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In late 1864, due to the continual raids on the wagon trains traveling along the Sante
Fe trail, Kit Carson and an expeditionary force were sent out by General Carleton to
raid the Comanche and Kiowa winter camps.
Carson’s force discovered the Indians camped along the Canadian River near
the abandoned ruins of the adobe fort and attacked. The initial camp they
encountered was small, but a much larger camp was nearby. Carson soon saw
hundreds upon hundreds of warriors pouring out to do battle, far more then he
expected to encounter. Carson dismounted his Cavalry troops, and through the
skillful use of grass fires and two howitzers, repelled the fierce assaults of the Indians.
By the end of the day, running low of ammo, Carson managed to withdraw his forces
back to the safety of his infantry reserves and the supply wagons.
Game Credits
Game Design: Michael Taylor
Game Development: Dave Moseley, John Heim, Randy Lein
Playtesting: Dave Moseley, John Heim, Brian Mosley, Douglas Koupash, Steven Moseley, Joseph Pilkus
Graphics: Brandon Pennington, Randy Lein
1. TABLE OF CONTENTS
Section 1. Table of Contents Section 9. Fire Combat Section 17. Special Rules
Section 2. Game Components Section 10. Melee Combat Section 18. Camps
Section 3. Glossary of Terms Section 11 Artillery Section 19. Pony Herd
Section 4. Sequence of Play Section 12. Unit Strength Section 20. Game Set Up
Section 5. Zones of Control Section 13. Leaders and the Column HQ Section 21. Victory Conditions
Section 6. Stacking Section 14. Morale Checks and Rally Section 22. Design Notes
Section 7. Movement Section 15. Ammunition Supply Section 21. Victory Conditions
Section 8. Unit Mode Section 16. Pack Train Section 22. Design Notes
5. Lost Horses/Ponies. See 17B Special Rules. B. FIRE COMBAT MODIFIERS. Fire Combat
modifiers apply to the unit’s combat factor (x½ or
x¼) or the dice roll (+ or - DRM). All modifiers are
9. FIRE COMBAT cumulative except pinned/prone and breastworks,
Each combat unit has a Combat Strength factor. see the Fire Combat Chart.
This factor represents the unit’s strength in 1. Terrain. Most of the terrain in Adobe Walls is
personnel and ranged weapons such as bow and considered clear and does not affect Fire Combat.
arrows, carbines, and rifles. US Cavalry units are The following terrain features do affect Fire
armed with carbines and pistols. US Infantry units Combat:
are armed with rifles. Indian units are armed with
mixed weapons, including bows/arrows, hatchets, Light Woods: -1 DRM if target is dismounted
spears, clubs, and a wide variety of small arms. in a Light Woods hex.
The Howitzers are handled somewhat differently. Adobe Fort: -2 DRM if target is dismounted
Rules specific to Artillery Fire Combat are in the Adobe Fort hex.
discussed in Rule 11 Artillery.
2. Casualty Point (1 or 2). Each casualty point G. RETREAT FIRE. A unit that is forced to retreat
represents a unit combat factor loss (men killed and into the ZOC of an enemy unit may undergo
wounded) and a reduction in the combat strength of Retreat Fire. The procedure for Retreat Fire is the
the unit. If a horse/pony holder takes a casualty same as for Opportunity Fire with the following two
point both the holder and the mounts are eliminated. exceptions:
Units that take a casualty point from Fire Combat
Units entering the ZOC trigger Retreat Fire
must conduct a Morale Check. This
only applies to units affected by the combat results, Retreat Fire occurs during the Combat
not other units in the stack. or Melee Phase.
E. LEADER CASUALTIES. Leaders may be killed Each time a unit retreats into the ZOC of an enemy
or wounded by enemy fire. When any unit in the unit, Retreat Fire may be triggered. Retreating units
same hex as a leader takes at least one casualty may be fired upon several times as it retreats.
point loss on the Fire Combat Table, or a natural Retreating routed units that suffer casualties from
dice roll (before modifiers) of 2 is rolled, a Leader Retreat Fire do not roll for additional rout. A friendly
casualty may be possible. Consult the Leader Loss unit in the hex negates the enemy ZOC in that hex
Check Table and roll two dice (2d6). Apply the (no Retreat Fire is triggered).
results immediately (see rule 13D).
Unlimbered (deployed and ready to fire). No The howitzer remains in the hex.
Note: Unlimbered is equivalent to
If the manhandling attempt fails, and the howitzer
Dismounted for fire and melee modifiers.
was attempting to cross a creek or ford hexside,
Changing from one mode to the other is a form of then a check must be made to see if the howitzer
movement. It costs 2 MPs for a full strength crew to has become mired (see below).
change movement modes (limber-unlimber) and 3 Any US unit (except Horse Holders and Leaders)
MPs for a reduced strength crew. When may manhandle a howitzer. This unit cannot
unlimbering, a howitzer may face in any direction perform any other activity (i.e. move, fire, receive
(field of fire) the owning player desires (exception, ammo, etc.) during the entire turn, and it must
see Mired below). Howitzers cannot change modes begin the US turn in the same hex with the howitzer.
(limber/unlimber) if Pinned or Disrupted.
Changing a howitzer’s field of fire is considered a
1. Limbered. Limbered howitzers move like form of manhandled movement but does not
Mounted units with the following restrictions: require a die roll. Simply adjust the howitzers Field
of Fire shifting any number of hexsides.
Cannot move from a Level 1 hex
directly into a Level 3 hex. Mired Howitzers. Howitzers moving while limbered
Cannot move from a Level 3 hex may become mired when crossing a Canadian
directly into a Level 1 hex. River hexside that does not contain a ford. When a
Cannot enter a Marsh hex. limbered howitzer attempts to cross one of these
Each Light Woods hex entered costs ½ hexsides immediately roll 1d6 on the Mired Table to
its movement allowance (2.5 MP). see if the move into the hex is successful or if the
howitzer becomes mired.
2. Unlimbered. Unlimbered howitzers move Unlimbered howitzers moving by means of
by means of being manhandled (pushed or manhandling may become mired when crossing a
pulled by hand), with the following ford or creek hexside. When an unlimbered
restrictions: howitzer attempts to move across one of these
Cannot move from a Level 1 hex features and fails the manhandling attempt
directly into a Level 3 hex. immediately roll 1d6 on the Mired Table to see if
Cannot move from a Level 3 hex the howitzer becomes mired.
directly into a Level 1 hex. The following results are possible:
Cannot enter a Marsh hex.
Result Explanation
Cannot be manhandled across a non-
ford Canadian River hexside. Yes The howitzer is mired.
Cannot be manhandled to Retreat The howitzer is mired. Roll on Wrecked
Yes*
Before Melee Combat. Table for possible wreck.
The howitzer successfully moves
A howitzer may only be manhandled into an No
across the feature.
adjacent hex and must pass a die roll to do so. To
manhandle a howitzer consult the Manhandle
Howitzer table and roll 1d6, applying any applicable
modifiers listed on the table.
2. Scatter. Pony herds will scatter when any Set up the following units, mounted or dismounted*,
of the following occur: in any hex adjacent to or in a Kiowa Camp hex:
A failed capture attempt. 1x Leader Dohausen
If there are two pony herd counters in 4x Kiowa warriors:
the hex, and only one is captured, the o Kicking Bird, Lone Wolf
o White Horse, Wooden Lance
other will scatter.
*If dismounted, place four pony holders in any hex
within two hexes of a warrior unit or camp.