Rorke's Drift

Introduction and Rules

by Chris Ferree
amended by Keith Jordan

Introduction

On the 22nd & 23rd of January 1879, 4,000 Zulus made a series of attacks on the British supply station at Rorke's Drift. For a day and a night the 141 defenders fought off wave after wave of attack. In the end, British bullets and bayonets won the day.

These rules are adapted from a set by Chris Feree, which I obtained from his "BY JINGO" web site. I just added a few things and clarified some rules. The Zulu player will find that his primary problem is with command and control, i.e., getting his force to attack in some organized fashion and having them stick around long enough to so some good. The British player has to contend with defending a perimeter without enough troops. This game will take about 5 to 8 hours to play as written. If you want to use it at a convention, you'll probably need to do something to speed it up.

Needed:

  • 250 Zulu Figures (www.thewayitwas.com had plastic Zulus for $1 a bag as of 2001. Contact them if you're interested.)
  • around 12 Zulu sniper figures (maybe more)
  • 2 Zulu Induna (command) Figures
  • 10 British personality figures- Lt. Chard (OIC), Lt. Bromhead, Color Sgt. Bourne, Surgeon Reynolds, Pip (a brown and white terrier, the battalion mascot), Asst. Comm. Dalton, Chaplin Smith, and (optionally) Ardendorf, Hitch, Hook, and Scheiss.
  • 5 British Sergeant figures.
  • 17 British enlisted figures
  • 6 British walking wounded figures
  • 1 incapacitated British figure
  • markers to -indicate levels of wounds on British soldiers
  • Terrain (Hospital, Storehouse, terrace)
  • a model Water cart
  • Activatidn chits (or cards) for 10 Zulu units, 2 Indunas, Lt. Chard, Lt. Bromhead, Color Sgt. Bourne, Surgeon Reynolds, Asst. Comm. Dalton, Chaplin Smith, Lt. Ardendorf, 5 British sections, Zulu snipers, soldiers in the hospital, and soldiers in the storehouse.
  • Markers for building fires, holes in building roofs, holes in Hospital walls.
  • tape measure
  • handfuls of six-sided dice
  • a table that will allow a playing area 36" beyond the perimeter of the British defenses (less is possible, but complicates things).
  • maps of the playing area for the Zulu player.

Scale:

    1 figure = 5 men
    personality figure = 1 man

Unit Organization

The overall Zulu commanders are the two mounted Induna. Twenty-five Zulu figure make an iviyo, There are 10 iviyo in each attack.

Five (or less) British figures led by a sergeant make up a section.

SEQUENCE OF PLAY

As I've already stated, the game is broken up into three or four attacks, with each attack being broken up into multiple turns. Each attack starts with the 10 Zulu iviyos at the table edge, and the British force set up inside their defensive perimeter. Units are activated randomly during each turn of the attack using cards, chits, or whatever. Once activated, Zulu units may move and conduct close combat. Zulu snipers may only fire. Activated British units fire and conduct close combat, but only move as directed by Chard or Bromhead during their activations.

At the end of the turn, if the Zulus have incurred enough casualties, they must check their resolve to determine if they continue the attack or fall back. If the Zulus continue the attack, another turn is played out and the process is repeated until the British have been defeated or the Zulus fail the resolve check. The game is over when either the British have been wiped out or the Zulus fall back on the third, or maybe fourth, attack. The fourth attack is optional and can be performed if the Zulu players have enough unexpended command points (explained later) at the end of turn 3. Between the attacks, Surgeon Reynolds gives medical attention to the wounded, and the buildings fires spread.

SET UP

Historically, the decision to defend instead of evacuate was made after Bromhead, Chard, and Dalton had discussed the situation and realized that a wagon train had no hope of outrunning the Zulus. So, they decided to fortify and defend the camp. Defending the camp were the 110 men of the 2/24th foot, 250 men of the Natal Native Contingent, and 29 walking wounded and sick from the hospital.

As the garrison was constructing the mealie bag walls and loopholing the buildings, a company of Natal Native Horse showed up just from Isandlwana. Their off icer asked for instructions and Chard ordered this force to go back round the Oscarsberg Hill to retard the Zulu advance. They did as ordered, but when they caught sight of the Zulus, they abandoned the post and galloped off toward Helpmekaar. This was too much for the jittery men from the Natal Native Contingent and they deserted as well, When they left, Chard directed another wall be built bisecting the perimeter so that if he didn't have enough men to cover all of it, he could pull back to one half or the other.

The Zulus showed up just before it was finished. During the battle, Chard ordered the construction of a last stand redoubt, using left-over mealie bags that were in front of the storehouse. The battle raged all night, but in the morning, the Zulus saw Chelmsford's force returning, and left the area, (without the dramatic salute that was in the movie).

The set up is the major change I've made to Mr. Feree's rules. Before the game begins, the British player should be given enough mealie bags to replicate the historical outer perimeter. I have a bag full of inch-long, plaster cast mealie bag sections that I use. The British player starts by setting out the barricade sections one at a time, and should not be allowed to move a piece once he has removed his fingers. After the mealie bag sections have been placed, the player should be given enough biscuit box sections to bisect the historical perimeter. These pieces should be long enough to cross the historical perimeter with six pieces. Each time the player places a biscuit barricade section, he must roll a d6. When the result is more than the number of pieces remaining, the Brits are out of time and the first attack begins. Before the first attack commences, the British player should also designate a surgeon's station. This is where Surgeon Reynolds will set up his operating table and work. Between attacks, the seriously wounded figures that have moved to the surgeon's station can be operated on by Reynolds and perhaps returned to the firing line. During the attacks, Reynolds can wander around the perimeter and try to patch up lightly wounded figures (more later).

While the British are setting up, the Zulu player can place 6+1d6 snipers on the terrace to the south of the buildings. I built a quasi-three-dimensional terrace to put the snipers on (I got the idea from http://zeitcom.com/majgen/24mtsc.html). It doesn't really have a tactical function, but I think it gives the battlefield a more enclosed/trapped feel to it. And it looks cool.

After the British have set up their defenses, the following Attack Sequence begins. Each "attack" is composed of a number of "turns". A turn is over when all the activation chits have been drawn, and the attack is over when the Zulu Resolve roll is missed (more later).

Attack Sequence

1. The Zulu players map the starting position of each iviyo. Command points are given if the Zulus have an unwounded Induna (1d6).

2. British players deploy their troops. Command points are given if Chard and/or Bromhead (1d6) are unwounded. The British player rolls to determine how much ammunition the troops have, when required.

3. The Zulu players place their troops on the table, as marked on their map.

4. Turn Sequence For each turn during the attack: A.

    A. random activation chit/card/marker is drawn. The indicated unit can:
      i. expend command points, if it represents a commander.
      ii. move (not Zulu snipers).
      iii. fire.
      iv. engage in close combat with units in contact (not Zulu snipers).
      v. check for recovering from pinned status (Zulus only).

    B. Repeat A until all units have been activated.

    C. Check for building fires and spread of existing building fires.

    D. Check Zulu resolve at the appropriate casualty levels.

    E. Repeat steps A through E until Zulu resolve fails or all of the British are killed. Then return to the Attack Sequence.

5. Surgeon Reynolds may attempt to patch up wounded figures at surgeon's station.

6. Building fires spread.

The Zulus may make up to four attacks. The fourth attack can be made if the Zulu player can roll 1d6 and have the result be less than the number of his unexpended command points. The game is over when the Zulus fail their resolve check on the last attack, or when the British have been wiped out.

COMMAND POINTS

At the start of each attack the commanders are given command points which can be spent on any unit to do a number of special actions, Command points are received if the side has one or more Commanders (Chard, Bromhead, or the Indunas) that are not killed or seriously wounded. At the start of the turn, each side gets 1d6 command points. Command points that are not spent during the attack may be saved for the next attack. Command points are spent at any point in the turn when a friendly unit is activated.

Zulu command points can be used to:

    1. modify the roll of a Zulu unit when checking for activation or pinned status. Each command point spent will add +1 to the die roll.

    2. modify the roll when checking Zulu resolve. Each command point spent will modify the die roll by +1.

    3. alter the location of the first attack. Historically, the first attack was made on the run from Isandlwana. The Zulus charged as soon as the warriors got sight of the Drift and charged straight into the back of the buildings, The British might know the historical direction the Zulus were coming from, and might put extra reinforcements on that side, making a successful attack difficult. Unless the Zulu player spends 2 command points, the first attack must be made at the back of the buildings.

    4. add a fourth attack. If, at the end of turn 3, the Zulu player can roll 1d6 and have the result be less than or equal to the number of unexpended command points, the Zulus can make a fourth attack. Otherwise the game is over. If the roll is passed, the command points are not spent and can be used during the fourth attack.

    5. give a unit an extra turn. An extra Zulu turn costs 1 command point.

    6. create a new Zulu sniper. The sniper can be placed anywhere a Zulu unit has been. It costs 1 point to create a new sniper.

British command points can be used to:

    1. Move the incapacitated figure before the attack commences. The incapacitated figure must start in the hospital, and it costs 2 command points to move him.

    2. Build a redoubt. One unwounded figure is designated to be using the pile of mealies in front of the storehouse to build a redoubt. A redoubt costs 2 command points and is completed after the current attack is finished.

    3. change the initial deployment of British units after the Zulu units have been placed on the table. This re-deployment will cost 4 command points.

    4. add sections of barricade. Each section added costs 1 command point.

    5. move a single section before the Zulus close to within 24". Moving a single section early will cost 1 command points.

    6. give a British unit an extra turn. An extra turn will cost 1 point. The unit is allowed a normal move with no adverse effects, but any firing done during this extra turn is counted as "Independent Fire". The extra turn can be used on any British activation.

    7. activate a hero. The hero figure can be any British enlisted figure, and is chosen by the British player. A hero receives a 1 point positive modifier to all subsequent rolls, and will ignore light wounds. Activating a hero costs 2 command points, and a maximum of two heroes can be activated. I use the Hitch and Schiess figures to designate the hero figures.

ZULU DEPLOYMENT

Before each attack, the starting positions of his forces must be marked on a map. The locations of the Indunas and snipers do not need to be marked. Snipers are never moved from their initial positions. The iviyo starting positions should be 36" from the British perimeter. If your table (like mine) isn't big enough for that, you should assume the units start 36" away, and keep track of their move until they have moved enough to be on the table. The units can be fired on while they are still off table if the British have LOS. After the British player has deployed his troops, the Zulu figures are placed on the table at the positions marked on the map. The Indunas can be place anywhere at the table edge.

Before the game starts, the Zulu player may place 6+1d6 snipers on the terrace to the south of the buildings. As the game progresses, more snipers may be added. The LOS of snipers on the terrace is blocked by the buildings. Only snipers on the terrace may fire over other Zulu units.

BRITISH DEPLOYMENT

After the Zulu player has mapped his starting positions, but before the Zulu figures are placed, the British player deploys his troops within the fortifications.

All the buildings are assumed to be loopholed, and the British figures can fire out from any outer wall.

Because of it's weird layout, the hospital is divided into 4 zones, instead of rooms. The incapacitated British figure must be placed in the hospital unless command points have been spent to move him. No more than 4 figures can be in any zone. Figures in the hospital cannot be moved unless the building is on fire, or the Zulus are about to attack the hospital. If a soldier defending a zone is attacked by more than 5 Zulu figures, the soldier must check against the Hospital Defence chart to see if he stays or panics and runs.

Each room of the storehouse is treated as a zone, and no more than 4 figures can be in a given zone.

The water cart can be placed anywhere the British player wishes.

Before each attack, a surgeon's station is designated. Surgeon Reynolds and Pip begin each attack there.

MOVEMENT

Zulu Movement

Zulu units roll 2d6 and move the total. The mounted Indunas roll 3d6 and move the total. The distance may be modified by the type of terrain the unit passes through. Consult the Zulu Movement Modifier table. Note that each individual figure in the unit may move the total shown on the dice. For example, if the front line of a unit reaches a barricade using less than the total move, figures behind the front line may use their remaining move to spread out to a wider frontage and contact the barricade.

At the beginning of the attack, Zulu units must check against the Zulu Activation Table to leave their starting positions. Any iviyo within 1 " of an Induna can leave the baseline automatically.

When crossing mealie bag barricades or the steep sections of the terrace to the north of the buildings, Zulu figures must stop when contact is made. If the location is defended, the Zulu fights a close combat with the British figure. If the Zulu wins the combat or the location is undefended, the figure moves to the top of the barrier and stops. The figure can move off the barrier and move normally on the unit's next activation.

Zulu units can reduce casualties by voluntarily becoming pinned during the movement portion of it's activation (the warriors drop to the ground and wait for the firing to subside). The player simply announces his intention to pin the unit, the unit forfeits it's next movement, and only half the casualties are applied. Casualties are halved when firing at any pinned Zulu unit. When the unit is activated on the turn after movement was forfeited, it must check on the "Pinned Zulu Table" to see if it recovers. The unit cannot move again until it passes the check. It is also possible for a unit to become pinned because of British fire. If a firing British unit rolls 2 or more 6's, during a single activation, the target unit is pinned and may not remove casualties that were accrued by that attack, Any other hits inflicted later will be halved.

British Movement

The British movement rate is 1d6+3 inches. Each figure in the unit may move the total.

British units cannot move until a Zulu figure is within 24", unless a command point is spent.

British units do not move during their activation unless they are in a building or the Sergeants are the highest ranking command figures left. British units move when Chard or Bromhead are activated, when a command point is spent to move the unit, or when command points are used to redeploy before the attack commences. Chard and

Bromhead must be within 2" of the unit for it to move without using command points.

Chard and Bromhead can order any unit to move if a command point is spent.

All British figures inside buildings move and fire when the activation chit for British figures inside that building is drawn. Once figures leave the buildings, they must join a nearby section of the player's choice.

If either Chard or Bromhead are incapacitated, then Color Sgt. Bourne can also move the units. If Chard and Bromhead are both incapacitated, then Asst. Comm. Dalton may also move units. If the four characters above are incapacitated, then the Sergeants in the units take over and they move on their own if a 3-6 is rolled on a d6.

Lt. Chard, Lt. Bromhead, Color Sgt. Bourne, Surgeon Reynolds, Asst. Comm. Dalton, Chaplin Smith, and Lt. Ardendorf may move as the player wishes during their activation.

Wounded figures may move or be moved to Surgeon Reynolds or the surgeon's station when their unit is activated. Seriously wounded figures cannot move on their own and must be carried by another figure.

Wounded figures move half. Seriously wounded figures must be moved by another figure. Moving a seriously wounded figure cuts movement in half.

Pip moves with Surgeon Reynolds at all times and will not move more than 1 " away from him at any time.

One figure can move the water cart a half move, two figures can move the water cart a full move.

British figures in the hospital may not move from their zone unless the Zulus attack the building, or if the building is on fire

Movement in Buildings

No more than 4 figures may ever be in a zone of a building. Remember that each figure represents 5 men and those rooms were pretty darn small.

Figures may move freely inside a given zone. Units move from one zone to another by going outside of the building and entering through a door, window, or by passing through a hole in the wall that the British have made.

British figures can break through the interior walls of the buildings. To break through an interior wall, a d6 is rolled during the close combat phase of the unit's turn. If the result is 5-6, then the wall is breached. Add 1 to the roll for each previous attempt to break through.

To move through a hole, a figure must end it's move next to the hole. On the next activation, the figure moves through the hole and can be placed on the other side of the wall next to the hole. Potentially, all figures in the zone may pass through the hole. As each figure moves through the hole, roll a d6. If the result is 1-2, no more figures may pass through the hole that turn.

Moving through a window is similar to moving through a hole in a wall. The figure must end it's move next to the window, and on it's next activation, it ends the move on the other side of the window and stops. If multiple figures are attempting to climb through a window, as each figure moves through the hole, roll a d6. If the result is 1-2, no more figures may pass through the window that turn.

The combatants can climb to the roofs of the buildings. Figures climbing a building must start the turn in contact with the building, and can then end the move on the roof. A maximum of 5 Zulu and 5 British figures can occupy the roof of either building.

Building doorways are assumed to be barricaded. To enter, the barricade must be broken down. Only one figure per turn may make the attempt. To batter a door, the figure must be in contact at the end of it's move, and, at the start of the close combat phase, roll a 5-6 on a d6. Add 1 to the die roll for each previous, unsuccessful attempt. A figure may conduct close combat immediately after rolling to batter down a door, but it isn't pretty (see charts).

Figures can dig through the roofs of buildings and enter a zone. Only one figure may attempt to dig into a given zone. To cut the hole, the figure must start the turn on the roof and roll a 5-6 on a d6. Once the hole is cut, the figure can drop down into the zone at the st~rt of the close combat phase.

FIRE COMBAT

The Zulus were abysmal shots. Zulu snipers cannot nominate a target and fire. Instead, the Zulu player rolls for each sniper and if the player can roll 11-12 with 2d6, the sniper has hit someone. Zulu snipers hit the nearest enlisted, sergeant, or personality figure in LOS as indicated in the Zulu Sniper Fire chart. If no figure of that type is in LOS, the nearest British figure is hit.

Zulu snipers not on the hill to the south cannot fire over or through other Zulu units.

Figures in buildings are hit only if a Zulu sniper has rolled a hit, the figure in the building is the only target in LOS, and the Zulu player can roll a 4-6 with another d6 roll. Zulu snipers are removed if the British can inflict 3 or more hits on that figure during a single turn.

Zulu snipers can be added by spending a Zulu command point. The sniper can be placed at any location that a Zulu unit has reached.

When a British unit is activated, it may fire at any target in LOS. The target may be an individual figure or a unit. Each individual in the unit may fire at a different target. A d6 is rolled for each figure that is not seriously wounded or dead, and the British Firing Table is used to determine if any hits are scored. Chard, Bromhead, Dalton, Bourne, heroes, and Ardendorf may fire when they are activated.

Chard and Bromhead can switch to their revolvers and fire twice at Zulu figures within 6".

Chard and Bromhead may not spend command points and fire in the same activation.

British figures firing on a pinned (prone) Zulu unit receives a -1 modifier to their die rolls.

A British figure in the hospital receives a -1 when firing while trying to cut a hole in an interior wall.

Dalton and Smith handed out ammunition and shouted encouragement to the men during the battle. In this game that is represented by giving any single unit that Dalton or Smith is attached to a +1 when firing. If Dalton fires, he cannot modify the rolls of the attached section. Chaplin Smith can not fire.

British units or individual figures in a unit can target Indunas (the horses made them stand out a bit). Each firer rolls 2d6 and hits the Induna on 10-12.

British units can increase their firepower by using Independent Fire. When a unit is ordered to Independent Fire, each man loads and fires as fast as he can. The volume of fire goes up tremendously, with the associated increase in Zulu casualties and expended ammunition. If a British player orders Independent Fire (sounding as much like Michael Caine as possible), the unit fires twice. The number of times independent fire is used should be kept track of because it will affect the amount of ammunition left during following attacks.

If a British section fires and rolls 3 or more 6's, the Zulu unit is pinned and the unit may not remove any casualties that were accrued.

Beginning on the second attack, the amount of remaining ammunition must be determined. The check is made before deploying the British figures at the start of subsequent attacks. Check on the British Ammunition chart, adding the appropriate modifiers, The amount of ammunition left cannot improve between attacks. If, on a subsequent turn, the chart indicates that the ammunition levels improve, ignore the result and use the result from the previous turn.

Ammo can be redistributed by Com. Dalton, Rev. Smith, or a hero. Ammo can be passed from one unit to another if the bases of two of the soldiers in the units are touching.

If, at the start of the third attack, the British do not have an uncontested access to the water cart, they are fatigued and the associated -1 firing modifier should be applied. The British will be fatigued on the fourth attack.

The third and fourth attacks occur at night. Normal night visibility is 12". Units within 24" of a burning building can be seen by any other unit in LOS.

CLOSE COMBAT

Close combat occurs when two figures are in base-to-base contact or within 1" of each other when separated by a barricade. In the buildings, close combat occurs when opposing figures are in the same zone. Each figure in the combat rolls a d6, adds appropriate modifiers, and the highest total wins the combat. Ties go to the defender.

If a Zulu figure has enough movement to close into close combat, he must do so. A British figure is not required to move into close combat unless he is defending a building zone that has a Zulu figure in it.

A figure in a building zone defends the entire zone, regardless of the physical layout of the model. In the case of multiple attackers, the defending figure is moved from combat to combat, with the defending player chosing the order of the combats. The figure starts movement on the next turn from the position of the last close combat.

If a figure is attacked by more than one enemy, the combat with each attacker is resolved separately.

A British figure that loses close combat is hit (check on the table for severity) and is pushed back 2". A Zulu figure that loses a close combat is eliminated.

A single figure cannot be attacked by more than 5 figures during a single close combat phase. If a figure defeats 5 opponents and has more that can attack, the close combat is continued the next time the parent unit of either figure is activated.

A +1 bonus is given to figures in a unit to which Bourne, Chard, or Bromhead are "attached". To be attached, the leader figures must start their turn within 1 " of the unit. A leader that is attached to a unit cannot direct any other units to move, or spend command points.

Figures that have climbed to the roof of a building suffer a -2 close combat modifier during that turn.

Figures that are attacking a defender in a house on the other side of a loophole suffer a -3 modifier,

Attacking figures that are conducting close combat immediately after attempting to batter down a door barricade suffer a -2 modifier. Attacking figures that are conducting close combat through a defended doorway that no longer has a barricade suffer a -1 modifier,

A figure that drops into a defended zone through a hole in the roof suffers a -2 close combat modifier during the turn in which it dropped through.

Figures that have ended their move at a barricade and are fighting to cross it suffer a -1 modifier. The modifier increases to -2 if the barricade is on top of the ledge at the front of the drift. Figures that are on top of a defended barricade also suffer a -1 modifier,

A British figure in the hospital receives a -1 close combat modifier if attacked while trying to cut a hole in an interior wall.

A figure that is attacked during a turn in which it moved through a hole in an interior wall or through a window receives a -2 close combat modifier.

Between attacks, up to two British units may initiate close combat with Zulu units that were halted under cover on the previous attack. The attack requires one command point per unit. The British figures are placed next to the Zulu unit, allowed one fire combat, and then normal close combat rules are used. Zulu units that halted under cover between attacks are considered pinned and receive the -1 close combat modifier. After the close combat, any surviving British figures are moved back inside the British perimeter.

During the third and fourth attacks, Zulu figures are fatigued and receive the -1 close combat modifier.

During the third attack, British figures are fatigued if they do not have uncontested access to the water cart. During the fourth attack, all British figures will be fatigued and receive the -1 close combat modifier.

Wounds

All British soldiers and the Indunas check to determine the seriousness of their wound when they are hit. Zulu warriors are simply eliminated when they are hit.

The levels of wounds are: a flesh wound, wounded, seriously wounded, and dead. A flesh wound can be ignored. A wounded figure can still function, but with a decrease in effectiveness. A soldier with a serious wound is incapacitated- he may not fight or move.

He can no longer move on his own or fight. A soldier that is killed can't do anything.

During the turn when Surgeon Reynolds is activated, he may move and attempt to patch up wounded soldiers that he makes base-to-base contact with. The effects of the medical attention is determined using the Surgeon's Aid Table.

Between attacks, Surgeon Reynolds is moved to the Surgeon's station and may at tempt to patch up seriously wounded figures that have been moved there. The effects of the medical attention is determined using the Surgeon's Aid Table. A figure may be treated only once for a given wound.

Effects of wounds are not cumulative. The effects of the most serious wound is applied.

STRUCTURE FIRES

If, at any point in the turn, Zulu figures have made contact with a building, there is a chance they have set the building on fire. Roll 1 d6 for each building that was contacted. The storehouse is on fire with a 5-6 result, and the hospital is on fire with a 4-6 result. The fire will start on the roof over a randomly determined zone at which a Zulu made contact.

If a building fire existed during the turn, a roll is also used to determine if it spreads.

If a 5-6 on a d6 is rolled, the fire spreads to a randomly determined adjacent zone. Any figures in a zone that is on fire get a free normal move if a 1-4 is rolled, but are killed on a 5-6. If the figure does not get out of the zone, the figure is killed.

Between attacks, the building fires spread to each adjacent zone. As before, any figures in a zone that is on fire get a free normal move if a 1-4 is rolled, but are killed on a 5-6.

AMMUNITION

Starting with the second attack, the British player must determine how much ammunition is left at the start of each attack. The check is made during step 2 of the attacks. Two dice are rolled and the total, with modifiers, is found on the British Ammunition Table to determine the ammunition levels.

The roll is modified by +1 for every time independent fire was used.

If a roll indicates that the ammo is low or depleted, no further checks are necessary. The game is finished using the ammunition indicated.

Dalton, Smith, and activated heroes may use their activation to transfer ammunition between units. To transfer ammo, the figure must start the turn in contact with the unit from which the ammo will be taken. The unit receives the ammunition on their first activation after Dalton, Smith, or the hero has made contact with a figure in the unit.

ZULU RESOLVE

If the Zulus have taken more than 20 casualties during the attack, the Zulu Resolve Table must be checked at the end of the turn. If the roll is higher than the numbers shown on the table, the Zulus fall back and the attack is over. A -1 modifier applies to the roll if the Zulus have caused a British casualty or if some Zulu figures are inside the mealie bag perimeter or a building.

OPTIONAL RULES

If Ardendorf isn't seriously wounded or dead, he may be able to use his knowledge of the Zulus to predict where the attack will come from. After the Zulu starting positions have been marked and before the British troops are deployed, roll 1d6. If the result is a 5-6, the Zulu figures must be placed at their starting positions before the British deploys. This representation of Ardendorf reflects the movie "Zulu" more than history, but since he was (maybe) the only white man present at both Isandlwana and Rorke's Drift, I like to include him.

In Mr. Freree's original rules, he offered the option of having the British units move when they were activated, or only on Chard and Bromhead's activation, If you prefer, move the British units when they are activated.

Rorke's Drift Battle of Kwajimu


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