It is said that Zulus like most native foes had a more than healthy respect for enemy cavalry. The Zulus had suffered bloodily for their failed attacks time and again at the hands of mounted units. Yet the Zulus did try various tactics to avoid, oppose and trap these cavalry units. Although not successful in killing any large numbers it proved that the InDuna's did plan tactics separate to the attacks on the infantry.
Chelmsford's 2nd division was continuing its march towards Ulundi, accompanied by the mounted units of the Flying Column who patrolled ahead acting semi independently. The infantry column had camped some five miles from unknown small river which would have to be reconnoitred and reports also indicated a large force of Zulus in the area.
The Frontier Light horse, some 200 troopers had moved of and arrived at the river which was centred in a valley with rocky mimosa covered slopes and tall mealie grass on the banks of the river. Having fired some Iocal kraals in the area the troopers noted a large force of Zulus some 2,000 strong approaching towards them moving down the slopes across the river. The light horse crossed the river, dismounted and advanced into the grass and engaged the zulus with carbine fire at the foot of the ridge.
The Zulus disbursed into the grass and began to outflank the dismounted troopers, opening up a flanking fire upon them, which caused the light horse to remount and withdraw back across the river reaching the relevant safety of the far bank. A squadron of the 17th lancers and another of Kings Dragoons Guards arrived at this time to reconnoitre the area. Like most 19th century British cavalry the opportunity to engage an enemy was not to be missed, so where the colonials had failed!...
Both squadrons advanced across the river the dragoons acting as flanking guards whilst the lancers charged back and forth through mealie grass. Unfortunately the Zulus had retired to safety of the slopes and now opened up a heavy fire on the stationary Dragoons forcing a troop to dismount and return fire. Both squadrons retired back across the river with loss of 1 officer killed and 6 troopers wounded. The Zulus followed the cavalry for some miles harassing it from the ridges with rifle fire.
This action shows the difficulty that the terrain in S.A. posed for cavalry and the death or glory attitude adopted by British cavalry commanders. You should try to recreate this in your wargames rules where British cavalry are used for the first time. Upon contact with the enemy a dice roll should be used waited in favour of advancing to the attack, even if you the overall commander would not wish it.
A large cavalry force of colonial units road out of camp, crossed the Umfolozi river and road along the track toward Ulundi searching for suitable site for tomorrow's battle. They brushed aside small groups of Zulus when in front of them they noticed some Zulus herding some goats towards a grassy hollow. The cavalry advanced to surround the herd and its Zulu herders, when the officer in command noticed that the Zulus were in no real hurry to get away and were in fact slowing down. He halted the advance and had just ordered his men to open fire with carbines when a heavy volley came crashing out of the surrounding tall grass followed by the appearance of some 3,000 Zulu warriors who adopted the bulls horn formation to entrap the cavalry. The Zulus had a better chance of hitting mounted men as their rifle fire was generally high, several troopers were killed and half dozen horses fell dead. The cavalry managed to make it back across the river but only just, the Zulus keeping up the chase back to the river.
Whilst cutting down the retreating Zulus, a force of 500 warriors were hidden in tall grass beyond a small Donga, these showed themselves and fired a ragged volley much to the surprise of the leading troopers. The lancers advanced against the warriors who stood their ground, pulling at the lances and stabbing at the horses bellies This skirmish broke up the formation of the cavalry regiment but by using their carbines and sabres the Zulus finally broke and joined there fellow warriors in retreat.
These 2 actions show again the venerability of cavalry in unfavourable surroundings. How different the battle of Ulundi may have been if the colonials had not escaped from that carefully laid trap and were not then available the next day for that final battle. The trap its self was well thought out the Zulus knew that the cavalry units captured cattle, goat etc for there own use, so they tempted the cavalry with this goat herd and failed by hairs breath in succeeding.
I once (and only once) tried this tactic on unsuspecting British player using cattle in a skirmish game; 20 N.M.P. rode no more. The Zulu force opposing the lancers (shades of Waterloo here) the British hiding in the wheat field (who mentioned Napoleonics) this unit was well positioned beyond the Donga which broke up the momentum of the lancers charge and they were more than willing to come to grips with the lancers. This tactic of keeping a regiment in cover (figs not on table) is a useful one to adopt for the Zulu player when the British player has available a large force of cavalry You can even feint or withdraw a Zulu unit leading the cavalry towards to the trap.
ZULU TACTICS WAS NOT ALL BULLS HORN.
The Zulu war is ideal wargames period for small scale actions both skirmish 1-1 and small scale wargames. Below are a few ideas along these lines.
Mini Rorkes Drift
There were dozens of small stone and earth forts built in Zululand to protect supply routes, some protected by no more platoon strength and the odd N.N.C. company. These are simple to make and a good start towards re-fighting the larger Rorkes Drift action. A good game scenario is to have a small fort, garrisoned by one company of line and a gattling gun positioned on a small hillock overlooking a river crossing where a supply column of 4/5 wagons are crossing via ponts with a N.N.C escort with cavalry support. The Zulu impi attacks with a column half way across; SORT THAT OUT!
Burning Kraals This went on throughout the whole war and is good scenario for a skirmish game using 15 to 30 mounted men or a larger wargame raid of 2/3 companies of line and several N.N.C. companies with mounted support. With this action lumber the British with some slow moving wagons and captured herds of cattle/goats. Who is going to be brave enough to dismount and the burn the kraals and chase the goats in area surrounding by tall grass concealing the somewhat aggrieved Zulus.
To add to the British player anxiety, use 2 kraals on the table, one small + 1 large spaced some distance apart with a herd of cattle grazing nearby. Patrols Small and large patrols were constantly being sent out to reconnoitre areas. The Prince Imperial incident is a prime example and the larger cavalry action mentioned in the Zulu tactics section is another. A good wargame scenario is a river crossing towards the end of the table with the patrols objective to reconnoitre a possible crossing. The patrol should halt for 1 d6 roll to observe the area once having arrived at the river. The zulu player has the choice to attack it on its way, once it arrives, or on its return journey back along the track. Protecting friendly Zulus Whilst at Khambula, Col. Wood set out with 360 mounted men and 200 Zulu warriors of a zulu chief who had come in and surrendered, the column had set of to bring in the remainder of his clan which was now open to attack by loyal Zulus. There are no figure manufactures making to my knowledge any Zulu women and children figs but a wargame based on the above with friendly Zulus fighting alongside the British with some ordinary warrior figs representing the slow moving women and children would make an interesting wargame.
Chopping Wood Again at the Khambula camp 2 companies of British infantry were sent out several miles to cut fire wood for the camp. A scenario would be your main camp at one end of table and 2 companies chopping wood at the other end with the Zulu impi attacking them; would they hold out until the relief column arrives
Searching for the King Another patrol game with added problem of taking the King alive. This makes for ideal 1-1 action using 30 or so troopers if available plus 1 company of N.N.C. Use again 2 kraals on the table and at most you require only around 40 Zulu figs with a handful on guard. The King was unfit and tired from having walked long distances so he cannot just bound off into the bush to escape.
Hope these suggestions give you some wargames ideas. You don't have to initially purchase a large amount of figures to start up in this period.
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