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"Battle of San Jacinto Rules??" Topic


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Personal logo Nashville Supporting Member of TMP15 May 2020 8:11 p.m. PST

I have lots of 28mm Alamo figures.. I can do the defenders 1 to 1. and have several hundred Mexicans All individually mounted. I want to play something other than the Alamo. How about the Battle of San Jacinto? I have never seen this war gameed. What would be a fair set of rules for a convention games?

Personal logo Extra Crispy Sponsoring Member of TMP15 May 2020 8:22 p.m. PST

My "Rampant Colonialism" would be a great choice for a con. Figures are individually mounted but fire is by unit, so just lump Texans into groups. Very fast and bloody, very straight forward and flexible.

epturner16 May 2020 3:06 a.m. PST

Honestly, I planned on using The Sword and The Flame.

Many years ago, I was on a ship that was having an ungodly time getting loaded at a refinery in Texas.

I found it was close to the USS Texas, so I took a trip over in between watches.

Where I picked up a very nice map of San Jacinto…

And the first thing I thought of was: TSATF

My two centavos.

Eric

MajorB16 May 2020 7:59 a.m. PST

Rebels and Patriots?

Personal logo The Virtual Armchair General Sponsoring Member of TMP16 May 2020 1:20 p.m. PST

"Gone To See The Elephant," while ostensibly for the Mexican-American War, also uses singly based figures in any scale, and provides all the parameters for the actions of the Texian Revolution.

You can take a look here: link

Go it, Sam Houston!

TVAG

doc mcb16 May 2020 3:47 p.m. PST

You might give my BLOODY DAWN a look. Wargames Vault has it. It IS the Alamo, but includes hypothetical scenarios. First is if Cos decided to defend the Alamo instead of Bexar. He drops his recruits and other useless mouths and sends his cavalry for help, then occupies the Alamo with the Matamaros battalion (240 or so) plus some riflemen and a lot of artillery. The Texans are the attackers. But the mexicans will not fight to the death; they will eventually surrender if the Texans capture enough of the Alamo. But the attackers only slightly outnumber the defenders; they have to use their six pounders as wall breakers as they did historically in house to house fighting in Bexar.

The second "what if" has Fannin there. (He actually outranked Travis, and had two battalions, essentially tripling the garrison. Santa Anna gets the troops who were in actuality sent to Goliad as reenforcements. He decides on a siege, and batters down some of the Alamo walls, and will mount a DAYLIGHT assault.

The rules are reaaly written for the Blue Moon 15mm Alamo, but there's no reason you can't play them in 28mm. You'd have to go to 1:2 or 1:3 figuree scale to do the Fannin scenario, though.

surdu200517 May 2020 3:17 a.m. PST

Santa Anna Rules (which I think is still available from OMM and WargamesVault was written for this era and even has a San Jacinto scenario in the back of the book.

doc mcb17 May 2020 8:52 a.m. PST

San Jacinto is rather like a WWII carrier battle. Both armies were exhausted, and both were expecting re-enforcements. WHEN to sleep, and when to be ready to fight, or to attack, are the key decisions. The battle itself is straight-forward; any set of Napoleonic/black powder rules should do. The battle only lasted 18 minutes. This was because Santa Anna had kept his army alerted and ready for a Texian attack, then concluded it wasn't going to happen that day and gave everyone a chance to rest. It was the equivalent of carriers having sortied their planes for unneeded CAP, and then having them on deck being refueled when the real attack comes.

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