DARK VICTORY:
THE BATTLE OF THE ALAMO
by
Alan R. Arvold
This article has gone the circuit of
submission to various
wargaming
magazines. Unfortunately, no one wants to publish an
article
about a game from a defunct company anymore. Rather than
letting
this article lay in my files, I decided to post it and
give this game the proper review that it deserves.
Every so often another game about the Alamo comes out into the
wargaming hobby. The most current version is DARK VICTORY, found
in COMMAND Magazine #44 as part of that double game issue. It is
the latest in a long line of Alamo games. The first was THE
ALAMO, a bonus game found in CONFLICT Magazine #7 back in 1974.
In 1981 SPI came out with a small boxed version entitled THE
ALAMO, VICTORY IN DEATH as part of its line of easy to play "beer
and pretzel" games. In 1982 TSR came out with REMEMBER THE ALAMO
as part of its line of pocket sized mini-games. In 1994 a little
known outfit called the Conflict & Competition Game Company came
out with a zip locked version called PRELUDE TO VICTORY: THE
ALAMO GAME, which was easily forgotten shortly after its release.
In 1995 Decision Games released their repackaged edition of the
old SPI game, which except for new box and counter artwork is
basically the same as the old version. (See the game review for
it in FIRE & MOVEMENT #105.) All of these versions had the same
problem of being so easy to play that after a few games they
became stereotyped and players soon lost interest in them. With
DARK VICTORY players will maintain their interest far longer than
was the case with the earlier versions.
COMPONENTS
DARK VICTORY is a magazine game that for its size could have
easily been sold as a boxed game in its own right. All of the
components are of the typical high quality one associated with
COMMAND Magazine and their games. There are 420 counters on the
1 and 1/2 counter sheets that come with the game. These are
divided into combat and informational counters. The combat
counters include infantry units, artillery crew units, leader
units, cannon units, and a few miscellaneous counters for POWs
and civilians. The informational counters include ladder
counters, open door counters, extra musket counters, dead body
counters, room ablaze counters, done/fired markers, flag markers,
and markers for the Game Turn/Mexican Losses columns. Of the
combat units all Texan units have a gray backround and all
Mexican units have a white backround. All infantry and artillery
crew units have three values printed on them, these being the
stacking value, the morale value, and the number of the formation
that the unit belongs to. Texan counters have an additional
fourth value which is a fire modifier. All leader counters have
the leader's name, formation number, and morale modifier printed
on them. Cannon counters have the cannon size and combat strength
printed on them. All Texan counters and all Mexican leader units
are back-printed with dead body counters whereas all Mexican non-
leader units are back-printed with reduced step versions of
themselves with reduced morale and stacking values. The cannon
units are back-printed with unloaded symbols to indicate their
unloaded status.
There are two mapsheets in this game. The main one shows a
bird's eye view of the Alamo and the immediate surrounding
ground. The building and walls of the Alamo are altered to
conform to the hexsides of the map. There is a terrain key on the
corner of the map. The other map is the interior mapsheet showing
the interior of all of the buildings to include rooms and
interior as well as exterior doors. The interior mapsheet is used
when units are inside any of the buildings. The hexes are smaller
on this mapsheet so stacking units in adjacent hexes can get
awkward. One will notice that there are three exterior doors
missing on the main mapsheet that show up on the interior
mapsheet. In this case the interior mapsheet is correct and
players should behoove themselves to draw these doorways on the
main mapsheet.
The rules booklet contains not only the rules to DARK VICTORY
but also the other game included with the magazine. The rules to
the DARK VICTORY comprise the first 17 pages of the book and are
very comprehensive and easy to understand with only a few typos
and mistakes. There is also a terrain effects chart included on a
separate sheet. Two things which the rules say are included in
the game are missing though. The Turn Record Track and the
Mexican Casualty Track are nowhere to be found. (COMMAND Magazine
personnel said that both tracks were supposed to be on the main
mapsheet but were left off due to a printing error.) The rules
can be read in a half an hour and are easy to understand.
SETTING UP
The Texan side is set up first. The Texan units are divided up
into 13 different groups reflecting the command structure that
existed at the time of the siege. Each group is assigned to
defend different sections of the Alamo. While some counters are
assigned to specific hexes, others may be set up anywhere within
the limits of the area where their group was assigned. With the
exception of the few counters set up inside buildings, every
other counter is set on top of or behind walls on the outer
perimeter of the Alamo.
The Mexican units are divided up into the five historical
assault columns which attacked the Alamo and are numbered 1
through 4 with the unnumbered one being the Reserve. Each column
is set up or enters the map in later turns in shaded hexes
corresponding to the column number. Only the 4th Column is set up
on the map at the beginning of the game with the 1st, 2nd, and
3rd Columns entering the map in the second and third turns of the
game. The Reserve Column may only enter the map after the initial
Mexican units have reached the Alamo outer walls and the entry of
its units are dependent of a series of die rolls.
There is an optional rule, which allows the Texan player to
set up his units anywhere on the walls of the Alamo. The Mexicans
in turn are allowed to control the placement and entry schedule
of their four numbered columns anywhere along the edge of the
map. When this option is used, the Mexican player usually brings
all of the numbered columns in on the first turn of the game on
one side of the map, quickly overwhelming whichever wall they are
attacking, but taking massive casualties in the process and the
game is over in about five turns, more or less.
TURN SEQUENCE
The game lasts for a maximum of 18 Turns, which equals about
90 minutes of real time, the historical duration of the actual
battle. The game can end sooner if either all Texan units are
eliminated or the Mexicans take an excessive amount of
casualties. Each turn is divided up into two Player Turns, the
Mexican Player Turn followed by the Texan Player Turn. The
Mexican player turn has three Phases, the Reserve Release Phase,
the Action/Texan Reaction Phase, and the Melee Phase. The Texan
Player Turn has only two Phases, the Action Phase and the Melee
Phase. The Mexican Reserve Release Phase is used until all of the
Reserve Column units have been brought on the board, after which
it is ignored for the rest of the game. The Action Phase is the
phase where a side may move and fire its units. The Texans under
certain conditions can react to Mexican moves during the Mexican
Action Phase and move and fire their units in response. The
Mexicans do not get the same privilege during the Texan Action
Phase. The Melee Phase is where adjacent opposing units conduct
melee combat.
ACTION FACTORS
Each unit, with few exceptions, has 12 Action Factors (AF).
These factors are what a unit expends to move and/or fire during
the Action Phase. There is a chart that lists the Action Factor
cost for such things as firing individual weapons and cannons,
reloading and moving cannons, as well as basic movement. There
are a few units such as cannons, ladders, and non-combat unit
counters which have zero Action Factors. These units either
remain where they are placed on the map or are moved by other
units. Units can do a variety of actions such as move and fire,
or fire and move, or move, fire, then move again during their
Action Phase, providing they have enough Action Factors to
expend. Texan units which react to Mexican moves during the
Reaction Phase also get 12 Action Factors to use each time they
react in addition to the 12 Action Factors they receive during
their normal player turn.
MOVEMENT
Units expend Action Factors for each hex and/or hexside they
enter or cross. Texan units may move freely but Mexican units
require the presence of an officer either stacked with them or
adjacent to them at the beginning of the turn in order to move.
The Terrain Effects Chart lists the movement cost for each
terrain feature. Units also expend additional Action Factors for
entering a hex with Dead Body counters in it. Texan units expend
a variable amount of Action Factors to pass through a closed Door
Hexside or enter a hex containing other Texan units not in the
same numbered group as themselves. Mexican units may only pass
through a closed Door Hexside by either spending 12 AF trying to
break it down, firing a cannon at it so other units can move
through, or having a friendly unit on the inside opening the door
for them. Of particular interest to the Mexican player are the
wall hexsides. The High Wall Hexsides may not be crossed except
through doors, ramps, and stairs. The Low Wall Hexsides may be
crossed by expending 6 AF. The Intermediate Wall Hexsides may be
crossed in one of three ways, either a unit expends 12 AF to
cross it, uses any door, ramp, or stairs if available, or uses a
ladder for only 8 AF. Ladder counters are placed on the mapsheet
when the first Mexican units use them and are left there for the
following Mexican units to use later.
The number of units that may stack in a hex is based on the
stacking value of the hex, which is either 4 or 8, and the
stacking values of the units in the hex. Mexican units may only
stack or move through a hex with other units from the same
Column. Texan units may freely stack or move through hexes with
units of other formations not their own but with an Action Factor
penalty. Leaders stack free but may only stack with units of
their own Column or formation except for unassigned leaders who
may stack with any friendly unit. Mexican units must stop when
they move adjacent to a Texan unit unless a wall hexside is
between them. Texan units may move past adjacent Mexican units
but at an increased AF cost.
COMBAT
There are two types of combat, fire combat and melee combat.
Fire combat occurs during the Action and Reaction Phases of a
player turn. As with movement Texan units may fire freely but
Mexican units may only fire if they are stacked with, or adjacent
to, an officer. Both sides' units may melee freely.
A fire attack is executed by the phasing player announcing the
target hex that is within the Line of Sight (LOS) and range of
the firing unit. It costs a Mexican player 8 AF, and a Texan unit
6 AF, to fire. In addition, Texan units which are stacked with an
Extra Musket Counter may fire at cost of 3 AF, upon which that
counter is then removed from the board. Leader units do not fire.
The range of Texan infantry units is ten hexes, the range of
Mexican infantry units is four hexes, and the range of the
various cannons are infinite (within the scope of the board). The
LOS has a variable range depending on blocking terrain on the map
and on the level of light/darkness based on the turn. The basic
range for LOS is five hexes in the first five turns, increasing
by one hex for the next five turns, and infinite for every turn
thereafter. This simulates the historical fact that the final
battle for the Alamo started in the pre-dawn darkness and
continued on through the dawn and shortly afterward, which makes
DARK VICTORY the only Alamo game to recognize this fact in its
rules. Only the top most unit in the target hex may be the target
of fire and only the top most unit in a stack of units may fire.
The phasing player then calculates the "To Hit" number by adding
the firing unit's stacking Factor, its Fire Modifier number if
any, and the total stacking value of all units in the target hex.
The resulting number then has fire modifiers added and/or
subtracted which account for such things as relative darkness,
height advantage of the firing unit, and terrain in the target
hex. The final number is the "To Hit" number. The phasing player
then rolls two dice and if the result is equal to or less than
the "To Hit" number then the top unit in the target hex takes a
step loss. When a Texan unit takes a step loss it is flipped
over, showing a dead body picture on the other side and left on
the board. If a Mexican unit takes a step loss, it is flipped
over if full strength, or removed if reduce strength, and in both
cases a dead body counter is placed in the target hex. In
addition if the die roll is a two, any leaders that are in the
target hex are flipped over and left there as all leaders on both
sides have dead body symbols on their reverse side.
Firing cannons require that a cannon be stacked underneath a
non-leader infantry or gun-crew unit. That unit may fire the
cannon at a cost of 12 AF and may not fire its own weapons when
it does so. The "To Hit" number consists of the cannon's combat
factor, plus the total stacking value of the units in the target
hex, plus or minus any additional modifiers. All cannons in the
game are on the Texan side. They start the game loaded and when
fired are flipped over to their unloaded side. While any
non-leader unit may fire the cannon, only an artillery gun-crew
unit which is stacked with it may reload it which costs 12 AF.
Since there are 11 cannons and only 8 Texan gun-crew units, some
cannons will probably be fired only once during the game. When a
Mexican unit enters a hex with a cannon in it, it is considered
to be captured and they may use it. There are only four Mexican
gun-crew units who are brought in to reload the captured cannons
and they may only do so when their officers are stacked with them
or are adjacent. In addition, cannons which are located in
intermediate or high level hexes may not fire into adjacent
ground level hexes, thus creating a dead space where enemy units
can not be hit by cannon fire. Only the light Four and Six
Pounder cannons may be moved by a unit, at a rate of 2 AF per
hex, and may only move into clear and/or ramp hexes. Mexican
units may move cannons adjacent to door hexsides so they can be
used to blast them open when they are later fired.
Melee combat occurs at the end of the each Player Turn in the
Melee Phase. It occurs between adjacent units and/or stacks of
units with the phasing player as the attacker. Melee combat is
voluntary on the part of the attacker but the defending player
may not decline combat if so attacked. A melee attack consists of
all attacking units in a hex attacking all the defending units in
the adjacent hex. The melee strength for each stack is the total
morale values of all units in the stack, plus the morale value of
one leader if any in the stack, plus a bonus point for every four
stacking points worth of units in the hex. The defending stack
also adds points to its melee strength for any terrain hexside
between itself and the attacking stack. Melee combat which occurs
inside the interior rooms does not incur any bonus points for
having four or more stacking points. Units behind intermediate or
high walls can only conduct melee combat through those walls in
hexsides that contain doors, ramps, or ladders. Both players each
roll one die and add the results to their respective melee
strengths. The side with the higher total wins the melee and the
losing side suffers a step loss from his stack. If both totals
are tied, both sides suffer a step loss. If any leaders are in
the melee, the owning player rolls two dice for each leader, if a
two is rolled the leader is killed and flipped over. Defending
units in a hex may be attacked more than once during a melee
phase but the attacking units in a hex may only participate in
one melee combat per melee phase.
TEXAN REACTION PHASE
During the Mexican Action Phase, the Texans have their own
reaction phase where they may react to Mexican unit movement.
Whenever a Mexican unit or stack of units moves within the range
and LOS of a Texan unit, the Texan player may order the Mexican
player to stop the movement of that unit or stack, and the Texan
player may then react with his unit. The reacting unit gets 12 AF
to expend over and above the 12 AF it gets in the Texan Action
Phase each time it reacts. A Texan unit may react more than once
during the Mexican Action Phase to different Mexican units or
stacks, however it may only fire once during the phase, all other
reactions must be movement only. A Texan unit may not react when
a Mexican unit becomes adjacent to it and there is not a wall
hexside separating them. Also if a reacting Texan unit moves
adjacent to a Mexican unit and there is no wall hexside between
them, then the Mexican unit gets a free fire attack against the
reacting Texan unit. The Mexicans do not get a reaction phase of
their own during the Texan Action Phase.
MISCELLANEOUS TRIVIA
There are certain counters which serve no other purpose but to
add historical accuracy to the game. The "Women & Children"
counter does nothing once placed on the board. Yet if it is the
only Texan unit left on the board at the end of the game then the
Texan player can still claim victory, a decidedly unhistorical
and absurd notion. The "Patient" counter also may not be moved
once placed, but at least it can fire and melee. The "Slave/POW"
counter may move and fire, but once it becomes adjacent to a
Mexican unit it surrenders and is removed from the board.
There is also a rule for arson. Certain Mexican units may set
fire to room hexes inside the Alamo. Although one would think
that this is a bit of cinematic chrome from the movies, the
Mexicans really did set fire to two rooms during the actual
battle. Any Mexican sapper unit that begins the Mexican Action
Phase adjacent to a room hex, and is within the Alamo's outer
wall perimeter, may start a fire in that room hex by expending 12
AF. A flame marker is placed in the room hex and any Texan unit
in that hex must make an immediate morale check to see if it will
stay in the hex. If it passes its morale check the unit may stay
there, otherwise it must move out of the hex and if unable to is
eliminated. Texan units which stay in a burning hex must make a
morale check every succeeding Mexican Action Phase to see if they
will continue to stay.
For a game which prides itself on its historical accuracy
there is one thing that was left out. There are no rules for
rifle armed units for either side. Granted rifles, which would
give a unit a longer range for fire combat, are kind of wasted in
the first half of the game as the pre-dawn darkness precludes
using their longer range. But in the second half when it is light
out they would certainly be of great use, especially when trying
to pick off enemy artillery gun-crews. At the very least the
designer should of included a set of optional rules for rifle
fire, but alas he did not. So much for the game's claim to total
historical accuracy.
VICTORY CONDITIONS
If at the end of the game the Texans still have at least one
unit on the board they win. If the last Texan unit is destroyed
before the end of the 18th turn, victory is then determined by
the number of Mexican steps that were destroyed up to that time.
This number is first modified by subtracting the number of turns
before the 18th one that the final Texan unit was killed and is
then further modified by subtracting a variable number based on
the Mexican Casualty Recovery Table in the rules. The final
number of steps destroyed is the one used to determine victory.
If the number is 30 or less the Mexican player wins, if the
number is 31 or more then the Texan player wins. There is a
Sudden Death Victory Condition in the game. If the Texans have
killed 61 steps of Mexican units before the end of the game,
Mexican morale is considered to be broken and the Texans win
automatically.
GAME PLAY
DARK VICTORY takes about two to three hours to play. This is
due to the large number of units and the excessive dice rolling
to figure out each shot or event, but this is common in any
tactical level game.
As the game starts the Mexican player maneuvers his columns so
that all or most of his units are six hexes away from the Alamo
walls, just out of the LOS of the Texan units due to darkness.
This will take 3-4 turns. Then there will be a mad rush to the
walls with the lead units taking to brunt of the Texan reaction
fire. The follow up units behind them will move to within the
maximum range of their muskets and start laying down a covering
fire against the Texans on the walls. It usually takes about 3-4
turns for the Mexicans to climb up and clear the walls which they
assault. By this time it is beginning to get light outside and
Texan units further away from the fighting can join in the
firing. After clearing the assaulted walls the Mexicans will
divide their forces into two groups. One group moves along the
tops of the walls clearing away any Texan units up there while
the other group goes down into the plaza to go after the Texans
in the rooms. The Texan units close to Mexicans will use their
Reaction Phase to employ "shoot and scoot" tactics to delay the
Mexican advance while Texan infantry units in unengaged portions
of the compound will scurry off of the walls to get inside the
inner rooms to prepare for their last stands.
Once the outside walls are cleared the Mexicans then have to
break into the inner rooms and eliminate the Texan units inside
and it is here that the game begins to become a close tense
situation. Although the Mexicans will use captured cannons to
shoot down the doors, once the Mexican artillery crews are dead,
they will have get in the old fashion way. While the rooms in the
outer walls are relatively easy to clear, especially with the
Mexican firebomb rule, the rooms inside the Chapel are a
mini-maze and it is here where the Texans have the best chance of
having a unit hold out until the end. I have seen many games go
to the last turn as the Mexicans try to kill those last Texan
units in the Chapel.
In all the games I have played of DARK VICTORY, I have seen
the Texans win only one automatic victory and one sudden death
victory. In all other cases the games ended with all Texan units
being killed before the end of the game with the Texans winning
about two thirds of those. The real linchpin in victory
determination is the Mexican Casualty Recovery Table. If the
Mexicans can keep their casualties under 50 steps, they have a
fair chance of having their permanent casualties reduced to 30
steps or below. I have never seen the Mexicans keep their
casualties to below 30 in normal play, thus eliminating the need
for the table. Given two equal players the Texan side has the
definite edge giving their reaction phase and being on the
defensive, thus the more experienced player should take the
Mexican side, in order to keep the game fair.
CONCLUSION
DARK VICTORY is the most definitive game about the Alamo to
date. Yet I only can give it a grade of B+. The missing Turn
Record and Mexican Casualty Tracks and lack of errata correcting
small errors in the game have marred an otherwise excellent
product. This is sad as COMMAND Magazine was usually diligent
about publishing errata for its games, yet it refused to do so
for this game even after this author submitted errata for it to
them. (For those interested, the errata has been posted on
Grognard.) With the inclusion of the errata this game would
certainly rate a grade A- rating. If optional rules for rifle
fire (also posted on Grognard) were also included then this
product would get an A+. For historical gamers with a definite
interest in the Alamo, this game is a worthwhile addition to
their source materials on the subject.