Rorke's Drift

Battle of Kwajimu

by Chris Ferree
amended by Keith Jordan

NOTE:

    Attack 1, no special events
    Attack 2: check British ammunition
    Attack 3: Zulu fatigue, British check for fatigue, check ammunition, night
    Attack 4: All fatigued, check ammunition, night

Attack Sequence

1. The Zulu players map the starting position of each iviyo. Command points are given to each functioning induna (1d6).

2. British players deploy their troops. Command points are given to Chard and Bromhead (1d6). 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. 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 check resolve at the appropriate casualty levels. F
    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.

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.foll by +1. alter the location of the first attack.

    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 should know the 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 redeployment 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.

To 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. The Hitch and Schiess figures designate the hero figures.

Charts

Rorke's Drift Introduction and Rules


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