By Mike McVeigh
Introduction These rules are intended to provide a grand tactical game of the large battles between the British Empire and the Zulu Nation in 1879. The game is designed to be finished in 45 minutes to I hour. The Zulu player will typically command units representing 20,000 troops and the British player over 1,000 troops. Troop Types: BRITISH REGULARS : These are trained troops who fought in formation and relied on discipline and superior firepower to defeat their usually more numerous native opponents. Their principle weapon was the Martini-Henry rifle which was sighted to 1000yds but had an effective range of approximately half that. Examples include the 24th Foot at Isandhwala, the Naval Brigade and the Royal Engineers. LIGHT HORSE : Units raised from local friendly native tribes, European settlers or mounted infantry. These were used as scouts and raiders. Examples are the Sikali Horse, the Buffalo Border Guards and the Natal Carbineers. CAVALRY: Examples include Lancers and Dragoons. They were most effective in pursuing a beaten enemy as at Ulundi. ARTILLERY: Cannons, usually not employed in greater than battery strength during the Zulu war. In the game, this most commonly represents the 7 pdr, which had a maximum range of 3 100 yds but suffered from a low muzzle velocity which limited its effectiveness. GATLING GUNS : Primitive machine guns, they could lay down devastating firepower but were prone to jam. Effective range 1000- 1500yds. ROCKETS : 9 pdr Hales rockets which simply consisted of steel tubes of explosives fired from a metal trough. Obsolete, they were employed in colonial campaigns chiefly for psychological effect - their noise and smoke were supposed to frighten the natives. One rocket battery was used at Isandhwala but was overrun after firing only one salvo. NATAL NATIVE CONTINGENT: Local tribes recruited by the British to fight the Zulus, often other disaffected Zulus. These were poorly armed (only one obsolete rifle per 10 men) and led (by the dregs of the European Officer Corps) and were of limited effectiveness. NATIVE RIFLES : Zulus equipped with firearms. The Zulus were actually well supplied with firearms in 1879 but they were obsolete and lack of training,, access to sufficient ammunition and poor maintenance limited their effect. Nevertheless, many contemporary accounts stress the volume of Zulu fire and at Kambula caused the British some anxious moments. This troop type might also represent tribal allies equipped with obsolete rifles. Zulus armed with rifles might act as skirmishers (as at Kambhula) or snipers (Khambhula and Rorke's Drift). BAGGAGE TRAIN : The Zulu army lived off the land on campaign but the British army was dependent on its baggage trains of wagons and oxen. Loss of the baggage train would end any offensive move by the British who were either forced to hold and await relief (Pearson's column at Eshowe) or retreat (Chelmsford after Isandhwala). ZULUS : The Zulu warrior was well organized into age based battlefield tactical units (amabutho) which executed a sound battle plan seeking to close with their enemy and break them by shock action. They were more mobile than their British adversaries, able to march 20 miles per day as a matter of course. Game Set Up I use 15mm figures mounted on a 5/8" thick base with a 40mm frontage. The depth varies with troop @ as in the chart below. If you use 25mm, I suggest multiplying all of these dimensions by 1.5. If using 10mm, multiply all dimensions by 2/3 ; for 6mm by 1/2 for a portable travel game or use the larger scale bases but put more figures on them for better visual effect. Of course if you choose the latter option you will still need to use the appropriate larger scale board size. Troop Type Base Depth # figures (15mm) Artillery 40mm I Baggage Train as required 1 British Regulars 15mm 4 Cavalry 30mm 3 Gatling Guns 40mm I Light Horse 30mm 2 Natal Native Contingent 20mm 3 Rocket Batteries 40mm I Zulus 15mm 4 Zulu Rifles 20mm 2 Terrain and table set up The standard table size for 15mm is 2'x 3' (1" = 150 yds) but may be varied according to scenario. Terrain layout should be based on the battle recreated or placed by the Zulu player with the British player choosing the side of entry in pick up games. The Zulu player may place up to 6 pieces of terrain. Terrain pieces may be 3" x 3", 3" x 6" etc with each 3" x 3" area counting as one choice if using larger pieces (e.g. a 3" x 6" piece counts as 2 selections) Terrain types OPEN : flat or rolling terrain, grasslands. Zulus may be concealed in open terrain to simulate poor reconnaissance or gentle rises of the ground which could block line of sight in reality but are not specifically represented on the table. ROUGH : steep grades, rocky or broken ground and built up areas. A base partly in rough is considered to be as if it were completely in rough. Depending on the nature of the rough terrain it might provide concealment for the Zulus or provide cover from ranged fire. This is specified by scenario. RIVERS : Rivers must connect two table edges. Movement along a river is not possible except by boat. Rivers can be of 3 types - streams, which give no defensive bonus; small rivers which give the defender on its banks a + I combat modifier when defending in close combat only (i.e. NOT if being fired at and not if the base on the bank is the attacker). If a river is used , its type may be specified by scenario or randomly at the beginning of the game. DONGAS : these are dried river beds. Unlike rivers, dongas give the defender a +1 combat modifier against both ranged and close combat. Also, dongas need not connect two board edges, but may peter out inside the table, and bases may travel along their course at the river movement rate (1"). Movement across dongas also uses the river movement rate. KOPJES AND HILLS : gentle rises in the ground. They provide a combat modifier of +1 to the combat factor of the base occupying the hill AND at a higher elevation than its opponent. There is no benefit for ranged combat. ROADS : in Zululand usually just tracks. They give a movement bonus to all units on the in road march column of 1". Bases must have begun their movement in this formation on the road at the beginning of the player's phase and end its movement on the road in the same formation at the end of his phase to claim this bonus. IMPASSABLE TERRAIN : cliffs, lakes etc. No base may enter impassable terrain at any time. Any base forced into impassable terrain by combat results , (even if only partly) is destroyed. CAMP (British Player) and KRAALS (Zulu Player): for the British, this represents tents and the wagon park. For the Zulus, their homes. These have limited combat ability if not occupied by a friendly base and provide no defensive benefit unless the British player chooses to laagcr his wagons (+ 2 defending in close combat ). Neither of these items should occupy more than 6" x 6" on the table. They are not necessarily placed on a table edge. Deployment The British player always deploys first. If not directed by the scenario, the British may enter on one of the short sides of the table or set up no farther than 6" from its edge. The Zulu player may place his forces no closer than 12" from the closest British base or 18" from the edge the British enter on. Zulus may set up concealed, even in open terrain. The Zulu player always moves first. The Zulu player need not deploy his warriors on the table initially. If he does not, he may place one formation (Left Horn, Chest or Right Hom) on any edge of the table except the one the British enters on or 12" from the closest British base. This costs 2 command points. If the Zulu player does not have enough command points to deploy all of his formations on the first phase he commits a formation, he must deploy them as soon as he is able in succeeding phases, spending command points on no other action until all formations are placed. The only formation exempt from this requirement is the loins ( reserve ) which may be committed at any time later, again at the cost of two command points. The reserve may be placed according to the restrictions above. Sequence of events Each turn is composed of two alternate phases, one per each side. In each side's phase a single six sided die is rolled, its score determining how many command points are available that phase. Unused command points may not be saved. Command points are used to move or halt bases and/or formations, the total number of which cannot exceed the total number of command points available that phase.
2. Ranged combat and outcome moves 3. Close combat by bases still in contact with outcome moves Combats are resolved in the order the phasing player chooses, but both player's bases capable of ranged fire can shoot in the ranged fire phase. Movement 1. General - A single base may be moved in any direction so long as no point on the base exceeds its maximum movement distance. Note that the Zulu player may only move rifle bases and amabuthos which have lost a base as single elements. The British player spends one command point to move a single base ( or formation, see below) including native allies. The Zulu player spends command points to halt the spontaneous movement of his bases and/or formations toward the British. In either case, an extra command point is required if the base ( or formation) is 12" beyond the commander's base in open terrain or 6" beyond the commander's base if out of line of sight and/or in concealment terrain. 2.Break offs - Bases may break off contact with an element they are fighting to their front in close combat if their movement exceeds their opponent's in the terrain they end their move in. Break off moves must be straight back - if friendly bases are contacted, the unit breaking off must halt at that point. Break offs may be made with the base facing the enemy except by Natal Native Contingent which must first turn 180 degrees ( free ) and move with their rear facing the enemy. Bases with units in contact to their flank and/ or rear may not break off. Bases breaking off may never engage in close combat but may fire normally. 3. Bases outflanked - Bases which arc contacted in the flank or rear by an enemy base do not automatically turn to face their attacker even if they have no enemy contacting them to the front, but must undergo a round of combat ( with an unfavorable modifier ). If they survive the combat, they automatically turn to face the enemy in contact during their own phase ( note they cannot break off - see above ). This does not cost a command point. If more than one base contacts a flank or rear, the decision as to which to face is up to the player controlling the outflanked base. 4. Artillery, Gatling guns and rockets may never voluntarily move into contact with enemy bases. 5. Pinning - No base may ever cross the front of another base within the length of one base 40mm with 15mm figures ) and not separated from it ( even partly ) by another base except to contact it or withdraw from it. If a base is pinned by more than one base, it may choose which to contact or withdraw from. 6. Zulu spontaneous movement - All Zulu bases and/or formations must move at maximum movement rate toward the nearest British player base or formation OR camp in line of sight unless the Zulu commander spends command points to move them at less than their maximum movement or to halt them. Zulu bases and/or formations will preferentially engage a unit in the flank or rear if they have the movement to do this. If they do not, they will move at maximum movement rate toward the enemy base unless they can contact another frontally this phase. 7. Formations - Bases may be grouped into formations. Bases moving in formation must maintain their same relative positions to each other at the beginning of their move to the end of their move. Formations either move straight ahead or wheel - no diagonal movement is allowed. Formations may never move laterally or backwards - all such movement is performed by single bases at one command point per base. Bases do not automatically change formation - you must move each base to construct the new formation. British formations can be :
LINE : Bases are lined up, short edges touching, all facing the same direction. Bases in this formation do provide fire support for each other. Line formation may not be employed in rough. This means a line of bases in rough move as individual bases. Line formations made up of greater than 4 bases require an extra command point; if greater than 8 bases, an additional command point ( e.g. to move a line of 9 bases costs 3 command points ). SQUARE : Bases are lined up in two pairs of parallel lines, joined at their comers to form a square. Bases in square subtract I" from there movement. They have a -1 modifier if shot at. However, no overlaps are possible against units forming an intact square in close combat. If a gap is created by loss of a unit forming a square, then overlaps are possible on the flank of the unit in square whose neighbor was recoiled or eliminated. Dismounting Light Horse may be done before or during the game. It costs one command point to remount one base or formation of light horse and they may not use ranged combat during their phase of the turn, but may fire after their opponent's movement phase. Zulu formations Zulus are organized into amabuthos or age regiments consisting of 2 bases one deployed behind the other, thus forming a 40mm square in 15mm. Amabuthos may never be voluntarily split for any reason. However combat losses may result in loss of a base; the remaining base can be moved normally by itself or as part of a formation. The ingobamkhosi amabutho is a special case being 4 bases strong. Simply deploy it as if it were two different amabuthos in line, however these may never voluntarily separate, although one component could be recoiled. Amabuthos are not formations, but are actually bases, and if desired all Zulu bases could be 40mm square with 8 figures arranged on it ( in 15mm with 2 destroyed results against it required to remove it. If using this system, mark a base with one destroyed result with a casualty figure or pipe cleaner. Zulu amabuthos deploy into 4 separate mass formations : the left horn, the right horn, the chest and the loins. Each formation must contain a minimum of 4 bases, but may contain more. If any formation has a larger number of bases it must be the chest. Amabuthos in formation are formed in a line and the entire formation costs one command point to control. Since younger warriors deployed in the horns, bases in these formations may add I' to their movement if desired. This bonus is NOT mandatory if no command points are spent on the formation. 8. Moving formations and/or bases into contact -always move a single base opposite a join between two bases so that it contacts the one it overlaps the most; if exactly between both, the attacker decides which he will contact. 9. No base may pass through a gap less than their frontage. Interpenetration Bases may not interpenetrate one another. If forced to recoil into another base, push back any friendly unit one base depth. Bases may not push back enemy bases or recoil into impassable terrain and if forced to, count as destroyed. Combat - General Each side engaging in combat rolls a single six sided die, adding its combat factor and any appropriate modifiers and comparing the total to the sum of the defending bases total of a six sided die roll and its combat factor with any appropriate modifiers. Ranged Combat Bases may engage in fire combat up to the limit of their listed range at targets in their line of sight. Targets capable of returning fire may do so ( in which case the firer may suffer adverse results) but are not required to do so. Bases may not fire at a target if another base is even partly between. The field of fire of a base is its frontage and one base width to either flank-. Bases whose front edge is at the edge of concealment terrain may be fired at only if they initiate or return fire. If a base's front edge is entirely in concealment terrain it may not be fired at except by a base in contact. Bases MAY fire at bases in contact to their front ( but not flank or rear) or at base that overlaps them; however, if there is a base to its front at pinning range or less, this base MUST be fired at preferentially. All British player bases EXCEPT native rifles may aid the firing of adjacent bases capable of ranged fire at a single target by adding a - I to the target's combat factor if in field of fire, line of sight and a target to the front does not require preferential fire as above ( per base meeting these requirements ). Native and Zulu rifles can neither aid or be aided in fire combat even by another native rifle or Zulu rifle unit. Artillery, Rockets and Gatling Guns may not fire if they pivot or move in their phase ( including in their opponent's phase of the same turn ). Enfilading fire occurs when a base is facing a target such that if they were in contact, the firer would contact the edge of its target entirely with its front edge. Such fire adds a - I modifier to the target's combat factor. Gatling guns jam whenever they roll an unmodified 1 in combat (not movement ). A Gatling gun can be repaired on a roll of 6 at the cost of one command point. Each gun must be paid for separately. The pip is still spent if the attempt was unsuccessful. Close Combat (Melee)
Close combat/melee occurs after ranged fire is completed and a base contacts either the front edge, flank or rear edge of an enemy base with its front edge. Bases in close combat may overlap an enemy base and receive a -1 factor applied to the defender per overlap, EXCEPT British regulars, artillery, rockets and Gatling Guns. Bases may contact an enemy bases flank or rear and receive favorable modifiers EXCEPT artillery, rockets and Gatling Guns. Bases with an enemy to their front and/or another enemy base(s) to its flank or rear and loses the combat is destroyed. If it wins the combat, the flanking bases do not recoil but remain in contact; the losing base to the front either recoils or is removed. The victorious base may not pursue even if normally required to do so. Bases capable of providing a modifier for overlapping their enemy in close combat do so against enemy bases on one or both flanks if the enemy base it is fighting to its front is recoiled, destroyed or flees in the same phase. A Zulu amabutho only loses the forward base in close combat even if it was also flanked. Victory Conditions While this may depend on the scenario, in general the Zulus or British lose if at the completion of both player's phases they have lost a third or more of their total bases not counting the British Baggage train bases; these count as two bases lost for each baggage train base lost.
All bases whose combat roll including modifiers is less than or half that of their opponents are destroyed except Light Horse in close combat with Zulus. In this case, they flee 6". * applies to Zulu bases in the left and right h&ns at the option of the Zulu player. Pursuit : Lancers, Zulus, Zulu Rifles ( in close combat only), and Light Horse must advance one base depth forward. Artillery, Rockets and Gatling Guns never pursue. All other bases may pursue at the discretion of the player. MODIFIERS Rough Terrain : -2 to all mounted troop types (Light Horse, Cavalry but not dismounted Light Horse) in rough or contacting foot in rough : -2 to British Regulars, artillery, rockets, Gatling guns, native and Zulu rifles using ranged combat except when in contact. : -1 to British Regulars, artillery, rockets and Gatling guns in close combat Prepared position ( Stone walls, mealy bags etc) : +2 to defender. Each flank overlapped in close combat : -1 ( does not apply to bases in square; British regulars, artillery, rockets and Gatling guns cannot use this modifier )
COMBAT OUTCOMES Recoil: Losing unit displaces one base depth back, facing opponent. Count as destroyed if it meets impassable terrain, an enemy base or any base not facing the same direction. Destroyed: Remove base from play. Note only one stand of 2 base amabutho is removed. Flee: Base must turn 180 degrees at no cost and displace one base depth with its rear facing the enemy. It then moves 6" straight back from it's front edge though it may deviate from its retreat path to avoid impassable terrain, the table edge or friendly bases provided it ends its move no closer to the enemy base it fled from when it began to avoid the obstacle. If the fleeing base meets friends facing the same or opposite direction in its initial base depth displacement it may push them back and then move one base depth behind them, then moving 6" back. If the friends are not facing the same or opposite direction, count the fleeing base as destroyed instead. Isandhwala ScenarioBritish Forces
Zulu Forces Right Horn : Left Horn: Chest: uNokenke amabutho - 2 bases Loins ( reserve): Use standard victory conditions. Special rule : Whenever the British player rolls an unmodified 1 in fire combat only, place a marker on the camp. This symbolizes ammunition shortage and all British player bases fire at -1 for the rest of the game. A maximum of 3 markers may be accumulated and their effect is additive. They may never be removed. Deployment : see enclosed map. Scale : 1" = 150 yds-, 1 turn=10-15 minutes-, Zulu bases 1/1000; British Regulars 1/100; Artillery 1/2 ; Light Horse 1/50; NNC 1/200. Design NotesThese rules owe a great deal to Phil Barker's popular set De Belles Antiquitatus, and are basically an adaptation of them to the Colonial period, specifically the Zulu War of 1879. I also consulted the other rules sets listed in the bibliography, but the most important factor in adapting DBA mechanisms to this period were the books in the bibliography. In reading them, it became apparent that at the grand tactical level the Zulu commander could do little more than choose the initial direction / timing of his attack and decide when and where to commit his reserve. The rest depended on carrying out the traditional double envelopment battle plan of the horns and chest and the willingness of the warriors to brave the superior British firepower to close into melee where they were at least a match for the British. Unfortunately, the eagerness of the warriors to attack often resulted in premature attacks, and if these were made when the British were prepared for them, the Zulus would suffer heavily. The restrictions on the Zulu player to deploy in traditional battle formation and command control reflect these realities. Some players may not like these limitations, but I believe they contribute a great deal to period feel. I am indebted to Artie Conliffe for this principle which is one of the basic premises of his TACTICA ancients rules. The British player has an entirely different set of problems. He has a technological superiority but his core of regulars are usually heavily outnumbered. The baggage train is vulnerable and he will have to plan his formations carefully because the Zulu player catching the British unprepared as at Isandhwala or Intombe River is in for a long day. The restrictions on British Regulars in melee reflect the psychology and game scale - 100 men are not going to fix bayonets and charge the flank of a mass formation of 2000 men - they would have used their rifles, and in the game this is very effective as the Zulu player will be frustrated time and time again to see his warriors recoiled by fire before the melee portion of the phase. But if the fire is ineffective or slackens ... BibliographyBooks: BATTLE IN AFRICA by Howard Whitehouse
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