Wargaming the Zulu War

A Principles of War Refight

By Tim Moore

On a recent Friday we played a Zulu War scenario and it had all seven players on the edge of their seats as the advantage swung from side to side. This scenario had been played before and the previous result was a substantial Zulu win I'm told. The Brits did much better last Friday.

By and large we don't have much time for dealing out terrain pieces competition style. Our weekly games are arranged by a group member who may umpire or play. Luckily we have quite a few gamers with many years experience so scenarios are usually original as opposed to published. Similarly the army composition is determined by the game 'sponsor'.

However just to outline last Friday's setup.

British

    2 good commanders but a poor C-in C.
    3 Battalions of line.
    2 Battalions of NNC.
    1 Battalion rifle brigade.
    1 Gatling gun.
    2 Squadrons Mounted Infantry.
    1 Squadron British regular lancers.
    1 Medium field piece

Zulus

    They were in three great big bunches - thousands of them.

Since we took no prisoners I'm afraid my analysis of their command structure may be slightly faulty but it seemed they had:

    3 commanders who usually had enough pips to cause problems.
    3 impis each comprising about 6 regiments of IMF with a unit or two of skirmishers attached.

British objective to advance down a valley to burn a kraal then retire. We use 20mm figures with a 50% increase in ground scales just because we all had 20mm colonial figures from long gone manufacturers (Jacklex etc.) and the Esci Zulus look good when massed in large numbers.

The scenario sounds very much like yours even down to the valley width (adjusted for ground scale).

We sent cavalry pickets onto the heights (standard drill) on move 1 to force the Zulus to deploy from their movement bases and advanced the main column in formed columns. To our disappointment one of our cavalry pickets routed when shot at by the Zulu skirmishers. As the Zulus surged over the hills there was a frantic scramble to deploy from column and one subordinate commander was soundly told off for masking the gatling gun. The lancers forced back the closest Zulu regiments (IMF push back friends when retiring) allowing just enough time to get deployed.

The game became a desperate struggle with the British deployed in a narrow, blunt triangle, infantry and field pieces on the longer sides and cavalry (MI) at the base. The third impi attacked the point of the triangle driving it in and in the process eliminating the NNC who fought well (they always do in our games). Many flank attacks were made during the game.

Finally, casualties told on the Zulus and one impi broke completely but by this time the British commands were down 3 and 1 due to lost units. The Zulus had foiled the British but at prohibitive cost. Total game time was about 3 hours.

Like you, we have found that if the British try to cover a wide frontage the loss of a couple of units breaks the cohesion of the command and allows defeat in detail (sound historically familiar?). The solution is to try to form a solid square to prevent exposed flanks (history again). That said, we have experienced squares that break when put under extreme pressure from repeated simultaneous attacks. The Zulus usually manage to get close using skirmishers but ultimately it is down to the aggressive all or nothing rush preferably lead by the veteran units doubling up on defending units.

It is surprising that in our experience scenarios may be replayed with very different outcomes. I think we must have done Kambula about six times. One key element is surprise. The closest games often result when the British do not have time to deploy into the optimum formations, perhaps you are either starting deployed in line or are allowing too much time in which the British may get organised. If the British are organised then a larger proportion of Zulus may be needed. In the Zulu war the British were soundly beaten when disorganised -- Isandlwana -- but when in square are very strong -- Ulundi. When half and half, a closer game will result.


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© Copyright 2001 by Rolfe Hedges
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