Monk's Corner

Zulu Rules

by The Very Rev'd. Aellred Glidden

(adapted from Stephen Simpson's First Boer War Rules)

UNITS

Infantry are 8 figures, Cavalry & Mounted Infantry are 4, Artillery is 1 gun & 6 crew.

TURN SEQUENCE

1. Zulus toss for Command Control, move and fire.
2. British toss for Command Control, move and fire.
3. Resolve melees.

COMMAND CONTROL

The commander of a side (who may be represented by a command figure) totals the number of units under his command and tosses one die per unit. The combinecl score is the number of action points available to that side for that turn. In multi-player games the commander-in-chief assigns points to the brigadiers. Action points costs are: 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

Foot and unlimbered Artillery = 6"
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
# Mounted1234
# Foot*1-23-45-67-8
Factor 10135
Factor 2135H2
Factor 335H2H4
Factor 45H2H4HH
H = Automatic Hit.

For additional numbers toss 1 die: a 1 = hit on 1; a 2 = hit on 1 or 2; a 3 = hit on 1, 2 or 3, etc. includes artillery crew, dismounted MI, NNC & Zulus

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:

Unit TypeRanges
0-9"9.1-18"18.1-27"
Infantry & dismounted MI43NA
Zulus, NNC & Mounted MI1NANA
Artillery444

Gatling Gun range is 24" --factor is 1 die -2, (i. e. 1 or 2 is a jam)

MELEE

Any unit except Artillery may move into melee, use the Hits Table above but use unit type Melee Factors:

British artillery 1 (also NNC, dismounted MI & Zulus attacking enemy behind cover)
British infantry 2 (also MI when mounted)
Zulus 3 (but only 1 if attacking enemy behind cover--see above)
British cavalry 4 (but may not attack enemy behind cover)

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).

Monk's Corner Calling It Quits


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© Copyright 2001 Hal Thinglum
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