This variant uses the Battle Cry command cards and combat mechanics, but the two side operate rather differently (in particular, the Zulus use some of the cards differently)
British
Infantry have 6 figures
British cavalry
have 3 figures
There is only
one Gatling Gun
Zulu Impis
and Rifle units have 2 bases (6 figures each) they only take 2 hits to
destroy (but are hard to hit, see below)
British
infantry may move 1 and battle, or move 2 and not battle.
The Gatling
may move 1 or battle.
Cavalry may
move 3 and battle.
Zulu rifles
may move 1 and battle, or move 2 and not battle.
Zulu impis
may move 2 and battle.
British
infantry fire 4,3,2,1
British
cavalry fire 3
The Gatling
fires 5,4,3,2,1, but may split fire between two targets
Zulu rifles
fire 3,2,1
Zulu impis
fire 4
Crossed
sabres are a hit on anyone.
Zulus may
convert hits by an infantry symbol to retreats.
Units may
retreat through one another, but if forced off the board edge, take one hit per
excess retreat. They must retreat to a vacant hex if available otherwise may
pass through friendly (but not enemy) units.
Divide each
side into two forces (may be played by the same or different players). Each
wing gets 3 cards. Wings may swap one card in their turn with the other wing.
Rally attempts use 4 dice.
The British
may use the Sniper card to revive a dead general. Roll a battle dice. On
a crossed sabres It was only a flesh wound and the general is placed anywhere
the base line coming back from the dressing station.
All Out
Offensive. Either Activate any 4 units or Activate all units, but dont draw a card at
the end of this turn (i.e. permanent loss of command ability)
The Zulus
interpret the following cards differently:
Leadership Either Any two impis may move and battle with an
extra dice or Any one impi may move and battle with two extra
dice.
Construct
fieldworks Tear down
fieldworks! Remove fieldworks/fences from up to two hexes adjacent to zulu
units.
Hit and
Run Two impis may
move, battle, and move again
Bombard All your rifle units may move/battle
twice (and battle twice if the moves are only 1 hex)
Forced
March All impis in
one battlefield section may move 3 hexes and battle
Fire &
Hold Position Steady
advance all Impis and rifle units in one section may move one hex and
battle.
Zulu player 1: 10 impis opposite mission
British
player 1: 4 infantry units, 1
leader on foot in the mission (2 buildings, 4 compound hexes)
Zulu player
2: 6 Impis, 2 rifles
British
player2: 4 infantry unit, gatling,
2 cavalry units, 2 leaders (1 mounted)
British are
defeated if they lose 6 flags
Zulus are defeated
if they lose 8 flags