
I decided to buy The Battle of Adobe Walls because I wanted to have a look at a Legions Wargames boardgame. There were no solitaire games available at the time (Picket Duty was still pre-order) and the scale (companies and bands), troop types (light cavalry forces) and grand tactical situation (a raid in open terrain against an enemy who is faster than your forces) appealed to me. The components and artwork looked first class too. All I needed was a set of solitaire rules.
GAME 1
Historical Scenario
Indian Decisive Victory 3:1
Indians 71 VP
US 23 VP
The battle developed much as I imagined would likely happen, the US Column came to the worst possible ending, surrounded by yelling braves, low on ammo and shot or hacked down to the last man! To be honest though, I was more preoccupied with learning how to play the game while simultaneously designing my AW Solitaire Rules Card, rather than with tactics.
Historical Scenario
Indian Decisive Victory 3:1
Indians 71 VP
US 23 VP
The battle developed much as I imagined would likely happen, the US Column came to the worst possible ending, surrounded by yelling braves, low on ammo and shot or hacked down to the last man! To be honest though, I was more preoccupied with learning how to play the game while simultaneously designing my AW Solitaire Rules Card, rather than with tactics.

AW Solitaire Rules Card.pdf |
On conclusion of my first game, I was happy with the way my solitaire rules functioned, but the actual game rules were a bit of a headache and it’s a pity the Table of Contents on the first page of the rules don’t have page numbers to refer to. To alleviate the problem of rules reference, I designed an AW Quick Reference Card which displays all the rules in an abbreviated form. I also designed 14 Extra Ammo Markers (found in the AW Quick Reference Card download) to be used in conjunction with the Ammo Supply Option 1 rules.

AW Quick Reference Card.pdf |
GAME 2
Alternate Scenario
Draw 1:1
Indians 32 VP
Adobe Fort (5)
Carson Killed (10)
Abreau Wounded (2)
15 US Casualty Points (15)*
*US Casualty rate of 31% (150 men from 480 men)
US 42 VP
Adobe Fort (5)
34 Indian Casualty Points (55)*
12 Ammo Points Used (-12)
6 Low Ammo at End (-6)
Satanta and Ten Bears were wounded (no VP)
*Indians Casualty rate of 45% (340 men from 760 men)
For my second game, I decided to play the Alternate Scenario so as to have the support of Abreau’s Supply Column. The battle was fought in three phases:
0740 to 1040: US occupation of Adobe Fort and engagement along Bent Creek
US manage to occupy the ruins with the support of a howitzer. In the meantime, Indians are held all along the east side of Bent Creek. Carson is killed early on, robbing the US of their best asset for the rest of the day!
1100 to 1400: US withdrawal to unnamed creek (hexes 2002 to 2114)
Getting the slow howitzers back to the creek is a big headache but Indian morale is broken (twenty Indian Casualty Points) during the painstakingly slow withdrawal.
1420 to 1800: US build breastworks along unnamed creek
US dig-in, Indians go prone and ineffective firing develops until nightfall puts a stop to hostilities. The Indians then melt away into the darkness...
Alternate Scenario
Draw 1:1
Indians 32 VP
Adobe Fort (5)
Carson Killed (10)
Abreau Wounded (2)
15 US Casualty Points (15)*
*US Casualty rate of 31% (150 men from 480 men)
US 42 VP
Adobe Fort (5)
34 Indian Casualty Points (55)*
12 Ammo Points Used (-12)
6 Low Ammo at End (-6)
Satanta and Ten Bears were wounded (no VP)
*Indians Casualty rate of 45% (340 men from 760 men)
For my second game, I decided to play the Alternate Scenario so as to have the support of Abreau’s Supply Column. The battle was fought in three phases:
0740 to 1040: US occupation of Adobe Fort and engagement along Bent Creek
US manage to occupy the ruins with the support of a howitzer. In the meantime, Indians are held all along the east side of Bent Creek. Carson is killed early on, robbing the US of their best asset for the rest of the day!
1100 to 1400: US withdrawal to unnamed creek (hexes 2002 to 2114)
Getting the slow howitzers back to the creek is a big headache but Indian morale is broken (twenty Indian Casualty Points) during the painstakingly slow withdrawal.
1420 to 1800: US build breastworks along unnamed creek
US dig-in, Indians go prone and ineffective firing develops until nightfall puts a stop to hostilities. The Indians then melt away into the darkness...
HOLDING BOXES
Due to my focusing on the solitaire rules I had not noticed a problem which was developing during play. I began to realize I was taking ages to play a turn and was spending way too much time moving stacks around to have a look at counters underneath. By Phase 3 the situation had become impossible with the US encircled and I literally could not play any more without spreading stacks all over the table (see picture 1)...all very confusing!
Due to my focusing on the solitaire rules I had not noticed a problem which was developing during play. I began to realize I was taking ages to play a turn and was spending way too much time moving stacks around to have a look at counters underneath. By Phase 3 the situation had become impossible with the US encircled and I literally could not play any more without spreading stacks all over the table (see picture 1)...all very confusing!

This phenomenon came about due to a combination of three factors:
1. The game uses a multiple stack-based system to record information.
2. Counter size and hex size leave no room for a stack to be grasped without knocking over other stacks.
3. Counters are glossy and when stacked, will slip with the slightest nudge.
Picture 1: Shows the chaotic situation on the map on Game Turn 22. Note the circular markers in the middle of the battle area (top of picture) and the corresponding circular markers denoting the spread stacks (bottom of picture).
1. The game uses a multiple stack-based system to record information.
2. Counter size and hex size leave no room for a stack to be grasped without knocking over other stacks.
3. Counters are glossy and when stacked, will slip with the slightest nudge.
Picture 1: Shows the chaotic situation on the map on Game Turn 22. Note the circular markers in the middle of the battle area (top of picture) and the corresponding circular markers denoting the spread stacks (bottom of picture).

To solve this problem, I designed two AW Holding Boxes Cards to store all information pertaining to a unit and played with just the unit counters on the map. This worked well (see pictures 2 and 3) and the last turns of the battle went smoothly. Having the markers in the holding boxes also allowed the artwork to be appreciated more during play.
Picture 2: Shows the map on Game Turn 23 after the introduction of the holding boxes. Unit counters are now clearly visible and can be easily handled.
Picture 2: Shows the map on Game Turn 23 after the introduction of the holding boxes. Unit counters are now clearly visible and can be easily handled.
Picture 3: Is a view of the holding boxes showing just how much information is stored under each unit counter. ![]()
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CONCLUSION
I’m now happy with The Battle of Adobe Walls. The game plays smoothly if the Quick Reference and Holding Boxes cards are used. I’ll be keeping an eye on the sequels Battle of the Rosebud and the classic Battle of the Little Bighorn.
Further information at: legionwargames.com
I’m now happy with The Battle of Adobe Walls. The game plays smoothly if the Quick Reference and Holding Boxes cards are used. I’ll be keeping an eye on the sequels Battle of the Rosebud and the classic Battle of the Little Bighorn.
Further information at: legionwargames.com