects Chart (TEC) depicts the cost in MPs per hex type. A unit may never move farther in one movement sub-phase than its maximum MPs allow unless stacked with a leader.

[6.2] Movement With Leader

[6.21] Units stacked with a leader at the start of the regular movement phase or raid phase (if cavalry--see 6.5) or combat sub-phase, and remain stacked with that leader throughout the phase may conduct all movement--including overruns (8), combat advances and retreats (12.2)--using the leader's movement factor of 9.

[6.22] Leaders decrease their basic MP of 9 by one MP for each subordinate leader stacked with them at the start of each regular movement sub-phase for that particular sub-phase only.

EXAMPLE: if Santa Anna, a triple XXX, began a movement phase with two double "X" and a single "X" leader in his hex he could stack up to 20 infantry battalions (6+5+5+4=20) but no unit of any type would have a MP factor greater than Santa Anna's own 6 MPs in that movement sub-phase.

Mass vs mobility, a dilemma of Napoleonic warfare.

Players should note that when a unit begins its movement phase in a stack containing several leaders it is possible that the unit's movement allowance for that turn could be reduced to less than its printed value. This remains the case even if the unit does not stay stacked with a leader for the duration its movement.

[6.23] Heavy artillery and refugees may never use a leader's MP even if stacked with a leader (that is, heavy artillery and refugees may only use their printed MP).

[6.24] Mexican captured refugees (only) are treated as Mexican supply units (14.13) and may be both force marched (7) and motivated to use a Leader's 9 MPs.

[6.3] No MPs For Logistics Phase First Hex

Reinforcements (15) placed during the Logistics Phase expend no MP for the initial placement. Units landed by sea movement (19) are placed in a coastal/port hex also at no expense for the initial placement. Normal movement costs associated with the TEC apply thereafter.

[6.4] Retreat/Exit East

Texan units may enter or combat retreat into hexes in the United States or off the eastern board edge [EXC: Texas Government unit]. Exited units and all combat casualties may not return and are stacked separately from reinforcements for the game duration [EXC: supply units]. Refugee units exited or in the United States count toward a Mexican, not a Texan, tactical victory.

[6.5] Raid Movement

All leaders, cavalry and Indians unfriendly to the phasing player get an extra move in sub-phase A (Raid Movement) in addition to their own phase III regular movement sub-phase. Leaders stacked with cavalry at the start of sub-phase A may act as cavalry so long as they accompany the cavalry unit. The combined stack may use the leader's MP factor of 9. Over-runs (8) are possible in sub-phase A Raid Movement. There is no combat during the Raid Phase.

The purpose of a raid is to alarm an opponent and cause him to make a mistake from which, with your help, he can not recover.

7. Forced Marches

All units stacked with a leader unit at the beginning of the forced march sub-phase may move as many as 1, 2, or 3 additional hexes (not MPs), depending on the Forced March factor of the one leader unit with the highest command level in the stack [EXC: heavy artillery and refugees may not force march even if stacked with a leader].

Consult the TEC for any FMP (Force March Prohibited) hexsides.

Forced marching may cost casualties on the Forced March Table (the result is the minimum number of combat factors lost). Leader units initiating a forced march are not eliminated due to forced marching, however leaders that are motivated to force-march by superior leaders may be taken as casualties. Convicts and supply units may be used as forced march losses.

Die Roll1 Extra Hex2 Extra Hexes3 Extra Hexes
1000
2000
3000
4001
5011
6112

Note that a loss of "1" or "2" combat factors may entail the loss of a larger unit.

Units being force-marched more than one hex may drop off a unit(s) along the march route.

8. Over-runs

Units stacked at the beginning of the turn with both a leader and cavalry may conduct over-runs if they are able to obtain at least a 7-to-1 combat odds ratio during the Raid or Movement sub-phases.

[8.1]

Each over-run hex costs 2 MPs in addition to normal terrain costs. Over-runs may not come from more than one adjacent hex, and neither supply nor mixed arms are a consideration. Over-run enemy units are eliminated. Units that over-run an enemy unit may attack other enemy units during the subsequent combat sub-phase (11).

[8.2] Cavalry Are Never Over-run

Cavalry (this includes Indians) may not be over-run. The Cavalry unit instead retreats one or two hexes (owner's choice). The cost to over-run the hex remains an additional 2 MPs and all units attempting the over-run may advance into the vacated hex(es) or farther with sufficient MPs. Besieged units may not be over-run (13). Leader units may accompany cavalry units which withdraw during over-runs or combat.

9. Reconnaissance

Any stack may be inspected by the opposing player at any time unless there is a cavalry unit present in the stack.

[9.1]

If there is a cavalry unit present in a stack, only the top cavalry unit and the commanding leader unit may be seen by the opposing player.

[9.2]

In order to view the other units in an enemy stack containing cavalry, the phasing player must either over-run (8) or attack the stack (11).

[9.3]

Friendly cavalry units may perform reconnaissance. The phasing player may view all opposing units in a stack by moving a friendly cavalry unit into a hex adjacent to the enemy stack, regardless of the presence of an enemy cavalry in the stack. It is not necessary that the friendly cavalry unit end its raid, regular movement or forced march sub-phase adjacent to the enemy stack upon which it is conducting its reconnaissance. It may continue if it has sufficient MPs.

10. Zone of Control

All units with a Combat factor greater than 0 have a zone of control (ZOC) in the hex they occupy. Units may not enter an enemy zone of control unless they can over-run (8), attack (11), or infiltrate into a fort (13.3).

Besieged units (13) in forts do not have a ZOC.

11. Combat

Combat occurs when a unit(s) enters a hex containing an enemy unit(s). All units entering a defender's hex must attack and are counted into one combined attack factor. All units in a hex to be attacked are counted into one combined defense factor. Multi-hex attacks are still under the command control of the single highest ranking leader. In the combat sub-phase, any number of attacks may be made, but no more than one attack against a single hex is allowed [EXC: 12.1 and 13.6].

[11.1] Mixed Arms

Except in siege attacks (13), the combination of friendly cavalry, infantry, and artillery in the same hex favorably adds or subtracts one from the die roll in defense or attack.

[11.2] Cavalry Can Avoid Attacks

Cavalry (this includes Indians) may avoid attack by withdrawing one or two hexes just prior to the attack if the attacking force contains no cavalry. Should the attacking force contain cavalry, the defending cavalry may not withdraw--as in over-runs--before combat. A supply unit need not be expended in an attack on a cavalry unit which withdraws before combat. Leader units may accompany cavalry units which withdraw during over-runs (8) or combat.

[11.3] Zapadores (Sappers)

Mexican units stacked with the Zapadores (Sapper) unit may attack and combat advance across a ferry hexside with a -3 die roll modification. This is the only way they can attack across a ferry hexside. The Mexican Zapadores unit and up to one leader unit stacked with it may advance across ferries if by ending its turn unopposed on the ferry and then during its next turn advancing one hex (only) across that ferry and moving no further that turn.

Zapadores are not, for game purposes, infantry but combat engineers.

[11.4] Soldaderas

The defense value of Mexican supply units (but not captured refugee units (21)) is doubled when alone in a hex.

Soldaderas were Mexican women soldiers. Although some fought full time, most were camp followers who cooked, washed, cared for the needs of the Army and fought only in an emergency. Marching with the Army's supply carts, soldaderas were both numerous and armed.

[11.5] Galveston

The city of Galveston, and only Galveston, has an integral Defense factor of 1 in response to a Mexican cross-ferry attack. Round-off all fractional losses up.

12. Combat Results

The Combat Results Table (CRT) indicates the odds and results of combat and defines the terms.

Attacks at odds greater than 6-to-1 or less than 1-to-4 are treated as 6-to-1 and 1-to-4 respectively. Combat modifications occur due to: weather (20), terrain (22), supply (14); and mixed arms (11.1). Supply units used up in an attack or defense may not be taken as part of a loss due to combat.

To execute a combat half-elimination result, eliminate half the combat factors (round up). A single unit alone in a hex would be eliminated by just one combat half-elimination result.

Supply units used up in an attack or defense may not be taken as part of a loss to combat.

[12.1] AEH or DEH Multiple Attacks

Should combat result in both sides remaining in the same hex due to an AEH or DEH result (does not apply to siege attacks), the loser (the side that lost half of its force) has the option to fight another battle at the original odds or retreat the mandatory two hexes. The player suffering the result must lose half of his combat factors regardless of whether he takes advantage of the option to retreat. The odds will remain the same, regardless of the number of attacks, until one side retreats or is eliminated. Only one supply unit is needed for however many attacks occur in the hex that combat sub-phase (14) if a supply unit is used initially.

[12.2] Advances and Retreats

All combat retreats must cover two hexes, or all retreating units are eliminated. Check the TEC for possible prohibitions before any retreat or advance.

[12.21] All vacated hexes a defeated force retreats through may be "combat advanced" into by any type of unit with sufficient MPs which is stacked with both a cavalry unit and a leader.

[12.22] Advances and retreats in both combats and over-runs (8) require sufficient MPs or the result is elimination in retreats and the inability to advance in combat and over-runs.

[12.23] All units stacked with a leader unit and which remain stacked with that leader unit at the conclusion of the combat or over-run sub-phase may conduct all combat advances and retreats and all over-run retreats using the leader's movement factor of 9 MP's.

[12.24] All retreats by the attacker must go through the hex the attacker came from--to penalize unsuccessful cross hexside river/ford/ferry attacks.

[12.25] A defending unit may never retreat in the direction that any of the attacker's forces entered the combat hex.

[12.26] Retreating forces may move into a hex containing friendly units, regardless of whether enemy units are in the hex, but cannot affect the combat odds and must suffer the same results as the other friendly units in the stack from any additional combat this turn. They cannot be used as combat factor losses.

13. Forts: The Alamo and Goliad

On a turn when the phasing player enters a fort hex that is occupied by enemy units, the defender must choose to accept regular combat or be besieged. If the defender chooses to be besieged, place the defending units in the fort display box (the besieging units may remain in fort map hex). Once the defender opts to be besieged rather than accept regular combat, units in the fort may not leave nor receive reinforcements until the siege is broken. [EXC: see 13.3 Cavalry Infiltration].

There are two ways to take a fort:

  1. Starve the defenders into submission (see 13.4).
  2. By direct assault (see 13.5).

[13.1] Breaking a Siege

A siege can be broken by a regular attack which combines the attack factors of the besieged unit(s) and any relieving forces which may move into the hex. The besieging units must either be eliminated or forced to retreat in order to break the siege.

[13.2] Attacks by Relieving Units

Attacks by relieving units on units which are besieging a fort are treated as normal combat. The besieged garrison may--but is not required to--join the attack. If the besieged garrison opts to combine with relieving units, the entire garrison must attack and is subject to all combat results, including retreats.

Relief units attacking the besiegers require a non-besieged supply unit(s) in order to be at full strength--in other words, supplied.

[13.3] Cavalry Infiltration

One cavalry company can enter or leave--not both--each Raid sub-phase (6.5) to join or abandon the defense. This does not prolong or break the siege for supply purposes (14) and a newly arrived cavalry unit assumes the supply situation of the garrison.

[13.4] Fort Starvation

Half of all combat factors in a besieged fort are eliminated at the end of their tenth turn of unbroken siege, i.e., continuously besieged by enemy units. For example, units besieged on turn six would be half eliminated at the end of their combat sub-phase of turn 16. Each subsequent besieged turn results in a further "half elimination" combat result.

After each half elimination result from extended siege, a die roll of 1, 2, or 3 results in surrender (elimination) of the remaining defenders.

The infiltration of single cavalry companies does not break a siege. After the tenth turn of unbroken siege, no more infiltration in or out of a fort is possible. Fort defenders may be starved out even if they have combat supply units in the hex.

[13.5] Siege Combat

The besieging player may perform a two-step siege attack during its combat sub-phase. The fort inset boxes at the map bottom are for defender tactical unit display. Use the following procedure for siege combat:

  1. The defender secretly divides all his units between the four walls, north/south/east/west. The defender must divide his forces equally among the four walls. Any "extra" defending units are placed on any wall at the defending player's option.

    EXAMPLE: 10 units divided by 4 = 2 per wall with 2 "extra" units which may be added to the same or separate walls.

  2. After the defender sets his defense, but before he reveals it, the attacker divides all his units between four columns and designates one column for each wall north/south/east/west. The attacker must divide his forces equally among four walls. Any "extra" attacking units are placed with any of the columns at the attacking player's option.

  3. The attacker rolls one die that is halved (rounded up) to determine how many of his four columns will attack in coordination. Three columns out of four are the maximum an attacker can coordinate.

    EXAMPLE: if a 3 were rolled divided by 2 = 1.5 rounded up to 2 attacking columns coordinated, i.e., only 2 attacking columns could attack--thus a roll of 1 still allows the attacker 1 column coordinated to attack.

  4. The attacker next rolls one die to determine the attack sequence of the selected columns. The attacker rolls once for each coordinated attack:

Die RollWall
1North
2South
3East
4West
5-6Attacker choice

This is repeated for as many columns as the attacker has previously rolled in attack coordination.

EXAMPLE: using the example in the above paragraph of an initial die roll of 3 divided by 2 = 1.5 or 2 attacking columns, the attacker rolls twice--once for each column--and gets a 2 and a 2. He must use the first 2 to coordinate his southern column and ignore the second roll of 2 and roll again for a second column. He rolls a 5 and can choose either the north, east, or west column to attack with at his option. The attacker removes his non-attacking columns on the tactical fort display inset (the top is north) from adjacent but outside the appropriate wall(s) and places them back on the map fort hex from which they may not participate in either the first or second siege attack that turn.

  1. Determine odds for each attack, using the following modifiers:

    a. Defenders are doubled. However, the defenders are not doubled if the attacker has heavy artillery in the hex (whether the heavy artillery participates in an attack or not) or if the fort has been burned (17).

    b. Disregard mixed arms (11.1) die rolls modifications.

    c. Leaders die roll modification in attack and defense apply only to the wall they are attacking or defending.

    d. No more than one leader's modification can be used per wall.

    e. In siege defense only, Crockett and Bowie subtract two from the die roll as if they were regular leaders.

    f. The Zapadores unit adds two to the die roll in attacking a fort wall. This applies only to the wall the Zapadores are actually attacking.

  2. Combat results are determined the same as regular combat with the following exceptions:

    a. Ignore all retreat results (DR2 or AR2 equals no effect, AR XH or DR XH equals AXH or DXH, there is no retreat option for DEH or AEH).

    b. Even in case where units in forts are doubled in defense for computing odds, use defenders face value in computing losses.

    c. A heavy artillery unit defending on any fort wall (even if unassaulted) causes the attacker to lose factors from the assaulting column(s) equal to any loss inflicted on defenders of the fort wall(s) attacked that combat sub-phase in both siege attacks. This is in addition to attacker losses called for by the combat results table. A heavy artillery unit eliminated in the first siege attack still causes losses equal to any inflicted on any wall defenders in the second siege attack (a few cannon would be left in that combat sub-phase).

    d. Convicts: Although convict units may not attack, they can be used as combat losses in regular attacks and at double their value in siege attacks.

    Santa Anna swept the jails of northern Mexico clean of prisoners to provide extra companies of forced labor recruits for his expedition to Texas. These men were farmers in debt, cutthroats, and other misfortunes. Convict companies served as the spearhead of forlorn hope in attacks too dangerous for better trained troops.

    e. Supply units inside forts are never used up in attacks or defense due to supply, only combat losses.

[13.6] Mandatory Second Siege Attack

After the first siege attack, losses are removed. The attacker must then make a second siege attack against the same wall(s) with the same unit(s) that achieved attack coordination and direction to assault the wall--minus losses removed--just as in the first siege attack but with only those attacking units which have survived up to this point, i.e., the attacker now re-computes the odds. The defender may, prior to the second siege attack, move any units on any wall(s) not under attack to new wall locations which are under attack--even to walls where all defenders have been eliminated by the first siege attack. Once the defender has rushed to the attacked wall(s), the attacker rolls his second attack at new odds and implements the results.

[13.7] Fort Walls

If the defender has fewer than four units in a fort to defend against the first siege attack or if a wall is cleared of defenders by the first siege attack, then the undefended wall, if attacked, defends with half (round up) the strength of either adjacent defended wall. This occurs if all defending units are on walls under assault and none are available to rush to the wall cleared of defenders to meet the second siege attack. Negative die results on half strength wall defenders are applied to the adjacent wall defenders who intervened after any negative die results on those defenders from their own wall combat.

If there are no units on either adjacent wall, i.e., only one unit is left in the fort on the wall opposite the undefended wall, the non-adjacent, undefended wall falls, if attacked, to whichever siege attack is in progress and the assaulting column may then, and only then, occupy the fort courtyard to signify the fort will fall that combat sub-phase. In either case, after the second siege attack is completed, if the defender remains and the attacker occupies the courtyard, an additional combat result "exchange" occurs and the fort has fallen. This is the only way a fort falls in the Texas campaign other than the total elimination of all defenders in the first or second siege attack or by extended siege (no more gunpowder, beeves, beans or corn).

If the attacker has a total force in the hex of fewer than four units, siege attacks may not be made but the fort may still be besieged. The attacker may withhold besieging units in the map fort hex from the first siege attack at his option, but once committed the units may not be recalled in that combat sub-phase.

14. Supply

Unit supply status is determined at the beginning of the combat sub-phase; units stacked with a supply unit are supplied for attack or defense. Only one supply unit per turn is necessary for both first and second attacks on a fort and where AEH or DEH results in multiple attacks in the same hex in one combat sub-phase.

Unsupplied units are halved in combat value (round up). A stack containing a supply unit may opt to save its supplies and attack or defend as unsupplied. Once used to supply an attack or defense, the supply unit is removed from the board at the end of the combat sub-phase for reuse later as a reinforcement and may not be taken as part of a loss due to combat.

[14.1] Forage Supply

One new Texan or Mexican supply unit appears due to foraging if available from previously unused Texan or Mexican reinforcements or eliminated supply units. Place the supply unit during each player's logistics sub-phase on any one controlled, unburned red town (ignore Order of Appearance sheet inclusion of black towns), an unbesieged fort, or a lettered board edge entry hex--Mexican A thru D and Texan E thru H.

[14.11] Forage supply units may always be placed at unbesieged friendly forts, even if the fort is burned.

[14.12] Texan supply units appear both "At Start"--set up on the board--and as forage reinforcements at a maximum of one per turn starting on turn one. A Texan supply unit acquired by forage (the only way new Texan supply units enter the game) counts as a reinforcement combat factor.

[14.13] The Mexican receives supply units with some of his entering army reinforcements--two supply units on turn 5. These Mexican supply units may also be used as a forage supply unit even when taken from the Order of Appearance Chart prior to, on or after their turn of arrival. Only one new forage supply unit may enter per logistics sub-phase--not one forage supply unit and any scheduled supply unit(s).

[14.14] Neither side may remove supply units from the mapboard for use as forage supply units elsewhere during the logistics phase; however, a supply unit may be removed from the map during movement and placed on the Order of Appearance Chart to become a forage supply unit in the next logistics supply sub-phase. Total supply units: 7 Mexican, 9 Texan.

[14.15] Captured refugee (21) units are considered Mexican supply units as long as they remain captured on the board and may be forced marched (7) (once used for supply place them on the turn record track to mark the date).

[14.2] Combat Supply

For combat, the attacker announces first whether he is going to use his supply unit, then the defender announces. The combat value of an unsupplied unit is halved (round up). For a stack of units, add the combined value before dividing in half (again, round up). Forts, even if burned, are permanent supply unit sources; that is, forts are never considered burned for supply purposes.

[14.3] Fort Supply

Supply units inside forts are never used up in attacks or defense due to supply, only to combat loss. Fort defenders, even with supply units, may be starved out (13.4).

15. Reinforcements

Refer to the Order of Battle Appearance Charts (Texan, Mexican).

[15.1]

Texan units may not appear in a town hex under enemy control or if it has been burned (17). The last player to exert a zone of control in a town hex controls it. The Texan player controls all towns at the start of the game. Units entering the board edge and blocked by an enemy's ZOC in that hex appear instead at the nearest unblocked hex. Texas militia units not set up "At Start" appear in the town of their name. All RIV (rural infantry volunteer militia) infantry companies may appear in any hex along the river of their name. American volunteers appear on the east board edge entry hexes E, F, G, or H, or by sea.

The total number of Combat factors which may appear per turn is determined by a die roll each turn which increases over time:

TurnsTexan Combat Factors Appearing (Die Roll)
1-3Number Thrown (no Battalions)
4-12Double Number Thrown (no Battalions)
13-19Triple Number Thrown
20-25Quadruple Number Thrown

[15.2] Militia/Volunteer Mix

The Texan player must alternate some mix of Texas militia and American volunteer reinforcement (18.2) units each turn; if reinforcement points permit. At least one of both unit types (Texan or American) must be brought onto the board as part of that turn's reinforcements.

[15.3] Cavalry and Supply Limits

Only one supply or one cavalry unit may enter per Texan logistics sub-phase.

Horses and supplies are hard to find on campaign.

[15.4] RIV Units

Texas rural infantry volunteer militia units (RIV) may appear even if Mexican units have crossed that river and may move on the turn that they appear. RIV units are regular infantry but appear initially as reinforcements anywhere along the river they are named after.

RIV units have no special river capabilities--they are guerillas whose sudden appearance as reinforcements erodes security by threatening supply lines.

[15.5] Texan Leaders

Texan leader Burleson is available in any friendly town hex (red or black) on turn 4; Lamar and Johnston are available similarly on turn 12. All three count as reinforcement Combat factors.

[15.6] Mexican Militia

The Mexican player receives the San Patricio, Bexar, Refugio, and Victoria units in those towns on the first Mexican reinforcement sub-phase in which he has control, even if the town is burned (17) (unlike Texas militia which does not appear ever, if its town has already been burned).

[15.7] Mexican Army Entry

Mexican Army units enter the west board edge entry hexes at A, B, C, or D. Units in excess of stacking restrictions may enter on a hex adjacent to the designated entry hex during the Logistics Phase. Where multiple entry hexes are allowed, the Mexican reinforcement may enter in any combination so long as stacking restrictions are maintained in the Logistics Phase placement.

16. Indians

Indian units are not cavalry and may not stack with any other friendly units except captured refugee units (21). [EXC: The Houston unit only may end a Raid (6.5) or Movement sub-phase stacked with the Cherokee unit].

[16.1] Cherokees

The Cherokee unit appears anywhere on the north map edge east of the Trinity River in the next Logistics Phase when any Mexican unit crosses east of the Trinity River.

The Cherokee unit is controlled by the Mexican player on a roll of 1 or 2, or by the Texan player on a roll of 3, 4, 5, or 6. Roll only once per game (unless Houston intervenes).

If the Cherokees are friendly to the Mexicans, they become a regular cavalry unit. If Houston intervenes (i.e., ends a Raid or Movement sub-phase stacked with the Cherokee unit), he rerolls for the Cherokees. On a roll other than 1 or 2, he converts the Cherokees to the Texan cause, but if he loses with a die roll of 1 or 2 he is eliminated.

[16.2] Comanches

The Comanche unit appears on the north map edge west of the Brazos River or in any Hill Country hill hex in the next Logistics Phase if any unit moves into the NW map Hill Country hexes OR if a Mexican unit moves east of the Colorado River. On a roll of 1, 2, 3, or 4, they are controlled by the Mexican player; on a roll of 5 or 6, by the Texan player. Roll only once per game.

[16.3]

Comanches and Cherokee units require supply to attack at full strength.

[16.4]

Indian units do not burn towns they pass through--only the ones where they end their movement phase (17.1).

17. Burning Towns

Both sides may burn towns by allowing a combat unit to end its Raid or Movement sub-phase in the town hex and, if they choose, burning it.

[17.1]

Indian units which end their Raid or movement sub-phase in a town hex must burn the town, automatically, even if it is friendly.

[17.2]

Burned towns do not count toward a tactical victory, though captured refugee units (21), even if used for Supply, do count for the Mexican side. Texan units may not burn a town that still contains a refugee unit, but Mexican units may (and Indian units must), and the refugee unit is considered captured.

[17.3]

Texan units unable to move due to the initial game set-up rule may not burn the towns they occupy until they can move and the town is free of refugees. Texan reinforcement units from a burned town are eliminated unless already on the board. Mexican town units appear in the town, even if it is burned, in the logistics phase after a Mexican unit enters the town hex.

[17.4]

Burned ports no longer function for sea movement (19).

[17.5]

Burned forts no longer double the defender's combat value.

18. U.S. Army Entry

If the Mexican player crosses the Trinity River, a two unit per turn U.S. Army reinforcement, at no combat factor cost, may enter on the Texan side on a die roll of 1 or less. Roll for U.S. Army entry in every logistics phase following any turn that Mexican units have crossed east of the Trinity River.

Subtract from the die roll (cumulative):

  • -1 for each refugee unit (21) captured by the Mexican player;
  • -2 for each refugee unit used for supply (14.15) (look for them on the turn record track);
  • -1 for each time during the game the die has previously been rolled for U.S. entry.

U.S. units enter on the east board edge entry hexes E, F, G, or H.

Once U.S. units begin to enter, stop rolling and allow two U.S. units to enter on each Texan sub-phase of the Logistics Phase, even if no Mexican units remain east of the Trinity River.

All U.S. Army units are treated just like American volunteers.

[18.2] U.S. Army Volunteers

In addition, and separate from the above normal U.S. entry, two companies of U.S. Army "deserters/volunteers" may be taken as Texan reinforcements, at no combat factor cost, on the next logistics phase after Mexican units cross north of the Nueces River. They may not use sea movement (19) to enter the campaign.

19. Sea Movement

[19.1] Texan

The Texan player may move one unit [EXC cavalry or refugees] per turn from any controlled coastal town or off-board (reinforcement) to any controlled coastal town during the Logistics sub-phase as arriving reinforcements (see 6.3).

[19.2] Mexican

Once per game, beginning with turn 15, the Mexican player may roll one die and move units equaling the number thrown from his off-the-board seaborne reinforcements to any Mexican controlled port or half the number thrown (round up) to any coastal hex west of the Brazos River. The remainder of the Mexican seaborne units, if any, may enter in that turn on hex "A", at the southwest board edge corner. The Mexican player may attempt to land 1 or 2 supply units from the "used pile", if available, with his seaborne reinforcements. The supply unit counts as a regular seaborne reinforcement unit.

[19.3]

Burned ports (17) may not function for sea movement.

[19.4]

Rain cancels all sea movement for that turn.

[19.5]

Harrisburg is not a port.

20. Weather

Weather is either clear or rain as determined by the Weather Table (Weather).

After two consecutive rain turns only a die roll of 1 will result in rain. On the next weather phase, resume normal weather rules.

Draw rain symbols on two blank unit counters to keep track of consecutive rain turns on the record track.

[20.1]

Consider the first turn Weather Phase as "clear." The Mexican player rolls each following turn for the weather.

[20.2] Rain Restrictions

Rain prevents units from:

a. force marching (7) across marsh, forest, hills and rivers, even at fords and ferries;

b. cancels sea movement (19);

c. inflicts half-elimination on combat retreats across a river at fords or ferries;

d. halves (round fractions up) attacks across rivers at fords and ferries; and

e. limits attacks across rivers only to fords and ferries.

Attacks across rivers/fords/ferries refers to the tactical approach of units to a battle hex; i.e., the last hexside crossed.

MonthRain on a roll of
February1 or 2
March1, 2 or 3
April1
MayClear

Rain halves all movement factors (round up).

21. Refugees

Texas refugee units may not move until either:

  1. The Alamo or Goliad falls or--
  2. A Mexican unit (or hostile Indian (16)) crosses or enters the map to the east side of a major river which is just west of the refugee:
    • Gonzales and Victoria refugees may move when the San Antonio River is crossed by Mexican unit;
    • Bastrop: the Guadalupe River;
    • Independence, San Felipe and Brazoria: the Colorado River;
    • Harrisburg: the Brazos River.

[21.1]

Captured refugee units used as a supply unit still count toward a Mexican tactical victory (2) (place them on the turn record track on the date used). Refugee units captured during a movement sub-phase may be moved immediately.

[21.2]

An enemy unit entering a hex containing an undefended refugee or eliminated defending units stacked with a refugee captures the refugee. Captured refugees must be accompanied at all times or they are free. If attacked, all "0" strength units are automatically captured or eliminated (attacker's option) and the attacker may occupy the hex.

22. Terrain Effects

See (TEC).

[22.1] River Hexsides

The chart explains terrain movement costs and special prohibitions. Units forced to retreat in combat across rivers (12.2), except at fords or ferries, suffer half-elimination. Attacks across rivers halve the attacker's Combat factors except at a ford or ferry.

[22.2] Fords/Ferries

Units may cross rivers at ford and ferry hexsides at a cost of 1 MP. Mexican units may not use ferries, but may attack across (at a -3 die roll modification) if accompanied by the Zapadores unit. Once a particular ferry has been successfully advanced across through combat, the Mexican player may use that ferry for the remainder of the game.

[22.3] Hex Approach

Defending units in a hex attacked by enemy units whose approach was both on the same side and from across a river--or a ford/ferry on a rain turn--lose the -1 or -2 (-3 for a ferry) die roll modification; however, all units which approached across rivers--or ford/ferry on a rain turn--remain halved for that combat although they may retreat into either or both approach hexes (see the TEC).

[22.4] Geography

The San Bernardo River is the major river between the Colorado and the Brazos Rivers.

The San Antonio River is adjacent to the Alamo. The "Hill Country" is the mass of contiguous hill hexes in the northwest corner of the map.

The United States is east of the Sabine River.

Always check terrain costs and prohibitions on both Raids (6.5) and movement as well as retreats and advances in combats (12.2) and over-runs (8). Terrain movement restrictions are cumulative within each sub-phase.

23. Optional Scenarios

[23.1] Aggressive U.S. Army (18)

All U.S. units enter immediately on the first successful die roll, rather than just two per turn.

[23.2] Increased American Volunteers (15.2)

Two additional American Volunteer units enter on the east board edge entry hexes on each turn.

[23.3] Active Mexican Navy (19)

The Mexican lands all his turn 15 reinforcements--no die rolls needed--and any available supply units at any friendly burned or unburned port hex.

[23.4] Early Mexican Heavy Artillery

Mexican turn 8 reinforcements enter on turn 3 instead.

[23.5] Multi-player Scenario

Assign additional players leader units. Subordinate officers use their own discretion in combat and movement, and may only be forced to obey an order if in the same hex with a superior ranked leader.

Use the scenarios for play balance. For example, if the Mexican victory conditions seem too difficult, just let Mexico have scenarios three (an active Navy) and four (early heavy artillery). Comprende?

A Note on Strategy

The Mexican player must attempt to secure forward supply sources on his march eastward. The Texan player needs to burn any red town as soon as his reinforcement/refugees are out in order to deny the Mexican player supply sources. The closer the Texan reinforcement unit's town to the Mexican advance, the more urgent is the necessity to activate that reinforcement unit and burn the town before the Mexican advance guard arrives.

Although leaving a fort besieged by a covering force to starve it into surrender at first seems a good idea, the Mexican player must beware of a Texan counterattack by flanking forces reinforced by (RIV) reinforcements who might break a siege by eliminating or retreating the besiegers.

Remember the victory conditions.

24. Summary of Movement Restrictions

UnitConditionsAppear where/how
Texan units at San Antonio de Bexar, San Felipe and NacogdochesMay not move until turn 2Once attacked, a unit previously unable to move on turns 1 or 2 may move normally.
Texan "At Start" and turn 1 and 2 reinforcement unitsMay not move until turn 3Once attacked, a unit previously unable to move on turns 1 or 2 may move normally.
Texas Government unit & the three Brazos River refugee unitsMay not move until turn 7 unless: - it starts a Texas movement phase with a Mexican unit east of the Colorado River, or; - the Alamo or Goliad fall(see 3)
BurlesonAvailable on turn 4Available in any friendly town hex (red or black)
Lamar and JohnstonAvailable on turn 12Available in any friendly town hex (red or black)
ComanchesIn the next Logistics Phase if any unit moves into the NW map Hill Country hexes OR if a Mexican unit moves east of the Colorado River.Appears on the north map edge west of the Brazos River or in any Hill Country hill hex

CRT Combat Modifiers

Weather (With Rain in effect):

  • Inflict half-elimination on combat retreats across a river at fords or ferries.
  • Halve (round up) the factors of attacks across rivers at fords and ferries.

Terrain DRMs:

  • Marsh: -1
  • Prairie: N/A
  • Forest: -1
  • Town: per other terrain
  • Hills: -1
  • Coastal: per other terrain
  • Sea: N/A
  • Minor Rivers: -1; Attacker's Combat factors halved. Retreats across hexside cause half-elimination.
  • Major Rivers: -1; Attacker's Combat factors halved. Retreats across hexside cause half-elimination.
  • Ford: -1 (minor rivers); -2 (major rivers)
  • Ferry: -3 for Mexican player (only, and only if accompanied by a Zapadores unit).
  • (Beneficial River, Ford and Ferry modifications are nullified if attacks are from both sides of the river)
  • Fort: NA
  • The port of Galveston has an inherent defense strength of 1 when attacked across the ferry.

Forts:

  • Defenders are doubled unless the attacker has heavy artillery in the hex (whether the heavy artillery participates in an attack or not) or if the fort has been burned (17).

Supply:

  • Halve (round up) combat value if Unsupplied.
  • Mexican Supply units attacked when alone in a hex are Doubled strength.

Mixed Arms:

  • The combination of friendly cavalry, infantry, and artillery in the same hex favorably adds or subtracts one from the die roll in defense or attack [EXC: Forts].

Combat Results Table (CRT)

Die1-41-31-21-13-22-13-14-15-16-1Die
-2AEAEAEAEAEAEHAEHAEHAR2AR XH-2
-1AEAEAEAEAEHAEHAEH

Combat Results:

  • 1-4 to 1-2: AR XH = Attacker loses half of force & retreats. Defender loses equal. DR XH = Attacker retreats & loses half of force. Defender retreats & loses equal.

  • 1-1 to 6-1: AR XH = Defender loses half of force. Attacker retreats & loses equal. DR XH = Defender loses half of force & retreats. Attacker loses equal.

  • 1-4 to 6-1: AR2 = Attacker retreats 2 hexes. DR2 = Defender retreats 2 hexes. AEH = Attacker loses half of force. DEH = Defender loses half of force. AE = Attacker eliminated. DE = Defender eliminated.

All retreats are 2 hexes or eliminated. All AEH or DEH = Loser may retreat or lose half.

Terrain Effects Chart (TEC)

TypeMovement CostCombat Die Roll ModificationAdditional Restrictions Due to Rain
Marsh3 MPs (FMP)-1FMP
Prairie1 MPNANA
Forest2 MPs-1FMP
TownOther terrainOther terrainOther terrain
Hills2 MPs-1FMP
CoastalOther terrainOther terrainOther terrain
Sea

R=1/2 elim: Retreats across hexside cause half-elimination. A=1/2ed: Attackers Combat factors halved. FMP: Forced March Prohibited. CHAP: Cross Hexside Attacks Prohibited. NA: Not Applicable.

Note: Each over-run hex costs 2 MPs in addition to normal terrain costs.

Order of Battle Appearance Charts

The counter-level charts are transcribed below as printed. Unit names are as printed on the counters.

Mexican Order of Battle Appearance Chart

Turn 1 A

UnitCounter LabelStrength
Leader Urrea (XX)1-1-11-9
III Cuautla (Cuirassiers)CR3-8
II Cuautla5-6
I Saltillo (Convict)(1)-6
LT (Light cavalry)2-5
Supply 1(1)-5

Turn 2 A

UnitStrength
II Yucatan5-6
II Durango5-6
II Aguascalis5-6
II Upantlan3-6
I Matamoros (Convict)(1)-6
LT3-5
Supply 2(1)-5

Turn 3 B, C or D

UnitCounter LabelStrength
Leader Santa Anna (XXX)1-0-32-9
Leader Sesma (XX)1-0-21-9
III Dolores (Cuirassiers)CR3-8
II Jiminez6-6
II San Luis Potosi7-6
II Matamoros6-6
I Dolores (Convict)(1)-6
LT4-5
Supply 3

Turn 4 A

UnitCounter LabelStrength
Leader Ugartachea (XX)0-0-11-9
II Monterrey6-6
II San Miguel5-6
Supply 4(1)-5

Turn 5 B, C or D

UnitCounter LabelStrength
Leader Gaona (X)1-0-11-9
III Guanajuato4-7
II Zapadores (Sappers)8-6
II Aldama7-6
II Toluca7-6
II Queretaro6-6
II Allende5-6
II Grenadiers9-6
I Tamaulipas (Convict)

Turn 7 B, C or D

UnitCounter LabelStrength
Leader Filisola (XX)0-0-11-9
II Presidiales (LC)2-9
III Tampico3-7
II Morelos5-6
II Guerrero6-6
II Jalpa5-6
II Guadalajara5-6
II Tresvillas7-6
II Saltillo

Note: the Turn 7 leader's printed name is hard to read at the chart's resolution; it is given here as Filisola, the name used in Section 5.2.

Turn 8 B, C or D

UnitCounter LabelStrength
Leader Cos (X)0-0-21-9
II Bexar5-6
I 2 Saltillo (Convict)(1)-6
HVY (Heavy artillery)5-4

Turn 15 (Sect. 19, Sea Movement)

UnitStrength
II Vera Cruz4-6
II Tampico4-6
II Merida4-6
II Campeche4-6

Turn Town Occupied (Sect. 15)

UnitStrength
MUN GD San Patricio2-6
MUN GD Bexar3-6
MUN GD Refugio2-6
MUN GD Victoria2-6

Texan Order of Battle: At Start Units

LocationUnitStrength
AlamoFort (x2)
AlamoLeader Travis (XX), 0-2-11-9
AlamoII Dickenson3-6
AlamoGTT Volunteers II Milam's Vol.3-6
AlamoHVY (Heavy artillery)6-4
NacogdochesLeader Houston (XXX), 2-1-32-9
NacogdochesII Nacogdoches6-6
San Antonio de BexarBowie (black-triangle unit)2-7

Note: the Texan Government counter's side label is not legible at the printed size.

United States and Indian Order of Battle Appearance Chart

UnitSourceStrength
Leader Gaines (XX), 0-0-2Sect. 181-9
II 1 (black-triangle counter)Sect. 183-7
II 2Sect. 186-6
II 3Sect. 186-6
II 4Sect. 186-6
II 5Sect. 186-6
II 6 LTSect. 185-5
I US VolunteerSect. 183-6
I US Volunteer

Texas and Volunteers Order of Battle Appearance Chart

Not transcribed: the Texas Militia and American Volunteers counters on this page (Sect. 15 and 18) are a dense graphic of roughly 110 small counters that could not be read reliably from the printed image. They are not reproduced here; consult the printed chart in the source PDF (printed p. 67) for them. The leader, Lavaca and supply entries printed on that page are transcribed below.

UnitAvailableStrength
Leader Burleson (XX), 1-0-2Turn 4, any town (Sect. 15)1-9
Leader Johnston (XX), 1-1-2Turn 12, any town (Sect. 15)1-9
TX II Lavaca (Volunteers)Turn 12, any town (Sect. 15)2-6
Supply 3 through 9Any red or black town (Sect. 14)(1)-5 each

Note: Section 15.5 names Lamar as available on turn 12 together with Johnston, but no Lamar counter appears on the printed chart.

War Party
CR
Cuirassiers
RNG CORanging CompanyTMRTennessee Mounted Rifles
MNTMountedWOBWashington on the Brazos
1 NORLNS1st New OrleansGDGuard
2 NORLNS2nd New OrleansMUN GDMunicipal Guard
GRGreysRIVRiver
Cherokee unitIn the next Logistics Phase when any Mexican unit crosses east of the Trinity RiverAppears anywhere on the north map edge east of the Trinity River
U.S. Army reinforcementIf the Mexican player crosses the Trinity RiverA two unit per turn U.S. Army reinforcement, at no combat factor cost, may enter on the Texan side on a die roll of 1 or less. Roll for U.S. Army entry in every logistics phase following any turn that Mexican units have crossed east of the Trinity River.
U.S. Army "deserters/volunteers"On the next logistics phase after Mexican units cross north of the Nueces River. They may not use sea movement to enter the campaign.East board edge hexes E, F, G or H
Texas refugee unitsMay not move until either: - the Alamo or Goliad falls; - a Mexican unit (or hostile Indian) crosses or enters the map to the east side of a major river which is just west of the refugee (below):(see 21)
Gonzales and Victoria refugeesMay move when the San Antonio River is crossed
Bastrop refugeesMay move when the Guadalupe River is crossed
Independence, San Felipe and Brazoria refugeesMay move when the Colorado River is crossed
Harrisburg refugeesMay move when the Brazos River is crossed
AR2
AR XH
DR XH
-1
0AEAEAEAEHAEHAEHAR2AR XHDR XHDR20
1AEAEAEHAEHAEHAR2AR XHDR XHDR2DEH1
2AEAEHAEHAEHAR2AR XHDR XHDR2DEHDEH2
3AEHAEHAEHAR2AR XHDR XHDR2DEHDEHDEH3
4AEHAEHAR2AR XHDR XHDR2DEHDEHDEHDE4
5AEHAR2AR XHDR XHDR2DEHDEHDEHDEDE5
6AR2AR XHDR XHDR2DEHDEHDEHDEDEDE6
7AR XHDR XHDR2DEHDEHDEHDEDEDEDE7
8DR XHDR2DEHDEHDEHDEDEDEDEDE8
9DR2DEHDEHDEHDEDEDEDEDEDE9
NA
NA
No movement
Minor River+2 MPs (hexside, FMP)-1; A-1/2ed; R=1/2 elimFMP, CHAP
Major River+3 MPs (hexside, FMP)-1; A-1/2ed; R=1/2 elimFMP, CHAP
Ford+1 MP (hexside)-1 (minor rivers); -2 (major rivers)FMP; A-1/2ed; R=1/2 elim
Ferry+1 MP (hexside)-3FMP; A-1/2ed; R=1/2 elim
FortOther terrainNAOther terrain
(1)-5
(1)-6
I Nuevo Leon (Convict)(1)-6
I Coahuila (Convict)(1)-6
LT3-5
Supply 5(1)-5
Supply 6(1)-5
5-6
II Mexico Cid.7-6
I 2 Dolores (Convict)(1)-6
I 2 Matamoros (Convict)(1)-6
LT3-5
Supply 7(1)-5
San Antonio de BexarTMR Crockett2-7
San Antonio de BexarSupply 1(1)-5
LavacaGTT Volunteers II GA7-6
GoliadFort (x2)
GoliadLeader Fannin (X), 0-0-01-9
GoliadVolunteers II 1 Norlns Gr2-6
GoliadALA II Red Rovers3-6
GoliadALA II Mobile GS3-6
GoliadKentucky II Mustangs2-6
GoliadVolunteers II 2 Norlns Gr2-6
GoliadVolunteers LT GA2-5
GoliadSupply 2(1)-5
GonzalesSeguin1-6
San FelipeVolunteers GA Advance GD2-7
San FelipeII San Felipe5-6
Town-named (Sect. 21)TX Govt (G)0-5
Town-named (Sect. 21)R Gonzales0-5
Town-named (Sect. 21)R Bastrop0-5
Town-named (Sect. 21)R Victoria0-5
Town-named (Sect. 21)R Brazoria0-5
Town-named (Sect. 21)R Independence0-5
Town-named (Sect. 21)R San Felipe0-5
Town-named (Sect. 21)R Harrisburg0-5
GalvestonHeavy artillery4-4
Sect. 18
3-6
WP I ComanchesSect. 163-9
WP I CherokeesSect. 164-7