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Zulu War Rules

By Steve Burt (shubniggurath@fluffycat.co.uk)

 

Introduction

 

This set of rules gives a fast game playable in an evening. The

rules are designed for 20/25mm figures as they stand, but can be

adapted to 15mm with appropriate changes to base sizes and move

distances: halving the base sizes and using Centimetres instead

of inches should do the trick.

 

My own figures are mostly 20mm ESCI with a few metal figures from

RSM, Jacklex and Rose thrown in. The Gatling guin and its crew

and the Frontier Light horse are (plastic) conversions.

 

For a bit of extra 'character', you can put a number on the

bottom of each British figure and give them all names, allowing

you to follow their fortunes from battle to battle.

 

The rules can be used for solo play by using the 'random Zulu

appearance' rules, or can be played with an umpire controlling

the Zulus, and one or more players taking command of the

British.

 

In addition to the figures, you will require some 'order

counters' for the British, one per sub-unit, with 'MOVE, FIRE,

REFORM, and CHANGE FORMATION' (1p pieces with stickers on both

sides make good durable counters). You will also need markers

(small pebbles are fine) to record loss of order.

 

Organisation

 

Figure scale is approximately 1 figure to 10 men

 

British units are organised into Companies of 12 figures; 10

other ranks, a lieutentant (with pistol and sword) and a bugler

(sergeant). Four companies make a battalion, with the addition

of two ensigns (a captain and a sergeant-major) and a mounted

major. Infantry are on bases 15mm square.

Cavalry are in troops of 6; 5 other ranks and 1 lieutenant.

Cavalry are on bases 20mmx40mm.

 

The British also have a Gatling gun with a crew of three, led by

a sergeant. This is on a base 40mmx60mm, and has a two-horse

limber.

 

This force of one infantry battalion, one cavalry troop, and a

gatling gun, will be found quite enough for an evening's play.

 

Zulu units are rifles (12 figures) or Impis (24 figures), in

blocks of 6 figures (3 wide, 2 deep) on bases 60mmx40mm. For the

British force listed above, about 2 units of rifles and 8 Impis

give a balanced game if the Zulu Reinforcement rules are used.

 

Turn Sequence

 

1 Zulu appearance

2 British order placement

3 Zulu placement

4 British turn

5 Zulu turn

6 Mele

7 British check morale

8 Zulu recycling

 

Zulu Appearance

 

If there is an umpire, he should place a 'dust-cloud' marker for

each concealed Zulu unit which has been sighted by British units.

He should also roll a dice for each real dust-cloud, and on a

roll of 5 or 6 place a 'dummy' dust-cloud wherever he thinks it

will cause most consternation to the British player(s); placing

them somewhere where there couldn't possibly be real Zulus is

seldom effective unless the British players haven't been paying

attention. Even if there are no real dust-clouds to place, the

referee should roll a dice and place a dummy on a roll of 6.

 

Units will be spotted when 24" away if in clear ground, 12" if

in bush or scrub, 6" if concealed in a river or behind a hill.

Units which move will be spotted at double the above distances.

Once spotted, a unit is left on the table until it is destroyed.

 

The British player is at liberty to send out scouts (probably

mounted) to flush out Zulus, but should realise that they will

have a low life expectancy.

 

Random Zulu Appearance (for use in solo play)

 

Roll a dice each move. Dust cloud sighted on 5,6. If you roll a

6, roll again. A 4 means two dust clouds are sighted, a 5 three,

and a 6 four (get those wagons in a circle, Sergeant Jones).

Roll for distance from the British - 5d6 inches, and direction

(1d8) - 1 is in front, 2 front right, and so on clockwise. Place

'dust cloud' markers and let the British react.

British Order Placement

 

A unit may normally take two actions per move. If the officer

has been killed, it may only take one action. If the bugler has

been killed, both actions must be the same; cavalry and the

Gatling gun, which don't have a bugler, ignore this rule.

 

An ensign, or the regimental commander, may substitute for a dead

officer. If officer and sergeant are lost, a unit must roll 4-6

to accomplish an action; it may then only take one action per

move.

 

Actions are:

Move Fire Change formation Reform

 

The British player(s) must place order counters beside each sub-

unit to show what it will do this move.

 

If individual figures have become detached from their sub-unit,

they need not pre-declare their actions. However, they must roll

a dice in the British turn to see what they are able to do. An

individual figure must roll anything but a 1 to accomplish his

first action. and a 4-6 to accomplish his second. Officers may

always perform two actions without rolling.

 

Zulu Placement

 

Once British orders have been placed, dust clouds are replaced

with Zulus (or removed if they were dummies). If using the

random Zulu placement rules, each cloud is diced for to see what

it is:

1 - false alarm

2 - Rifles

3-6 - Impi

 

British Turn

 

The British player(s) now execute their orders in whatever

sequence they see fit. Individuals are diced for as described

under 'order placement'.

Remember that a unit normally has two orders.

 

MOVE:

All distances are per 'move' order, except wagons, which are per

move.

Infantry move 4" in line, 6" in column, 2" in square.

Cavalry move 8" in line, 10" in column.

Gatling guns move 3" if manhandled, 6" if limbered.

Wagons move 8" per move (orders not required).

 

A column is 2 figures wide. It may wheel freely.

In other formations, anything other than movement straight

forward results in loss of an order point (q.v).

Backward movement may be made at 1/2 speed, again at the expense

of lost order.

Movement in bad terrain (scrub, rocks or rivers) counts double

distance for infantry. British lose 1 order point per move made

in bad terrain. Cavalry and guns may not enter.

 

FIRE:

Range for British is 24" long, 18" medium, 12" short, 6" point blank.

Zulus have an 18" long range, 12" medium and 6" short

 

Roll one dice per figure, needing 6 to hit at long range, 5,6 at

medium, 4-6 at short, 3-6 at point blank. Firing into meles is

not allowed.

Up to 2 ranks may fire.

 

Cavalry and Zulus add one to the scores needed.

Add one to the score needed per lost order point.

Deduct one from the score needed if shooting at stationary

cavalry.

Add one if shooting at cavalry which have moved over 10" or if

shooting at a target in soft cover.

Add two if shooting at a target in hard cover.

 

(To score 7,8 or 9, you must roll a 6 followed by a 4-6, 5-6 or 6,

respectively).

 

Gatling guns may roll as many dice as they please. BUT, if

you roll 2 1s, the gun jams for 1 move. If you roll 3 1s, the

gun jams until a 6 is thrown. If you roll 4 or more, the gun is

jammed for the rest of the game. A Gatling scores no hits with a

shot which causes it to jam.

The gun may be fired by two men, but not one. An infantryman may

substitute for a dead gunner, but only if there is at least one

gunner still alive.

 

Zulus are based in sixes, so any multiple of six casualties causes

a base to be removed. If there is a left-over of less than six

casualties at the END of the British turn, roll a dice for each

unit. If you roll less than or equal to the number of extra

casualties, remove another base (e.g. if 4 casualties had been

caused, a roll of 4 or less would cause an extra base to be

removed).

 

When taking casualties on the British, dice for each figure - he

is killed on a 1 or 2, otherwise wounded (lie the figure down).

Rules for wounded are in the British Morale section. You will

also need to dice to see which figure is hit.

 

FORMATION CHANGE:

Formation change is from any formation to any other.

To limber or unlimber the Gatling counts as a formation change.

 

REFORM:

Reform allows lost order to be regained. One 'lost order' marker

is removed for each 'reform' order.

Zulu Actions

 

The Zulu move and morale check is all done with a single dice

roll.

 

Roll 1 dice per base in the unit (4 dice for a full strength

Impi, 2 for a unit of rifles). Deduct 1 per dice for rifles.

If an Impi scores less than 6, or rifles less than 2, the unit has

had enough and is removed for possible recycling. Zulus still in

combat from last move must still roll to see if they suffer loss

of morale.

Otherwise, this is the number of inches of move the unit has.

Impis move until in contact. Rifles move until in rifle range

(18") unless they start in hard cover, in which case they will

normally remain there; if already in range they will fire rather

than move unless they are within 4" of British, in which case

they will retreat. Zulu rifles may not move and fire.

 

Zulus may move in whatever sequence they please, normally the

rifles first to get any firing out of the way, followed by the

Impis.

 

Melee

 

Where figures are in contact, there will be a melee.

Roll 1 dice per figure in contact on each side, plus up to 1

flanking figure on each side. Only front ranks fight.

Troops defending an obstacle subtract 1 per dice from

opponents (2 if a barricade). Cavalry and officers add one per

dice (the major therefore adds two). Wounded deduct 2 per dice.

Pair up dice with same value and remove them.

Then for each mismatched dice pair, remove one figure from the

side with the lower score. If one side has more dice than the

other, the 'extra' dice have no effect UNLESS that side causes

more casualties than it receives, in which case the extra dice

inflict one casualty each (this simualtes breaking through the

enemy line).

 

An example of melee is included at the end of the rules.

 

The British lose one order point per casualty taken.

If both lose the same or only 1 difference, melee continues.

Second ranks may be used to plug gaps, and frontage may be

expanded (or lapped round if already overlapping).

If 2 or more difference, opponents rout if Zulus. British just

lose one order point per casualty, but have no other bad effects.

 

British Morale

 

Roll two dice whenever a company takes casualties, or one dice

for a cavalry troop.

Halve the dice total if the unit is in hard cover.

 

Add 1:

per officer killed

per ensign killed (infantry only)

per order point lost

 

Add 2 if:

CO killed (infantry only)

Colours captured

 

Add 4 if:

Wounded have been abandoned and killed by the Zulus.

 

If you score more than there are figures left, the unit has bad

morale and loses an order point.

If you score double the number of figures, the unit routs;

remove it from the table.

 

Wounded British

When a British figure is hit, roll a dice. Killed on a 1,2,

otherwise wounded. Lie a wounded figure down. Wounded men may

not move or fire; they can be moved by using one other figure

(who then cannot fire either). Wounded officers may still

continue to give orders.

 

Zulu recycling

 

For every 2 Zulus removed, one may be brought on as a

reinforcement. Zulus may only be brought on as complete units

(Impis or rifles). Depending on the scenario, recycled Zulus may

appear at the edge of the table, or as defenders of a Kraal, or

wherever the referee see fit.

 

Ammunition (optional rule)

 

Each figure carries only a limited amount of ammunition.

Supplies are carried in wagons for mobile forces, or are dumped

in stores if the unit is defending a building. If you have

prepared a unit roster, you can simply keep track of each

figure's supply. Each figure can carry up to 10 rounds. Dead

and wounded men can give their supplies to comrtades (this counts

as an action for both figures). Replenishing ammo from stores

counts as an action.

 

If you want to avoid book-keeping, the following method works

well: Every time a figure fires, anyone who rolls a '1' may be

low on ammunition. Roll again. If you roll 1-4 then that

figure is low on ammunition (put him on a coloured counter to

show this).

 

Wagons

 

Mobile British forces will normally have wagons to carry

ammunition and supplies. 4 wagons for a full strength battalion.

Wagons do not take part in combat, but may be used as hard cover

by figures sheltering behind them. This can be extremely useful

when hard pressed. A wagon in contact with Zulus but not with

British is considered destroyed.

 

 

Example of play

A full strength British company in column has advanced to within

10" of a suspicious patch of scrub. Sure enough, the umpire

places a dust cloud in the scrub. The British player decides to

deploy into a line and fire; accordingly, he places a CHANGE

FORMATION and a FIRE order. The Dust cloud is removed to reveal

a Zulu Impi.

The company deploys into line and fires. 10" is short range, so

4-6 hits. 11 dice are rolled (the officer does not have a

rifle). The Zulus take 6 casualties and remove a base.

The Zulus now roll for their move. They get 6,4,2 - 12", enough

to get into contact. The Impi (3 bases) crashes into the 2-deep

British line. The Zulus, with 9 men in the front rank, roll 9

dice. The British roll 6, adding one to the Officer's (he is, of

course, in the front rank).

The Zulus roll 6, 5,5,4,3,3,2,2,1

The British roll 6,5(+1),5, 4,3, 2

 

Pairing off matching values, the Zulus are left with:

5,3,2,1, and the British with 5(+1). The officer, thanks to his

superior courage, kills one Zulu. The extra dice are ignored

because the Zulus did not win the melee. Next round the British

will be able to bring up the second rank to help and the combat

will swing their way. Had things gone slightly differently, they

could have lost 4 or 5 men...

Scenarios

 

1. Solo scenario.

 

Terrain should be rocky with hills and a river (with fords)

across the centre of the table. The British must get the length

of the table. They have all the forces listed at the start of

the rules, plus four wagons.

Get 10 points per wagon exited from the end of the table.

Lose one point per man lost (2 per officer, 4 per ensign and 4

for the major)

 

2. Trouble in the Umphosi valley.

 

Terrain is a long valley with a river running diagonally across

the table; there are rocks and scrub and a couple of isolated

Kopjes. The British force (complete with 4 wagons) starts at one

end. At the other end is a village with three houses surrounded

by thorn bushes and a Kraal with 6 cattle.

 

The Zulus have one unit of rifles in the village, one on a

central Kopje. The Impis are deployed behind the hills, 2 on one

side, 6 on the other. Reinforcements will come on behind the

village.

 

Get 10 points per Zulu house burnt

5 points per cow killed or driven off

Lose one point per man lost (2 per officer, 4 per ensign and 4

for the major)

Lose 5 points for losing the Gatling

Lose 5 points per wagon lost

Lose 10 points per colour lost

 

3. The defence of the mission

 

Terrain is a small mission near one end of the table, with two

buildings and low walls near a river. On the far side of the

river is hilly ground. The British relief column enters at the

other end of the table (beyond the hills).

 

The British have two companies in the mission (with one ensign).

The other two companies, the cavalry and the Gatling comprise the

relief column. Half the zulus are deployed to attack the

mission, half to stop the relief column. Reinforcements can

oppose either British force.

 

The British get 2 points per man rescued from the Mission (4 per

officer, 10 for the colour).

 

Lose one point per man lost (2 per officer, 4 per ensign and 4

for the major)

Lose 5 points for losing the Gatling

Lose 5 points per wagon lost

Lose 10 points per colour lost

 

The Ammunition rule should be played for this scenario - troops

in the Mission must replenish from the boxes in the courtyard.

The companies in the Mission should use the rules for individual

actions while they stay inside the walls, rather than moving as

groups.