54mm ... yes, these are some big models! We used my 6 foot by 8 foot table which was only a slight challenge ...
The game plays over three "waves" of Mexican troops. Three columns of 28 figures for each of the 4 sides of the Alamo start 30" away from the wall. Each column advances 3D6" per turn. Once a Mexican column reaches a wall, a ladder goes up and they can start feeding troops up the ladder. Each column can shoot 1D6, needing a 6 to hit.
We placed each Mexican column on the table where they the player wanted them to approach and used D6's to mark how far away (subtracting from 30") the column was from the wall. Since casualties are removed from the front of the column (to slow its advance), for each 4 casualties (column was 4 figures wide), we added 2" to the distance the column was at.
Meanwhile, the defenders get 1D6 per model - needing 4+ to score a hit. If you are firing a hero or sharpshooter, the score is 3+ to hit. There are a mix guns in the fort. 1 heavy, a few medium, and some light guns. Heavy guns inflict 3D6 hits in wave 1, 2D6 in wave 2, and 1D6 in wave 3. Medium do 2D6 hits in wave 1 and 1D6 hits in wave 2 and 3. Light guns do 1D6 hits in each wave. Mexican columns cannot be hit by artillery once they are within 12" of the wall.
While the Texan's can't achieve "victory" - the "forth wave" always wins ... if they are still alive/holding the fort at the end of the third wave it is considered a Texan victory.
Nick mentioned that the Mexicans had never failed to take the fort by the end of the third wave in previous times he had run it. However, mostly thanks to the incredibly lucky dice of Dan Kerrick, the Texans held out! Dan and I ran the Texans (I wasn't much help, 4+ is a lot to ask!). Nick, Wyn, Roy and Adrian ran the Mexicans, each taking one of the sides of the fort.
This game was a lot of fun - very straight forward rules we all picked up quickly and it played very well. Pictures below.
A great way to spend a lovely Sunday afternoon.