by Paul Darnell
(1) The Zulu player should have a break-off point for an attack that is obviously going wrong (i.e. a certain percentage of casualties). If you wish to leave this as an uncertainty, as it was for the Zulu Induna, start rolling a dice after each regt. has received a certain percentage of casualties to see if it routs, followed by the other regts. (2) Unmarried regts. racing ahead -- the British can, by again a simple dice roll, goad a regt. to attack before the Zulu player is ready. 1234 OK 56 advances, faster or before time. The British player has to inflict a certain amount of casualties on the regt. before the dice roll is allowed. (3) The bulls horn formation -- this must be used as the main battle formation by the Zulu player. The size of your wargame table should allow for this flanking moment. (4) To add the Zulu player -- a plus random and minus factor (more +) should be used for movement of individual regts. This hinders the British player's calculations when working out arrival times of the Zulu horde on his thin red line. (5) N.N.C. morale -- this goes without saying, that these luckless troops had a universal fear of the Zulu. Why not when using Boer and waggon drivers in a column, introduce a defection by all non-British forces, if attacked by a very large force of Zulu. 'Who in the company can drive a waggon?'. Back to Colonial Conquest Issue 2 Table of Contents Back to Colonial Conquest List of Issues Back to MagWeb Master List of Magazines © Copyright 1992 by Partizan Press. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |