by Steve Winter
This is a simple campaign structure for playing the Zulu War. It’s assumed that “The Sword and the Flame” rules will be used to fight out the tabletop battles. This campaign isn’t meant to be a rigid military simulation or especially true to historical events. Instead, it aims to capture the flavor of a peculiar war and a few salient points of strategy while involving the players in some surprising, asymmetrical miniatures battles.
Players
“Marching into Zululand” works best with five players (three British, two Zulu) and a referee. That shouldn’t deter anyone from tackling it with as few as two players or as many as six. Seven or more is a good idea only if you can seldom manage to get more than six of them together at one time.
The campaign also works well solitaire, with the player commanding the British columns while the Zulus are controlled by simple conditions and die rolls. Modifications for solo play are described at the end of the rules.
The Forces
The forces described here are not set in stone. Players with huge figure collections can scale the game up, as long the two sides are kept in proportion. The same goes for players with small collections. (I won’t vouch for the game working if the forces are cut below 50%; the armies may become too brittle at that point.)
The columns as outlined here are perfectly symmetrical. This is how they start. The British players, however, can shift one unit of each type (regular infantry/sailors, mounted, artillery, NNC) between columns. That’s one unit, total. For example, one infantry platoon (20 figures) could be shifted from the left column to the center column; one mounted unit could be shifted from the center to the left; and one field piece and one NNC platoon could be shifted from the right to the center. AT that point, one unit of each type has been shifted, so no more adjustments are allowed.
Don’t be alarmed by the apparent size of the armies in this campaign. No battle will ever involve more than one column or, at most, one-half of the Zulu army. Most battles will be smaller than that, involving only portions of the opposing columns and impis.
Just as they did historically, the British send three columns into Zululand. It’s best if a separate player commands each column, but the commands can be divided up other ways if necessary. Each column contains:
Platoons of sailors can be interchanged freely with redcoats in the infantry battalion. Irregular cavalry (including native horse) moves, fights, and rallies as Boers, but in 12-figure units.
The Zulu players have at their command 15 ibuthos (35 iviyos of 20 figures each, plus command). That’s 915 figures, but don’t panic; they will never all be on the table at the same time. It’s conceivable - barely - that up to half of them could be, but more common battles will involve 200 to 300 Zulus.
About one-sixth of the Zulus in any force should be equipped with rifles. These can be distributed through the iviyos however the Zulu players desire.
Each campaign turn follows this sequence:
The map is an abstract depiction of Zululand. It is divided into five regions: Natal (British deployment zone, nothing else happens there), Ulundi (Zulu staging area and British objective), and the left, right, and center lines of advance (where all of the action takes place).
The three lines of advance are divided into spaces to regulate movement of British columns. Only British columns move through the spaces. Zulu impis don’t occupy any specific space on the march routes or move from space to space. An impi is either resting, reorganizing, and purifying itself at Ulundi or opposing the British advance “somewhere out there” along one of the march routes.
The spaces on the map indicate the dominant type of terrain and a modifier to Zulu scouting efforts.
Before turn 1, markers representing the three British columns (individual miniatures work nicely) are set up in the three assembly areas in Natal.
Each British column can move one space per turn. It can move in any direction, but no column can ever cross the line into another column’s route. A British column doesn’t have to move.
In two circumstances, a column isn’t allowed to move. The first is if it lost baggage wagons in previous turns; a column is immobilized for one turn for each baggage wagon it loses. The second is if it lost a battle the previous turn. In this case, a battle is considered lost by the British if the Zulus held the table at the end of the fight. These two conditions aren’t cumulative; if a column loses both a wagon and a battle on the same turn, it is immobilized for one turn.
Before the first turn, the Zulu force must be divided into four impis. Ibuthos cannot be divided between impis (in other words, each impi must contain an even multiple of three iviyos.) The maximum strength that can be placed in a single impi at any time (even after turn 1) is six ibuthos. The smallest strength that can be placed in a single impi is one ibutho.
The impi maximum size restriction doesn’t apply at Ulundi.
One impi must begin the game at Ulundi. The others must be placed in the three lines of advance, one per route.
During the first Zulu movement phase, any ibuthos currently at Ulundi can be moved out to one or more lines of advance. Then ibuthos that are away from Ulundi can be moved back to the royal kraal.
The Zulus can never have more than four impis, and they can never have more than one in a single location. In other words, if reinforcements are sent from Ulundi to a route where there’s already an impi, those reinforcements automatically join the impi that’s already there. Likewise, when an impi or portion of an impi withdraws to Ulundi, it joins the impi there.
No unit can both enter and leave Ulundi in the same turn, or vice versa. The only exception is for units that left Ulundi and then immediately fought in a battle, and so had to withdraw for a turn of rest.
Battle losses must be tracked for each unit on a roster.
Two British platoons that have suffered losses can be combined into one larger platoon only if a) one has lost both of its leaders, and b) the combined unit has 20 or fewer figures. Regular infantry and sailors can’t be combined into a single platoon, but they can be part of the same company or battalion. Likewise, regular and irregular cavalry can’t be combined into a single troop, but can be in the same squadron.
Zulu ibuthos must be tracked individually and can never combine with others, but the three iviyos within each ibutho can be juggled as the players see fit. For example, if three full-strength iviyos are reduced to 36 figures after a battle, they could be reorganized as two 18-figure iviyos, three 12-figure iviyos, one 20-figure and one 16-figure iviyo, or any other combination that doesn’t a) place more than one leader and 19 other figures in an iviyo or b) create more than three iviyos. In most cases, players won’t bother getting too fancy with Zulu organization, beyond trying to keep their iviyos at top strength.
There may be times when, because of losses, an impi is reduced to less than three ibuthos. That impi must withdraw to Ulundi at the end of the turn for reorganization.
Recovering Battlefield Losses
After a battle, both sides can recover some of their losses. The British recover half their total losses (killed and wounded) if they hold the battlefield. If they don’t hold the field, they recover only half of the wounded figures they manage to extricate from the disaster. The Zulus recover half of their total casualties if they hold the field, or one-fourth if they don’t hold the field. Fractions are rounded down. Both sides recover all figures that routed from the fight or retreated voluntarily from the table.
In 25/28mm scale, each wagon and team should take up at least 6 inches of table.
The wagons serve as targets during Zulu attacks. Any time a wagon is overrun in battle, its column is immobilized for one campaign turn per wagon lost. Wagons are automatically replaced at the end of every campaign turn, so each column always has three to worry about.
Any Zulu ibuthos that fought in battles (but not quick battles) during a turn must withdraw to Ulundi at the end of that turn. They spend the next turn at Ulundi, purifying themselves.
A special rule applies to British movement into Ulundi. A column can enter Ulundi only if doing so will result in a British victory that turn. If a column is not strong enough by itself to win the game, then it must wait in the last space outside Ulundi for another column to catch up so they can both (or all) enter together.
In short, there is no final Battle of Ulundi scenario in this campaign. If the British assemble outside the royal kraal with sufficient force to win, the battle is assumed to be the same one-sided anti-climax that it was historically.
Unlike in many campaigns, players in “Marching into Zululand” have little control over when their troops engage in battle. Unplanned battles were a hallmark of the Zulu War. Forces tended to encounter each other with no regard for the schedule and then fight battles that neither side anticipated. The scouting phase determines whether the British find the Zulus, the Zulus find the British, or no one finds anyone.
During the scouting phase, both the British player commanding a column and the Zulu player opposing it roll one 20-sided die each. The rolls are modified as shown below and then the scouting reports are compared.
British Scouting Modifiers
Zulu Scouting Modifiers
If the British roll is 10 or more points higher than the Zulu roll, then the impi was discovered by British scouts and the Zulus launch an expected attack.
If the Zulu roll is 10 or more points higher than the British roll, then the column was discovered by Zulu scouts and the impi launches an unexpected attack.
If neither roll was twice the other, then there is no engagement.
Once two forces find each other, there’s going to be a battle (unless the Zulus decline - see Quick Battles).
The first step is determining what type of battle will be fought. Roll one die and check the table matching the type of engagement (either Expected or Unexpected Zulu attack).
The second step is determining the forces that are involved. In most cases, battles will involve only a portion of the Zulu impi or British column. Check the description for the type of battle and follow its instructions for determining forces. At the end of this step, the Zulus have the option of cutting off the attack, but they will take losses if they do so. If the Zulus want to press the attack, the referee can step in and abort the battle himself (usually out of a suspicion that the Zulu players intend only to set up the table and then immediately retreat to minimize their losses). The British have the option to avoid a battle only if it’s a purely cavalry engagement on their side, in which case they get away scot free (but also sacrifice the opportunity to inflict casualties on the Zulus).
The third step is determining the battlefield terrain. This is largely up to the referee, with guidelines based on the terrain in the space where the battle occurs.
The fourth step, of course, is setting up the troops and playing the game.
Unprepared Camp
The Zulus come upon a British camp, unlaagered and only partially alerted. Roll a die for each unit in the British column: on a roll of 1-3, it is present in the camp; on a roll of 4, it is somewhere on the table but not in the camp; and on a roll of 5 or 6, it is lagging behind and won’t be involved in this battle (probably escorting a wagon convoy bringing up supplies). Also roll a die for each ibutho in the impi: on a 1-4, it participates in the battle, on a 5 or 6 it sits this one out (either as part of the reserve or because it is too far from the battlefield to arrive in time).
The British get to place the camp center, represented by the baggage wagons, at least 18 inches from all table edges. Units “in camp” must be within a foot of the camp center and in open order. British units that are present but not in camp are placed by the Zulu players, at least 18 inches from a Zulu entry edge.
Zulus arrive from off table. One ibutho arrives each turn at a randomly selected entry point. The Zulu players get to roll for the entry point first and then select which ibutho arrives there. Ibuthos cannot be delayed; one must arrive every turn until all are on the table.
The scenario ends when only one side has figures left on the table.
Column Attacked on the Move
This scenario was the grist of Chelmsford’s recurring nightmare. A single cape wagon, with its massive, plodding team of eight to twelve oxen, could occupy up to 50 yards of trail. It didn’t take many such wagons to create a dangerously strung-out convoy.
In this scenario, all three baggage wagons are placed in a column with its head at about the center point of the table and its tail pointing back toward the British corner. A die is rolled for each British unit; it is present in the column on a roll of 1-2, available as a reinforcement on a roll of 3, or absent from the scenario on a roll of 4-6. Present units are positioned in road column around the baggage train, with the first unit going ahead of the baggage, the second going behind it, and the third and fourth going to left and/or right at the British players’ option. All must be within a foot of the nearest wagon. If the British force includes cavalry or NNC, one unit of each can be placed in a scouting position (open order, between 1 and 2 feet from the nearest wagon). They, in turn, can each have up to two detached scout figures, according to the standard The Sword And The Flame rules.
British reinforcements arrive on a roll of 1 or 2 (roll separately for each unit at the start of each turn). They march onto the table from the British players’ short edge. British reinforcements can be delayed indefinitely if the commanders deem it too dangerous for them to arrive individually (or at all).
Roll a die for each ibutho; on a roll of 1, its iviyos can be hidden on the table in any concealing terrain, even if it’s behind the convoy (assume they crept in there after the British passed by); on a roll of 2 or 3, it arrives as a reinforcement; on a roll of 4-6, it is too far from the scene to participate in the ambush.
Locations for hidden Zulu units must be selected after the baggage and guards are set up but before the British players put out their scouting units and detached scouts. Once placed, scouts and units can “call visibility” into concealing terrain within 4 inches of their setup positions.
Reinforcing ibuthos arrive one per turn at randomly selected entry points.
The battle ends when only one side has units on the table.
Patrol Ambushed
A patrol found the impi by stumbling into its midst.
Roll a die for each mounted unit in the column; it is present on a roll of 1-4. Also roll a die for each NNC iviyo; it is present on a roll of 1-2.
Also roll for each Zulu ibutho. It will be hidden on the table on a roll of 1, or will arrive as reinforcements on a roll of 2 or 3. On 4-6, the ibutho doesn’t participate.
Concealed Zulu units must be positioned first. Then the cavalry units are set up in open order within 24 inches of Zulu entry area 7. NNC, if present, should be within 18 inches of a mounted unit.
Zulu reinforcements arrive, one ibutho per turn, at any Zulu entry point the Zulu players wish.
The battle ends when only one side has troops left on the table.
“Abandoned” Kraal
A force sent out to burn an abandoned kraal discovers that it isn’t as abandoned as was thought.
Roll a die for each infantry, cavalry, and NNC unit in the column. Each will be present on a roll of 1-2; cavalry and NNC can enter as reinforcements on rolls of 3. Also roll for each Zulu ibutho in the area: on a roll of 1, the ibutho is hidden on the table; on a roll of 2, it will enter as a reinforcement.
When setting up the table, place a kraal (no more than 12 inches in diameter) about 12 inches from the Zulus’ short table edge.
Locations for hidden Zulu units are selected first. Then British units are set up between 2 and 3 feet from the kraal.
No reinforcements for either player can arrive until the kraal begins burning. That happens anytime at least three British figures, including at least one officer or NCO, spend a full turn in the kraal. The kraal is considered to be burning at the end of that turn.
Once the kraal is aflame, the Zulu players can roll one die per turn for reinforcements. One ibutho arrives at a random entry point if the roll is 1-3. British reinforcements arrive in march column, one after another, beginning the turn when the British players roll a 1 or 2. British reinforcements can be withheld indefinitely if the players deem it wise.
The initial British force, however, cannot withdraw until it has either set the kraal ablaze or suffered at least 10% casualties (killed and wounded). British troops leaving the table in good morale can only exit by their own short edge. Routing troops can run off their own short or long edge.
Prepared Camp
The Zulus come upon a British camp that has been alerted to their presence and prepared for defense.
The British get to place the camp center (the wagons) within two feet of the center point of their own long table edge. The camp center can abut the table edge. (This represents a camp sited with impassable terrain at its back.)
All the column’s artillery (cannons and Gatling guns) are in the camp automatically. Roll a die for every other unit in the British column. On a roll of 1-4, the unit is present in the camp; on a roll of 5, it can arrive as a reinforcement; on a roll of 6, it won’t be involved in this battle.
Units “in camp” can be set up anywhere on the table, at least 18 inches from the Zulu table edges and in any formation.
Roll a die for each ibutho in the impi: on 1-5, it participates in the battle, on a 6 it sits this one out (either as part of the reserve or because it is too far from the battlefield to arrive in time).
The British camp has three defensive advantages. First, wherever the wagons are placed, that spot becomes a hill, giving the defenders a first-round advantage in melee. Second, a donga encircles the hill at a radius of roughly 18 inches (within rifle range). Crossing the donga is done the same way as crossing a wall (on the first turn, move up to the donga and stop; on the second turn, cross to the opposite side; on the third turn, move away; artillery is prohibited). Third, extra ammunition was distributed to the troops beforehand, so ammo limit rules never apply to British units in this scenario.
Zulu units arrive at random entry points, one ibutho per turn. The Zulu players get to roll for the entry point first and then select which ibutho arrives there. Ibuthos cannot be delayed; one must arrive every turn until all are on the table.
British reinforcements arrive all on the same turn, when the British commander rolls a 1 or 2, and enter anywhere along the British short table edge. The British defending the camp cannot withdraw voluntarily (all their supplies are unloaded and immobile).
The battle ends when only one side has units left on the table.
Laagered Column
The Zulus attack a column, but it has sufficient warning to laager properly.
All three baggage wagons are placed in a clump at approximately the center of the table. A die is rolled for each British unit; it is present on a roll of 1-3, available as a reinforcement on a roll of 4, or absent from the scenario on a roll of 5 or 6.
Around the baggage park, the British players can build a square, barricaded enclosure using additional wagon beds, boxes, mealie bags, rocks, or other obstacles. The inside dimension of the laager can be no more than 12 inches on a side. It can be smaller if the British commander desires. (The laager can also be circular if the players prefer, with a radius of 7 inches or less.) Regular infantry and artillery units must be positioned inside the laager. If the British force includes cavalry or NNC, they can be placed inside or outside the laager. If outside, they must be within 24 inches.
British reinforcements arrive all together on a roll of 1 or 2. They march onto the table from the British players’ short edge. British reinforcements can be delayed indefinitely if the commanders desire.
Roll a die for each ibutho; on a roll of 1-3, it will arrive as a reinforcement; on a roll of 4-6, it is too far from the scene to participate in the battle. Reinforcing ibuthos arrive one per turn at randomly selected entry points.
The battle ends when only one side has units on the table. British units inside the laager cannot voluntarily leave the laager or the table until at least five Zulu figures have moved inside the laager.
Cavalry as Bait
In this engagement, the Zulus think they are ambushing a cavalry patrol, but the patrol is actually luring them onto the main camp for a decisive battle.
Setup is identical to the attack on a prepared camp, with these changes:
No cavalry is on the table at the start. Zulu ibuthos begin arriving immediately on turn 1. The cavalry arrives as reinforcements, one unit per turn, beginning on turn 2. Each cavalry unit enters through a randomly chosen ZULU entry point.
Before the game starts, the British player can select a 4-inch-long segment of the donga that surrounds the camp where the banks are broken down, allowing unhindered movement across the gully. The Zulus learn of this drift only by seeing the British use it or by moving a unit within 4 inches (the same as “calling visibility”). The presence of this drift is optional; if the British don’t intend to use it, they can decide it doesn’t exist (before the game begins, of course).
The battle ends when only one side has forces on the table.
Beleaguered Farm
A British detachment is cut off and surrounded in a farmstead.
One infantry platoon (player’s choice) occupies the farm. On a roll of 1 or 2, it can be joined by a single unit of NNC (also player’s choice).
Set up the farm at the center of the table. It should consist of a stone house (no larger than 3x4 inches), a barn (no larger than 3x5 inches), one or two stone animal enclosures (approx.. 2x3 or 2x2 inches), and 1d6+6 inches of stone fence to tie it all together.
The farm comes under attack from one ibutho (player’s choice). The iviyos can be set up wherever desired beyond the defender's’ rifle range from the farm.
The battle lasts at least eight turns. At the end of turn 8 and every turn after, roll one die. On a 1 or 2, the battle ends immediately.
The referee has tremendous leeway in this regard. Each map space lists a predominant type of terrain. Check the descriptions below to see what type of features should be placed on the table for that space. An abandoned kraal (or farm, if along the Natal border) can be added to any table setup, but it should be small enough to not dominate the battle.
Rough (+6): An area with extensive tangles of scrubby trees and cut by frequent ravines. Include 1-3 small hills, 4-6 large patches of brush or stony ground (rough), and 3-6 feet of donga.
River (+2): This space is traversed by a shallow but steep-banked river. Rivers in Zululand vary tremendously in depth and ferociousness throughout the year, but for the game we assume that the rivers are always fordable by infantry and cavalry using the standard river-crossing rules. Artillery and wagons can cross only at a drift. Include 2-6 feet of river with 1 or 2 drifts, 2-5 hills (some with sheer sides facing the river are appropriate), 2-4 patches of brush or stony ground (rough), and perhaps 1-2 feet of donga feeding into the river.
Hills (+4): Large, round, rolling hills and long ridges interspersed with dramatic, rocky outcrops. Include 4-6 hills, 2-4 patches of brush or stony ground (rough), and 1-2 feet of donga. Hills may have hidden caves.
Mountain (+8): A high, flat-topped prominence, often surrounded by steep, boulder-studded slopes and cliffs; a natural stronghold for a Zulu chieftain. Include 1 or 2 mountains (possibly connected by a low nek of rough ground), 2-4 hills, 1-3 patches of brush or stony ground, and 2-3 feet of donga. Mountain slopes are likely to contain caves. For purposes of determining where reinforcements arrive, the table’s edges are divided between the Zulus and the British. Each force gets one long and one short edge.
The two Zulu edges need to be marked off with 11 “random entry points.” The best way to do this is to place markers of some sort along the table edges: numbered chits or poker chips, or identifiable stones, work well. The numbers run from 2 to 12, corresponding to the possible results from rolling two dice.
The markers can be set out two different ways, depending on whether the Zulu attack was expected or unexpected. The two arrangements are shown in the diagrams (which use a 5 ft. x 8 ft. table as an example; adjust proportionally if your table is larger or smaller).
In the case of an expected attack, the “2” marker is placed one foot from the outside corner of the Zulus’ long edge and the “12” marker is placed one foot from the opposite corner of the short edge. The remaining nine markers are placed at equal intervals between the 2 and the 12. Great precision isn’t necessary here, the referee’s eyeball is sufficiently accurate for this work.
In the case of an unexpected attack, the “2” marker is placed around the corner from the Zulus’ long edge, one foot onto the British short edge. The 12 marker is placed two feet onto the British long edge. The remaining nine markers are then placed at equal intervals between them around the Zulu edges.
When a scenario calls for reinforcements to arrive at a random entry point, roll two dice. The reinforcements move onto the table with their center passing over that entry point. They can spread out (as Zulu masses often do) as much as a foot to either side. Measure the new arrivals’ movement from the table edge.
In some cases, a battle will develop that is so lopsided in England’s favor that there’s no point in playing it out. (Battles that are lopsided in the Zulus’ favor are still probably worth setting up; everyone loves a good massacre.)
If the referee decides that’s the case, or if the Zulu commanders decide that a battle isn’t worth fighting (they always have this option once the forces are determined but before the table is set up), then the result can be adjudicated quickly.
Roll one die for each iviyo involved, one die for each 20 British or irregular riflemen (round up), and two dice for each cannon or Gatling gun. That many casualties must be distributed through the attacking Zulu force however the Zulu commanders choose. Also roll one die for each ibutho involved; those are the casualties inflicted on the British. No more than half of those casualties can be dumped onto the NNC.
There is no casualty recovery after a quick battle.
“Marching into Zululand” plays well as a solitaire campaign. The Zulus’ strategic decisions are guided by the following tenets:
At the beginning of the game, one iviyo from each ibutho is assigned 10 rifles. Surviving riflemen should always be kept together in the same iviyo, and that unit should be reorganized to full strength whenever possible to protect the riflemen (key figures).
On the first turn, the Zulus are organized into three impis of four ibuthos each to oppose the columns. Three ibuthos are held at Ulundi. From then on, the impis will be kept at roughly equal strengths.
When an impi is forced to withdraw to Ulundi, it is replaced by the reserve impi, if a reserve is available. If two or three impis are forced to withdraw at the same time and only one reserve impi is available, choose its opponent according to the following priorities:
A campaign should serve two purposes:
First, it should be a pleasant and fun game in its own right without distracting from the main event, which is the tabletop miniatures battle. That means not much bookkeeping, opportunities to make strategic decisions, and clear, straightforward goals. It also means campaign turns should be quick to resolve because players don’t want to spend so much time maneuvering to a battle that there’s no time left to play the battle.
Second, the campaign should help the referee by generating battle situations he might not otherwise come up with on his own.
The very simple movement and logistics rules of “Marching into Zululand” address the first issue. Players ought to grasp the game completely after five minutes of explanation. On the second point, the combination of different basic terrain with random forces, scenario setups, and goals is a favorite tool of mine for devising unfamiliar scenarios. Some people may object that this method often produces unbalanced fights, but I consider that a plus. Players are forced to evaluate the situation on the fly as it really is, rather than in light of artificially balanced victory conditions. If you play this campaign, some of the battles will be slaughters. Unpredictability is what makes it fun and exciting.
Ultimately, this campaign is all about time. The British have only nine turns to reach Ulundi with a strong force. Unopposed, they can be there in six turns. That means each column can be delayed only three times if it’s to reach the royal kraal. Between lost battles, lost wagons, and fear of ambush, there’s plenty to slow down the advance.
If not for that time limit, sitting tight would be a wonderful strategy for the British. Moving is dangerous. Stay put and the Zulus will charge onto your guns and bayonets. Then, after the impis are weakened or while they’re pulled back to Ulundi, the columns can push forward. It works very well; it’s just not fast enough. Eventually, the columns need to push ahead into dangerous opposition.
For the Zulus, the problem is all about delaying the inexorable advance of those columns with impetuous, nearly uncontrollable warriors. Once they are sent into the field, they are beyond your control.
Psychology is often an impi’s best weapon. The fear of being hit by an unexpected attack from a strong impi can sometimes stall a column at the edge of bad terrain just as effectively as losing its wagons would. Pay close attention to how the rugged ground is staggered across the map. By shifting forces between routes with perfect timing, the Zulus can get maximum benefit from ambush terrain.
Un-historically, Zulu losses don’t affect their victory. If losses pile up too fast, of course, there won’t be enough ibuthos remaining to oppose the final push on Ulundi. In the end, however, defeat for the Zulus is inevitable; if not by this first invasion, then by the much larger one that will follow. Cetshwayo’s kingdom is doomed to dismemberment and civil war, so fight for all you’re worth while it’s still worth something.
Marching into Zululand: Large Map
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