The Defense of Rorke's Drift

Rules and Replay

by Hal Thinglum

The February, 1984 issue of PW REVIEW had an article concerned with an early draft of my rules for the defense of Rorke's Drift entitled "Zulu Bowl or Bowling for Redcoats." The problems with that particular version were the utilization of British "saves" and Zulu movement over the mealie bag walls. A return to the drawing board resulted in elimination of the British "saves" and theft of a rules concept from Jeff Perren who in the early 70's wrote a set of Rorke's Drift rules (published in WARGAMER'S NEWSLETTER and the "old" COURIER), and handled movement over mealie bag walls by requiring three turns to cross defended lines) while undefended lines necessitated only two turns. These two changes, as well as a few other more minor ones, have greatly 'increased playability and unlike the negative player response encountered to the rules described in the Feb-84 article, I now have many friends and instead of parrying insults to my rules-designing ability, I now can hold my head up high and have again listed my telephone number.

The changes have allowed me to retain the sixteen turns-of-play goal with each turn equalling approximately thirty minutes with the Zulu objective being to eliminate the British within sixteen turns)while the British, of course, have to stay alive. If played to a full sixteen turns it requires between three or four hours of playing time with two British players and about six Zulu players. The terrain remained unchanged and is outlined below:

The forces involved have grown considerably since Feb-84) and this particular game featured 95 British effectives mounted on individual stands / and five unarmed patients who required assistance to move/facing 685 Zulus mounted six to a stand in 14 different units representing 4,110 real-life Zulus (ratio of 1 to 6). Another difference was that this game was a solo effort as) after having hosted it at a number of conventions, it seemed to me that one could actually conduct the battle by commanding the British and letting the Zulus be controlled by dice and a little common sense (dangerous, uh!). The Zulu units were deployed as shown on the map with letters identifying them as units and numbers reflecting their strength in total figures.

Sequence of Play

I will again list the sequence of play / as well as briefly outline some of the rules:

1. Determination of movement-eligible Zulu units: Each Zulu unit throws two dice looking for "6" or better to stand and begin their charge. No inDuna present, "8" or better, 50% losses, additional +2 to pass morale.

2. Fire from all British units: Unlimited range, 45 degree angle of fire, each British firer throws one die looking for "3-6" ("5-6" if firing at Oskarberg Terrace Zulus under cover) to cause a Zulu casualty. Zulu players roll two dice for each unit taking losses, a "12" removes the inDuna. Zulus then throw one die per casualty, and a "1" removes that figure from the game.

3. Morale checks for all Zulus who suffered casualties% Each Zulu unit receiving casualties, not merely having figures removed, during phase 2 rolls two dice and must exceed the number of casualties suffered (not figures removed) to pass morale. No inDuna, plus 2 (or "8" or better), 50% lost, plus 2.

4. Movement:

    A. British: Three zones (see map), movement within any one zone is free. Movement to different zone is any movement within immediate zone and inches shown on two dice in second zone. Patients can only move with one figure assisting them Cinches shown on two dice, four dice if two figures helping). British can move to roof free, but only five figures per roof.

    B. Zulu: No limitations on movement toward compound, movement in any other direction than toward compound takes one turn to complete and can not result in contact with compound. Charges must be within 45 degrees of target unless unit already at defense line, the unit can "slide" down a defense line if clear of Zulus. Unit must have frontage of 6 to 12", remaining of figures placed in rear ranks. Rifle armed Zulus on Oscarberg Terrace can not move.

    If during British movement phase, any number of British move from one defense line to another, roll one 6-sider and if number moving exceed number rolled, then Zulus in a position to charge that area (within 45 degrees), unable to charge during phase 1, can re-roll to stand and charge (does not apply to British on roof). Movement over defended line of defense takes three turns (1st turn unit ends in contact with wall; second turn, goes over wall but ends move in contact with back of wall; and 3rd turn goes where it wishes) and movement over undefended wall takes two turns (1st turn ends with unit in contact with wall" 2nd turn it moves over and goes where it wishes).

5. Fire: Considered simultaneous in nature.

    A. British: Same as step 2. Volley fire can be used and must be formed by an officer/NCO and must consist of two ranks with at least three figures per rank (throw 3 dice per 2 figures for effect). Volley fire can only be used toward Zulus within compound. Pistols fire twic6 during second fire phase. To pin Zulus on Terrace, number of British firing must meet or be be more than total an two dice.

    B. Zulu fire: Each Zulu rifleman on 0skarberg Terrace rolls a die looking for a "6". Sixes are re-rolled looking for "5-6's" for hits. If Zulus pinned, roll a third time looking for "6's". To determine location of hit, roll one die (1-2-roof, 3-6- center section. If roof) then 1-3=hospital, 4-6=storehouse; if centerthen 1-2-close wall hit, 3-6-far wall).

Anytime a British figure is eliminated through fire/melee and if an officer/NCO is involved in that action, roll three dice and 16-18 indicates he is a casualty and is removed. All other non-charging Zulu units can throw two dice looking for a "12" to hit during Zulu fire phase.

6. Morale checks for Zulus (as in Step 3):

    A. Escape holes: British must accumulate 12 points by rolling two dice to break through a wall.

    B. Damage points to doors: Zulu units in contact with a door can roll three dice looking to accumulate 25 points to break down a door while,if the room is occupied by a British effective, he rolls one die and subtracts his number from the Zulu total to reflect reinforcing the door.

    C. Zulu movement to roof: A single die is rolled per six Zulus in contact with a building, and a six moves a single figure to the roof.

    D. Attempted fires: Any Zulu unit in contact with a building rolls two dice with 10- 12 starting a fire (British extinguish with a "4-6" if British on roof, otherwise need a "6".

7. Melee: Defined as two units in contact or separated by mealie bag/biscuit bag wall. Simultaneous in nature.

    A. General melee: Each front-rank Zulu throws one die looking for a "6" to eliminate a British figure while each British figure throws a die looking for "3-6".

    B. individual melee:, Each figure throws a die, modifies it and high die wins combat.

Special Rules: Redoubt can be built in front of storehouse in one turn by five British figures, or in zone between buildings in three turns by 10 British figures.

Replay

The fact that this was a solo effort allowed me to record my observations of the game in far more detail than is usually done and armed with such information, I wanted to analyze the results produced by the rules to the degree allowed.

Turn One

Nine of the 13 Zulu units charged (the 14th being the riflemen on Oskarberg Terrace) and following two fire phases, only one unit was able to pass the two morale checks necessary to remain in contact with the defense line. In the ensuing melee, four of the five British figures on the far right of the front hospital line were made casualties,and the Zulu unit inflicting the casualties passed their morale throw. If not pushed back by the first fire phase of turn two, it would move over the wall but remain in contact with the rear of the wall during the next Zulu movement phase. Two British figures were hit by rifle fire from the Terrace. Both were from the front center mealie bag wall.

Turn Two

With a surge of humanity eleven of the twelve eligible units charged on phase one. The British unleashed their first fire (step 2) and six units, including the one in contact with the wall in front of the hospital, failed to roll higher with two dice) than the number of casualties they incurred. Sgt. Bourne, commanding the center section, pulled two men from the back wall to help support the hospital front wall.

Since the Zulus facing the back wall failed to press home to the wall, the British on the wall were able to fire at the Terrace Zulus and "pin" them by having more figures fire at the Terrace than the number rolled on two dice. Thus, Zulu fire was very poor. The cattle kraal and entire front of the compound was contacted by five units of Zulus (roughly 250 figures). The British hastily loaded their dice, er, weapons and Lt's. Thinglum, er, Chard and Bromhead and Sgt. Bourne shouted the order for independent fire as the second fire phase routed two units.

The melee by the Kraal removed a British figure and following the melees, all three units passed morale and remained in contact with the kraal, the center front wall) and the side of the hospital. Using their bodies ("uh-uh") to batter at the side door, the Zulus inflicted 17 points (on three dice) of damage but Pvt. Hook ("Hey, I'm sick, I ain't doin' any fightin') reinforced the door (rolled a "5" on a die), probably with Sgt. Maxfield, and thus only 12 points of damage were done.

Turn Three

Nine of ten eligible Zulu units worked themselves into enough of a frenzy to charge and, encouraged by a slackened second fire phase, six of nine passed the second morale phase. The Zulus at the front wall, however, routed.,and caused three other units to rout back to their immediate right / and the turn ended with no Zulus in contact.

Turn Four

Only seven of 13 units charged and after two fire phases, only one macho unit stayed around for melee during which one British figure was removed from the game along the front center wall. The Zulu unit passed melee-morale and stayed in contact with the defense line as the Zulus huddled at the bottom of the eight foot high mealie bag wall, climbed over their own casualties to reach the mealie bags or jabbed over the top of the wall.

Turn Five

Ten of 12 units charged and eight passed the first fire morale phase while four passed the second. Two more British on the front center wall were felled by the riflemen on the Terrace. The melees resulted in the British losing three men in front of the storehouse wall and an additional three on the wall in front of the hospital. The Zulus on the side of the hospital-accumulated enough damage points to Hookie's door to leave them only two points short of breaking it down, while Pvt. Hook readied his patient for transport through-the other door to the front of the hospital.

Turn Six

Beginning to feel the results of heavy losses and felled inDunas, only three of the eight units eligible to charge were able to, of which two passed the first fire morale phase. The British began to evacuate the hospital during their movement phase and those figures in r= s with the only doors facing outside) begin to dig through the walls. Pvt. Hook moved outside with his patient and began to move toward the storehouse area. The Zulu unit in front of the hospital was just about ready to over - -run the mealie bag wall when the second fire phase routed them.

The rout took along a second unit (units seeing routs must roll "9" or better on two dice to stay)) however, a third unit behind the other two passes morale and pushes through to the wall to replace them. The action becomes hotter by the storehouse as the Zulus bang away at the door and start a fire on the roof which is quickly extinguished by the British on the roof. one British figure is removed from melee in the kraal while three in the front of the hospital are made casualties. The turn ends with units in contact with the kraal and the center/ front hospital wall of which both will go over if not stopped by next turn's first fire phase.

Turn Seven

Of the eight Zulu units who stood and charged, only four were able to pass the first fire. The hospital was under intense pressure with four Zulu units surrounding it. Three British figures from the back wall of the center zone were moved to hold the front hospital wall until the patients could be moved out. Work continued on the escape holes in the hospital and storehouse) and two British figures worked their way through the storehouse wall and moved to the cattle kraal. Two British were made casual-ties in melee in front of the hospital and that Zulu unit passed their melee morale phase to stay in contact with the wall.

Turn Eight

Only two of eight units who charged passed the first fire. Six British soldiers were pulled from the front wall of the storehouse, five of which began to build a redoubt to the front of the storehouse where the mealie bags were stored. This was to be used to place the patients and some riflemen. The three units facing the front wall where the British were piled) observe the wall being weakened and two of the three pass morale to charge. The British once again pin the Zulus on the Terrace and the Zulu fire hits no one. The Zulus in back of the hospital move one figure to the roof (roll one die per six men and a '6' moves a single figure to the roof) who charges the British from the rear but the figure faces a roll of 1-2-3 on a die)) and eliminates the Zulu (high die wins, British at +1 on roof). At the end of the turn, only the Zulus to the rear of the hospital remain in contact with the compound.

Turn Nine

Eleven of the 12 Zulu units manage to charge and due to poor British fire and the fire effects being spread out due to 11 groups of targets (unit casualties ranged from two to six for a total of 40) nine of the 11 pass the first fire phase. The British complete the redoubt and the first patient is placed in it with the other four on their way. The British evacuate the hospital zone except for the four figures on the roof to provide covering fire. Due to extreme pressure all around, all nine units pass the second fire phase. The Zulus break into Hook's door in the hospital and are threatening other hospital doors and the storehouse door. In the melee, 19 British figures are made casualties) and things begin to look bad with seven units still in contact with the compound after melee morale is taken.

Turn Ten

Only two more units, of six possible, charge to join the other seven. The British completely pull out of the hospital and reinforce the front walls of the storehouse. The increased fire power routs four units in the first fire phase and an additional one during the second) leaving only four in contact. The doors to the hospital are all broken down (a turn too late for the Zulus) while two Zulus climb to the hospital roof (undefended ("5-6" on one die instead of "G"), leap to the center zone (movement on one die) where they attack and eliminate a patient. Lt. Bromhead moves over to command the front center wall and fte British figure is lost in the melee but the Zulus are all pushed away from the walls. only the three Zulu units in contact with the hospital stay.

Turn Eleven

Seven of 10 units charge, but the increased concentration of fire power from defending two zones instead of three, pushes all but three back. One British figure on the rear wall is shot by a Zulu and three Zulus climb the hospital roof, leap to the center zone and attack the British on the rear wall, the first attack being at +3 for the Zulu (surprise factor). That combat ends in victory for the Zulu who pushes on for another melee. A third British figure is made a casualty during that melee before the Zulus are eliminated.

The Zulus who leaped from the roof last turn and attacked the front wall engage more British in individual melee and cause four British casualties before they are removed. The end of the turn finds five units still in contact. Turn Twelve

Three of the eight units charge and two pass first fire. The British abandon the center zone and Bromhead and Sgt. Bourne form line along the biscuit boxes while Chard fills up gaps along the front wall and kraal so that the British are shoulder to shoulder along the entire defense line. The last patient moves into the redoubt along with four British riflemen. The concentrated firepower of the second fire phase routs the two Zulu units in the center zone attacking the biscuit box wall, and the rout makes another unit move back. The turn ends with five units in contact with the hospital and center wall but none with the main defense line.

Turn Thirteen

It is now ten o'clock at night, eight inDunas have been killed, Zulu casualties litter the field but the Zulus continue to assault the compound... although with considerably less enthusiasms only four of nine charge, and three of the four pass first fire. The British shorten their line even more by moving out of the kraal. Zulu fire from the terrace picks off another British soldier but the second fire phase results in Zulu routs in the center zone/causing more routs again leaving the center zone clear with Zulus hugging the mealie bags along the front of the center zone, the dog leg between the center zone and the hospital area and the hospital itself.

Turn Fourteen

With Zulu morale at an all-time low, only two of 11 units were able to stand and charge and both pass first fire and line the biscuit box line. However, the second fire phase again routs the lead unit which takes the other one with it. The Zulus do not have enough room to deploy due to the shortened line of defense of the British.

Turn Fifteen

Four of the nine Zulu eligible units charge and after first fire only three are still coming. The second fire phase routs two more while the third moves behind the starehouse, and two Zulus climb to the roof and engage in individual melee. Both combats end in ties, allowing the Zulus to "break through" and attack other soldiers. The melees are split.

Turn Sixteen

It is now 11:30 at night and the Zulus work up one last charge. Six of 12 units charge and five of six pass morale for first fire. During the last three turns, one of the Zulus to the front of the storehouse zone wall were able to charge causing all the charges to be at the biscuit box wall, the back of the storehouse and the kraal wall. The lead Zulu unit facing the biscuit box wall takes 15 casualties during the second fire phase/and rolls a "12" to automatically recover and close to melee with the other units routing except for one to the rear of the storehouse. Melee however results in no British casualties and no individual Zulu figures are able to move to the roof of the storehouse. The Zulus along the biscuit box wall do pass morale to hold on but the rest of the force decides they have had enough and pull out to return to Zululand and the game is ended.

A brief statistical analysis of the game reveals that 101 of 169 Zulu units were successful at standing up and charging (59.76%). However, from turn 12 to the end of the game, only 19 of 49 (38.78%) were successful due to heavy casualties (losses in excess of 50%) and lack of leadership (nine of 14 inDunas were casualties). Rolling a six or better on two dice is statistically possible 63.64% of the time so it appears as though the Zulus stood and charged more often than they had a right to expect.

Examination of the percentage of units passing the first fire phase reveals that 62 of 101 (61.39%) were successful at doing so. This number can not be compared with anything as the number of casualties a unit was trying to exceed varied from one to probably about twenty.

A total of 1,130 Zulus were made casualties (27.49%) of the 4,110 engaged at a one-to-six ratio compared to roughly 700 in the real battle. Using my system of rolling a die for each Zulu casualty and removing those who roll a "1", 177 figures were removed, which works out to 25.84% of the 685 total figures and compares well with the 27.49% casualty figure. A surprising factor was that 92.83 % of the Zulu losses were due to fire (1049) with the rest (7.17%) due to melees. Nine of 14 inDunas (64.29%) were casualties, making it much harder for units to pass morale each time.

Of the 95 British effectives, 51 were casualties as well as one patient, with no casualties to the officers/NCO. This is more than double the actual (25) casualties of the battle. Of the 51, 45 were casualties from melee (88.24%) with only six falling from fire.

It was surprising to me that volley fire was never issued but then the Zulus never breached lines defended by the British. This has never happened before in any of the games I've hosted. It may be possible that since the battle was fought solo that I really knew what to make the British do at the right time since I designed the game and have seen it played about ten times or so. The British withdrew to shorter lines of defense when it was necessary, always filled up gaps in the firing lines when they had extra figures and, in general, did not make any major errors. On the other hand, the Zulus were hampered by very heavy losses to their inDunas: heavy casualties to individual units and not being able to use their overwhelming numbers due to the shortened lines of defense.

For those who are interested in a copy of a rules, they are in the Volume III, Number 3 issue of the MIDWEST WARGAMER'S ASSOCIATION NEWSLETTER.


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