by Chris Ferree
amended by Keith Jordan
NOTE:
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:
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.
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:
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:
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 Back to Dispatch June 2002 Table of Contents Back to Dispatch List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by HMGS Mid-South This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |