by The Very Rev'd. AElred Glidden, O.S.B.
Back in MWAN # 97, I reported on a enjoyable little action based on a battle of the Second Boer War using rules modified from Stephen Simpson's rules for the First Boer War. It was fun to use those figures and expanding the rules to include the Zulus seemed in order. Is there any battle like Isandlwana? Can anyone who has gained the 1879 Zulu War resist trying to recreate Isandlwana? Some modifications would be necessary (when are they not?) since my number of figures is limited. The 8 infantry figure tactical unit would be two British companies, a Natal Native Contingent battalion or a Zulu regiment (Zulu regiments were three to a corps). There would be five Zulu corps attacking a British force of three "double companies" of infantry, two NNC battalions (one in reserve), a section of the Royal Artillery (the rockets were ignored-as they usually were on the battlefield) and two units of Mounted Infantry (one in reserve). The map shows the locations of the mountain, the track, the camp, the donga and the initial placement of the troops. I had the British. Francis had the Zulus. Francis tossed good dice. I tossed bad dice. I lost. Isandlwana is usually like that. Aelred Glidden's Zulu Rules UNITS: Infantry units of 8 figures, Cavalry & Mounted Infantry of 4 figures, Artillery 1 gun & 6 crew. TURN SEQUENCE: Toss for choice of first move, Zulus win ties.
2. Second side tosses for Command Control, moves and fires. 3. Resolve melees. COMMAND CONTROL: Toss one die per unit--mounting or dismounting or limbering or unlimbering costs one point, fire costs two points. Normal movement costs four points, but if crossing obstacles or moving into or out of a melee it costs six points. MOVEMENT:
Zulus, Natal Native Contingent and limbered Artillery = 9" Mounted = 12" Mounted Infantry may mount up or dismount (but not both) when combined with a move. Artillery may limber or unlimber (but not both) when combined with a move. Terrain is designated as either impassable or half speed (note that this may vary with troop type). HITS TABLE: Number of figures in unit
H = Automatic Hit. For additional numbers toss 1 die: 1 = hit on 1, 2 = hit on 1 or 2, 3 hit on 1, 2 or 3, etc.
FIRE: Artillery must score 4-6 to register, foot is automatic but is - 1 if target behind cover. Determine unit Fire Factor by type and range as below. Fire is by unit:
MELEE: Any unit except Artillery may move into melee, use the Hits Table above but use unit
If the non-phasing player loses half (or more) of a unit in a melee, the phasing player has the option to remove the remainder of the unit at the cost of 1 phasing figure per 2 non- phasing figures removed (round up).
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