Battle Cry Zulu War

 

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)

 

Units

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)

 

Moves

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.

 

Battling

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.

 

Multiple players

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.

 

Command card changes

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 don’t 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.

 

The defense of the mission (shown in turn order)

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