Raid on Dabulamanzi's Kraal

Zulu War scenario
during the Siege of Eshowe
1st March 1879

Zulu Background and Notes

by Bob Giglio


Zulu Background and Set-up

It is the 1st of March, 1879, and you are part of the smaller Impi (about 7,000 strong) that had been sent south when the main Impi had left Ulundi on the 17th (and eventually destroyed the British at Isandhlwana, and attacked Rorke's Drift on this same day!).

You had unsuccessfully tried to stop the advance of the British forces at the iNyezane River. Subsequently the British marched to Eshowe (a disused Norwegiau1 mission station), and have turned it into a well fortified fort. Most of the impi has returned to their home kraals.

Over the past month or so the popular local Chief induna of the area, Prince Dabulamanzi kaMpande, Ki:ng Cetshwayo's brother (who personally led the attack on Rorke's Drift), has continually kept the fort under siege, although various mounted troops of white men have ridden out each day (some as far as seventeen miles!) to harass your forces, and to scout the surrounding area.

Dabulamanzi's kraal is only seven miles away, and is rather large, being about 62 huts in size. Currently the local forces of the area have been called together by Prince Dabulamanzi for an attack on the white's fort at Eshowe. Presently, only 600 Zulu warriors of the uDukuza Corps (uDukuza and Iqua ibuthos) are at the kraal, but about 3500 more warriors are also expected this morning (3000 Zulus and about 1000 irregulars of the amaBhutu & amaNtuli's). Due to the severe defeat the Zulu impi had put on the British at Isandhlwana (22 January 1879), the Zulu units will now have a lot more rifles then at iNyezane.

It is about 5 a.m., and the warriors are waking, while some ibubi boys are already starting to herd a few stray cattle that got away from the kraal during the night. The rest of the impi will soon be arriving to gather into a fighting force to deal with the whites. The terrain around Dabulamanzi's kraal mainly has areas of thick brush and long(at least waist height) wet mealie grass. The ravine is actually a large (5' deep) donga that also has a small stream running through it. At the bottom of eNtumeni Hill the stream runs through a heavy cluster of rocks, and turns into a bush-filled donga beyond this as it stretches out onto the plain. There is also an areas of rocky outcroppings, mainly on eNtumeni Hill.

Notes:

  1. Only some of your forces are currently on board, but currently asleep either in the eSiquakeni (royal military kraal) and 1 war band in the umizi (civilian homestead). The cattle from the eSiquakeni are currently out grazing as well.
  2. The kraal gives medium cover to any just inside (i.e. behind outer wall), and gives soft cover to any inside the huts or fighting amongst the kraal. The smaller umizi gives soft cover to any inside the huts/area.
  3. After being alerted of whites, which is either when an ibubi boy alerts the kraal or firing occurs, then those war bands currently on-board may become active and form-up in the kraal or umizi on your 1st turn (lst turn Disordered before moving out (lst turn Disordered).
  4. War bands appear in lD6 Offensive Zulu turns, and will enter anyway from the North, South, or Western edge, being random as follows: (roll 2D6 for each ibutho)
      2-3 = On hill from NW corner
      4-6 = From N edge 8D6" from NE corner
      7-8 = On hill from NE corner
      9-10 = From S edge 8D6" from SE corner
      11-12 = On hill from SE corner

    Note: If firing is heard war bands may enter hidden (player's option) if concealing terrain (mealie grass, brush) within 12" of entry point, else all war bands enter non-hidden.

  5. Any war bands that are on the board before firing is noticed, MUST move to the kraal area (or the Chief induna may move to them) to find out what to do. All war bands on-board before firing is noticed, may ONLY attack AFTER forming (you decide which units are where) the traditional 'Chest', 'Horns', and 'Loins', AND begin to attack that way.
  6. Prince Dabulamanzi is a popular Chief induna, and +2 Commander (+2 to initiative roll). When Zulus do not have initiative, they can move 2 units a half move or half charge (declare charges after British charges are declared). All adjutant commanders are +1 Commanders, so if one assumes command, Zulus will have +1 to initiative roll, and can only move 1 unit a half move or half charge when they do not have the initiative.
  7. Remember - protect the kraal, umizi and cattle, and destroy the white pigs at all costs!

Total Historical Zulu Forces

Army Commander [+2] - Chief induna, Prince Dabulamanzi kaMpande
War Cry - "Usutllu!"
Zulu
Ibutho/
Regiment
MeaningUnit ValueDate FormedAge# Warriors/
#Figs
Shield Color
amaBhutuLoiterersX (2)186432400/80Black with white spots
amaNtuli-T (2)--600/120Mixed
iQwa FrostX (2)186035400/80Black, with white spots
NsugamgelliStarters from the Umgeni RiverX (2)186235800/160Black, with white spots
NgulubiPigsV (3)184455400/80White (headringed)
uDukuzaWanderersV (3)182373200/40White
uMzinyati-V (3)185643400/80Red with 1 white spot
umHlangaReedsX (2)186728800/160Black with 1 white spot
umXhapo (4 coys.)Shower of ShotX (2)186135400/80Black with white spots

Total #Warriors/Figs = 4400 / 880

Notes:

1) Overall Zulu forces lead by Prince Dabulamanzi kaMpande.

2) Each Zulu ibutho (regiment) has a Chief induna, Senior induna (2nd in command). Each War Band (company) within a regiment has 1 induna and 2 junior induna's (NCO's).

3) A war band has +1 morale modifier (superior officer present with unit) if Chief induna is attached. Note that if Prince Dabulamanzi attaches to a war band it gets a +2 modifier.

4) When a war band losses its induna, it takes a morale check at - 1 modifier (no officer present), and when the regiment loses its Chief induna then all War Bands must take a morale checkwith the same -1 modifier, but this modifier ONLY remains until next Zulu initiative turn, as a new leader will step forwards from one of the induna's of a war band to assume the duties as the new Chief induna.

5) Shield Color Notes: Black = unmarried; White or Red = married.

Zulu Regiment/Player 1

Army Commander - Chief induna, Prince Dabulamanzi kaMpande
uDukuza Corps

uDukuza - uDukuza start with Dabulamanzi in his umuzi

Note: Both war bands have breechloading rifles; 4 dice if in open order, else 2 dice.

iQwa- start in eSiqwakeni (kraal)

Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die

umHlanga - Arrive randomly in 1D6+ 1 turns

Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die

Zulu Regiment/Player 2

Ibutho Commander - Chief induna Zimema
uMhlambongwenya Corps

urnXhapo - Starts in eSiqwakeni (kraal)

Note: 2 war bands have smoothbore muskets; 2 dice if in open order, else 1 die

Bulawayo Corps

Nsugamgeni - Arrives randomly in 1D6 turns

Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die

Zulu Regiment/Player 3

uDlambedhlu Corps

Ngulubi - Starts in the umuzi (homestead) on NW hill

Note: 2 war bands have smoothbore muskets; 2 dice in open order, else 1 die

amaNtuli - Unattached Zulu Irregulars - Arrives randomly in 1D6 turns

Note: 1 war band has smoothbore muskets; 2 dice if in open order, else I die

Zulu Regiment/Player 4

amaBhutu - Unattached Ibutho - Starts in eSiqwakeni kraal

Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die

uMzinyati - Unattached Ibutho - Arrives randomly in 1D6+1 turns

Note: 1 war band has breechloading rifles; 2 dice if in open order, else 1 die.

Scenario

Raid Addendums and Clarifications (in issue 98)


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© Copyright 1996 by Richard Brooks.

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