Skirmish Gaming

The Defense of Rorke's Drift

By Hal Thinglum


BACKGROUND

Skirmish logo There have been few small engagements in military history which have captured the imagination of wargamers as the action at Rorke's Drift during the Zulu War. There, 107 years ago on January 22,1879,4000 Zulus, fresh from the field of Isandhlwana, assailed the 86 British effectives and 36 patients defending the storehouse, make-shift hospital, cattle kraal, and mealie bag/biscuit-box defense lines. In a 10 hour battle beginning at 4:00 in the afternoon, waves of Zulus continuously pounded the British compound gradually forcing them from the hospital, across the open area between the two buildings, to a final line of defense at the front of the storeroom. A total of 25 British were made casualties, with 15 losing their lives, while approximately 500 Zulus were killed before they withdrew back to Zululand. A total of 11 Victoria Crosses were awarded to the defenders, by far the most such awards for any single action in British military history, making one wonder if the deluge of medals was an attempt to overshadow the debacle at Isandhlwana which occurred that very morning.

It had long been my desire to recreate this battle and, when Ral Partha released their fine Zulu line, I purchased numerous packs, constructed the compound in 25mm scale with removable roofs and painted, painted, and patnted.

I knew it would be necessary to write my own rules as I did not believe any currently available set would allow for the type of action which historically occurred. There was also the problem of the required Zulu hordes, as one can always paint 90 or so British figures, but who wants to spend years doing up 4000 Zulus? Most rules sets dealing with multitudes of natives battling small numbers of trained troops solve the problem by simply allowing native casualties to be continually resurrected, a concept I rejected, as it did not seem to penalize the native units for suffering excessive casualties over an extended period of time, and anyway, it just did not seem right to me.

This situation was rectified, at least in my own mind, by rolling a die for each Zulu casualty following morale tests, permanently removing any figures unfortunate enough to roll a 1, and returning any others to the game immediately. Thus, total casualties are considered for morale purposes, and, for example, a 30 figure Zulu unit (representing 240 Zulus at an 8:1 ratio) could survive high casualties which would not remove the unit from the game. The losses, however, would be visually apparent (removal of those figures rolling a 1) and the unit would pay for accumulating casualties over a long period of time (when 50% of a unit's figures are lost, morale is more difficult to pass).

My re-enactment of the action featured 94 British effectives (86 enlisted men, 2 officers, one NCO, and 5 patients well enough to fight) plus five patients without weapons, all mounted on individual ¾ inch stands, opposed by 523 Zulus in 13 Separate units ranging in size from 13 to 60 figures. The game, however, has played well with as few as 60 defenders and 200 Zulus. The Zulus were mounted 6 figures to a stand (1½,, x 2"), except for the riflemen on Oskarberg Terrace and approximately 5 individually mounted Zulus per unit which were intended to be used for climbing roofs, entering houses, and for situations requiring one-on-one melees.

RULES

The turn sequence and an overview of the rules is provided below:

1. Determination of movement of eligible Zulu units: Each unit rolls two 6-sided dice looking for a 6 or better to stand and begin their charge. If the unit is below 50% or if the inDuna was killed, an 8 is required instead of a 6. If the unit fails, it goes prone again.

2. Fire from all British units: There is a 45 degree angle of fire, unlimited range, and fire must be direced at the nearest threat. Each British figure throws a die with 3-6 causing a Zulu casualty (5-6 if firing at Zulus who are prone or under cover). Zulu units taking hits roll one die per casualty, and a 1 removes them from the game. They also roll 2 dice if a kill occurs, and a 12 removes the inDuna.

3. Morale checks for Zulu units which suffered casualties: Each unit taking casualties (a casualty is any Zulu who is hit during fire or melee, not only those who are removed from the game because they roll a 1) throws 2 dice and the result must exceed the number of casualties taken (plus two for less than 50% or no inDuna).

4. Movement: There are 3 movement zones within the compound as shown in the sketch; namely, the hospital, the storeroom and the cattle kraal, and the area betweel the two buildings.

    a. British movement: Movement within one zone is free while movement to an adjacent zone consists of any movement within the immediate zone plus the number, in inches, on 2 dice in the other zone.

    b. Zulu movement: No limit on movement. However, if their movement takes them away from the compound, they cannot close with the compound that turn. Zulus take 3 turns to move over a defended wall (first move, they are in contact wih outside of wall; second move, they move over wall but stay in contact with inside of wall; and third move, they move where they wish) and 2 turns to move over undefended wall. A Zulu unit must have a minimum frontage of 6 inches and a maximum of 12 inches. This is to prevent both unhistorical column charges and situations wherein an entire Zulu unit is spread out to absorb initial casualties.

5. Fire: All fire is considered simultaneous.

    a. British (As in Step 2): Volley fire can be organized by an officer or Sergeant Bourne and must consist of at least 3 figures in each of 2 ranks. To determine fire, throw 3 dice per man. Volley fire can only be directed at Zulus within the compound or coming over the walls. Pistols can fire two times during this second fire phase.

    b. Zulus: Each rifleman on Oskarberg Terrace throws a die looking for a 6 with all 6's being re-rolled for 5-6 to inflict a casualty. Each prone (unable to pass morale and charge) Zulu unit can fire once per turn. The British can pin Zulus on Oskarberg Terrace by firing more figures at the Terrace than the number rolled on two dice. If so, all 5-6's previously obtained are re-rolled looking for 6's.

    c. Morale checks for Zulus (As in Step 3):

      (1) Escape holes in building walls: British figures wishing to dig through the wall of their room and move to the center building rooms (no doors lead to inside rooms from rooms lining outside of buildings) throw 2 dice looking to accumulate 12 points.

      (2) Damage points to doors: Zulus wishing to break through doors throw 3 dice per unit in contact with the building looking to accumulate 25 points while the British defender, if present in the room, throw a die which is subtracted from the Zulu total to represent reinforcing the door.

      (3) Movement to roof: This is free for the British during their movement phase (only 5 British figures per roof). Zulus throw one die per 6-man stand in contact with the building looking for a 6 to move a single figure to the roof.

      (4) Attempted fires: Each Zulu unit in contact with a building may throw 2 dice looking for 10-12 to start a fire,

      (5) Extinguish fires: British extinguish with a 4-6 on one die if they have figures on the roof and with a 6 if not.

      (6) Extent of fires: Once the fire is initiated, roll 2 dice each turn to determine if roof caves in (9 or better on first turn, 8 or better on second, etc.),

7. Melee: Melees are considered to be simultaneous.

    a. General melee: Units touching each other or separated by mealie bag walls are considered to be in a melee situation. Each front rank Zulu throws one die looking for a 6 to cause a casualty (no British saves) while each British figure throws a die looking for 3-6.

    b. Individual melee: Each figure throws a die and modifies it. The high number wins the melee.

8. Zulu morale from melee (as in Steps 3 and 6).

The game is designed for 16 turns with each turn equaling approximately 30 minutes. The Zulu objective is to annihilate the British by the end of Turn 16 while the British goal is to be on the table at the end of the game.

In previous playtests, the British were usually successful in their attempts to defend Rorke's Drift, although the outcome was usually in doubt, and there have been many "close-run" affairs. The following account details a British loss played at the Milwaukee Historical Wargames Weekend on October 6th, 1984.

THE BATTLE

The game begins with all Zulu units in position surrounding the compound. The riflemen on Oskarberg Terrace are not allowed to move unless the hospital and center zones are evacuated by the British. The British figures are placed in position manning the mealie bag walls, cattle kraal, both houses and on both roofs. There are two British commanders; one assumes control of the figures in the storeroom zone and the front wall of the open zone, while the second commands those in the hospital zone and rear wall of the open zone. Each of the 6 Zulu players command at least 2 units.

In the Milwaukee replay, the Zulus were exceedingly successful at exerting a great deal of pressure on the British lines early in the game by having 11 of 12 possible units pass their initial morale (6 or better on two dice) to stand and begin their charge. Because of the multitude of targets, the British players were forced to split their fire, resulting in relatively low casualty rates to each individual unit, making it relatively easy for them to pass morale and close to the mealie bag wall or houses.

During the second phase (Step 5) the same situation existed and, in addition, many British figures on the roofs were not facing the direction in which they would have been capable of having the most effect. Many Zulu units passed morale from fire and began to attempt to break down doors to the hospital, climb to the roof, attempt to start fires, and engage the British line in melee. With so many Zulus in contact with the defense line, it was surprising only to the British players as to the high number of British defenders made casualties during melee. The majority of the Zulus, however, were pushed back following a failure to pass their morale checks. Those units still in contact with the British after having passed 3 morale checks on any given turn (2 from fire and 1 from melee) would be eligible to climb the mealie bag wall on the next turn if they were successful at passing the next turn's first phase (Step 3). They would, however, have to remain in contact with the back of the wall for that whole turn after having moved over it, being able to move where they pleased during the subsequent turn (this feature was borrowed from a set of Rorke's Drift rules written by Jeff Perren and published in WARGAMER'S NEWSLETTER and the "old" COURIER). If the wall was undefended (defined as 5 or fewer defenders per 12 inch section or 3 figures or less in the cattle kraal), only 2 turns were required to cross the wall.

By Turn 2, the Zulus had set the storeroom on fire, although the British on the roof managed to extinguish it. However, the pressure exerted on the hospital influenced them (the British) to begin digging holes in the walls leading to the center room. Gaps in the defense line were not being filled by the British, who preferred to leave their figures where they were in an attempt to defend the entire outside compound against all possible attacks. The British were also frequently electing to fire at prone (nonthreatening) Zulus instead of charging Zulus to the right or left of the firing figures. By this time, Zulus were pouring over the front mealie bag wall, entering the hospital from the back and side doors, and leaping down on unsuspecting British figures in the center zone from the hospital roof (at a "plus 3" in individual melee).

The British players opted to initiate building the redoubt during Turn 3 but chose the center zone (requires 5 men on each side of the biscuit box wall to transport mealie bags and 3 turns to construct) as opposed to constructing it in front of the storeroom (requires 5 men and 1 turn) where the bags were stored. Although this resulted in even fewer men to man the 3 defensive zones, still the British did not pull back to a smaller defense line.

In Turn 4,10 British, firing volley fire to the front of the hospital under the command of Lt. Bromhead, rolled very poorly and were unable to stop a charging Zulu unit by firepower and were overwhelmed, with the 6 survivors forced back into the hospital, which was then set on fire during Turn 5. A British force in the center zone repulsed a strong Zulu attack by utilizing volley fire, but failed to follow the retreating Zulus to the mealie bag wall (a British option even though it is not a movement phase), preferring to hold their position. Because of this, other Zulu units, crouched behind the wall, were eligible to move over the wall wherever they wished in the next turn (undefended walls require only 2 turns instead of 3 to climb).

Turn 6 saw numerous Zulu units charging to the center zone between the two buildings, where the British were still attempting to defend the wall facing Oskarberg Terrace against fierce attacks, construct the redoubt, and at the same time, form a line to the front of the biscuit box line inside of, and facing, the open zone. Although the Zulus were unsuccessful at totally eliminating the defenders in this section, the troops building the redoubt were forced to fight, thus adding another turn to the construction time.

A number of British were lost in melee, especially on the wall facing the Terrace, where they were hit in the rear by attacking Zulus. At this time, the hospital roof collapsed in flames and the 6 British, including Lt. Bromhead, and 4 remaining patients were killed inside. One patient had been moved outside assisted by a figure (figures helping patients move do so at the rate of the distance shown on 2 dice) but they were both over-run in a Zulu attack. Due to much of the British fire being blocked by friendly troops inside of the center zone, only one Zulu unit suffered sufficient casualties to result in failed morale. This unit fell back and since all of the remaining units bearing witness to the rout passed their morale checks (8 or better on two dice), the Zulus had virtually assumed control of the hospital and center zone and were pressuring the storehouse zone.

The British players gathered their remaining 20 or so figures and belatedly withdrew to the storehouse zone, manning the lines of defense although numerous gaps could be seen. The Zulus surged forward chanting "u Suthu! u Suthu!", sensing victory and subsequent bachelor parties. (It is amazing the number of wargamers who remember the sound track of "Zulu!"

At Historicon '84, Paul Koch raised the faltering British morale with an emotional rendering of "Men of Harlech"). Seeing that they would be unable to repulse the attack, the British pulled back into the storehouse where, during Turn 8, the Zulus were successful at setting the building ablaze and, at this point, the game was determine to be an uncontested Zulu victory.

Of the 4,184 Zulus (523 figures at a 1 to 8 ratio), 462 or 11% of the total force were casualties, while the entire British force was eliminated. In reality, approximately 500 Zulus were killed and another several hundred were estimated to have been wounded. Utilizing my system of throwing a die for each Zulu casualty, and removing any figures obtaining a 1, 16% of the casualties suffered (72 out of 462) were removed from the game. This suggests than an ideal ratio of Zulu figures to real men would be 1 to 6.

CONCLUSIONS

In retrospect, the Zulu players conducted their attacks well, in that they continually exerted pressure on virtually the entire line of defense, forcing the British to spread out their fire power instead of concentrating fire on units. Surprisingly enough, no inDunas were made casualties, a fact which made it easier for Zulu units to pass morale. On the other hand, the British players turned a doubtful situation into a poor one by (1) attempting to defend the entire compound with insufficient troops after they started taking losses, (2) utilizing poor judgement in firing at prone (non-threats) Zulus instead of at charging Zulus to their right or left, (3) failing to move figures around to face the greatest threat. Had they done so, however, any Zulu unit being in a position to see the removal of figures -- in excess of the number thrown in one die -- from the position they were facing, could reroll in an attempt to charge again, as in Step 1 (this being developed to prevent the British from leaving defense lines unprotected following Step 1 knowing which Zulu units could or could not charge), (4) failing to re-occupy the mealie bag wall after repulsing Zulu units from the inside compound with volley fire, and (5) selecting the center zone to construct a redoubt instead of the storehouse zone. Historically, Lt. Chard made all the correct decisions and thus far, if the British players to the same, they usually are able to survive.

The rules appear to allow for the ebb and flow of Zulu attack, British fire power, melee and usually, Zulu retreat. Therefore, it is my impression that they provide a fairly realistic game within a simple rules framework that allows the game to be completed within 4 hours with players who do not know the rules and under 3 hours with those who have played it previously.

Rorke's Drift

Jumbo Map (very slow: 207K)


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