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lllis~alllcrcoeatcs a (omplelc battlc(Jurin~the latl' Colllni,l1p~'riud. The hasil: game I:(')\'ers the sel:ond Zulu w:u. with a Zulu anllYIll'six Impis :against a smaller, prrdolllinatcly British forl:e. This is'lhe period (")1'the in II'Ol.lUl:tion of hreedlloading rilles and mad'inegUlb,where

in small regular flHl:es wcre thrown againsl hugc nalive armies wilh a usualout(ollle in favour of thc regulars. In this g:nnc. it has hCe'n allel11pted to rC(reale Ihis military period :Kl:llfatcly, givlllg the rq~ularfor(cs their lIlassivc IIrc power l'nabling Ihel11 to SlOp th,' natives·heforc (onlad was made. BUI, at Ihe sal11e lilllC, insuflicicnl Iin~power al the righl place:muat thc righl time, or la(lical elrurs. will allow the n:llive ftlf(cS10gain (ontacl whidl will mosl assurcly givl' thclII the victory.

Such filnlllus :Idions as Isanuhlwana.Rork~''sDrift :lIId :\loar:1C:1I1.

IIsing Ihl'se hasic ruks. ,'n,:e ag:!I11 he fough!. You :lIe now ill

C'lIl1l11:.IIId "fOil" of thl'se arlllies. LIIlyllll rewrite hisl'lr~I

Micro Colonial

.~~

l...:

(3)

UNIT ORGANISATION

TIlese rules and (ountcrs are designed for units to be fielded as follows:

Regular infantry units Company strength

Regular cavalry units Regimcntal strength

Irrcgulars Varying strengths

Native units Varying strengths

Artillery and ro(ket launches Single guns Machine and Gatling guns Single guns

(NOTE: each army will have its own C-in-C counter. Some will also have sub-commandcr counters, sce individual army lists.) NATIVES

In the rules, natives will be referred to as either Fanatic or Levy. TIle following defines cach typc.

FANATICS These are fanatic native troops, such as Zulus or Dervishes, Ilu t do not include any Na live troop whidl are European trained or led.

LEVIES These will be any other Native troops and may be in either army.

In each case see the Unit's counter which will identify the cia FORMATIONS

All native inran try units and dismounted cavalry units are c1as d as being in close order when in the open. Regular inrantry and all mlluntetlunits are in close order, but the infantry may operate in llpcn order. To indicate a unit in open order place the unit's (\IUTlter "n I<lp "I'an open order (ounter. This will give the correct rrllnl:l~er\lr the new rormation.

All native Illusket anJ rllle armed Iroops in a native army arc classeJ:15In "pell "rtler.

-- ---fNlIa...WM 2 "

'''c'·

,.,.·'W?!,,... '

...

-"

(4)

MOVE PROCEDURE

The game is played on an alternate move basis and lhe Na tive armies will always move first, unless they arc in prepared positions.

No units, other than those whidl arc counter-char!!ing. breaking. falling hack or attempting to evade, may move in their enemy's muve lurn.

The sequem:e of each move is as follows: I. Move all hreaking or falling back umts.

2. Moving player declares any charges, measures the dist:Jnce to contact and determines at whi.:h puint in the move Ihat contact will lake place.

3. Moving player moves the remained of his units.

4. Non-movmg player spl'cifies any eVJdlllg or counter dlJrgini! unilS, and determines their muve.

5, Nun-moving player fires any anillery lH infanlry unib at targets, other than those which arc charging them. 6. Non-moving player takes any morale tests fur unilS which

arc being charged. il leqllireJ.

7. Non-moving playl'r fires any units which survive (heir 'being charged' moral.: test.

8. Moving playl'r deterllllllCS the morale, if required. of :lny chargin!: UllltS.

4. Resolve allmelet's.

10. Take any nlClrak tesls resulting from either melee or fire.

TERRAIN

See appenJix for deuils uf how 10make and set up Yllur hattle terrain.

COVER

Troops in any llf the fllllowing situations will heclassed as being in cover.

I. In hroken ground or scrub. 2. Behind walls.

3. In builJings or n:l!ouhlS. 4. In Irenches.

DEAD GROUND

Areas indicated as dead ground will provide Cllver for Jny units in it. Whilst in dead ground a lInilmay nol he fired lln excepl hy enemy units which arc un the edge of the dead ground.

BROKEN GROUND

Broken ground will he areas of rue ks or ravines whieh will impede the movement of formed troops,

(5)

-to

,

.'

.

~OVEMENT

11:,' f.,lIowing tahle givo:s the maximum distance in millimetres Ihat a unit may move in anyone1T1l1VCturn.

Normal Ourlle.t.Break

f{q:ul~r'in

d",,'

"rd,'r nn fnut 40 50

0r,'nIlhkr Jnd irr,'!!ul~rinfantr)'

'ond t1NlIIlun,,'d Cavalry. 50 60

All r-;~li",'\"n

t",.l.

tOO 100

f{q;lIl.H ravalry. 150 250

Irrl'''ul~r Clv~lr\'. IRO 220

/I;ativ,'nv air\' , IKO 140

1..1I1ld\ 150 220

ARTILLERY

Normal Action Manhandle Un/lmb,rin,

Move l.oia Fld.!~uns 60 10 '60 H..r,,·~uns& "40 rOt:kl'l~ lOO 160 20 "adune&

(;;rllil1~ ~Ul1S 10(1 12U .\0 40

!-\LUNG BACK

I:,,"S,'rlkrl.'u to fall ha,'k uue tll a Illorale lest.01 troops clc"\IngI"fall hJ(k fas:ing. thc enclllY. ilIay dll Sl' al half th... ir 'h.rrllallllovc raIl.'.

\l11llnled trollps. who (ontacl olher friellllly units whilst f;dling had. will push sus:h units hack with Ihl.'m 111 thc muve thal S:llnla(ti'imaue, III the suhscqucnt1ll0VCS 'he IIlher unit

Illay !lon anu wheel pul of the way. NOTES ON MOVEMENT

I. AS:lion moves for artillery, rockels, mas:hine guns, and <;<.Illing guns must indude either limbering or unlimber-ing. hUI not holh in the same;' movement.

Only rockets <.Inu m<.lchine guns llIay muve in areas of broken ground.

l'nits formillg a large multi-unit square may muve up 10 a m<.lximum of25mm per 1110ve in l)pCn ground or 10111111 per move if any p<.lrt of the squ,ue is in terrain 1Ilher Ihall open ground.

Troops 1110ving ill 501'1 sand lI1ay not use Iheir charge move rail.', and will break at nllnnal rate whilst in it.

(6)

CHANGING FORMATION OR FACE

The following move distances must be allowed by units which change their formation or facing during

a

move.

Olangins race Lyinsdownl Formins Mountinsl U"gular up to180D. standins up Open Order dismoun ting

Infantry 20 20 20 Irr"lIu1an & Nativo:s 10 20 30 R"gular Cavalry SO SO SO Irr"r:u1ar& Native Cavalry 80 40 70

All r:uns 11.muve

INTERPENETRATION

No native units, other than those in open order, may advance through another unit. Unils, other than moutlled troops, may withdraw through another friendly unit expending 40 mm of their movement in doing so. The unit interpenetrated must halt for the remainder of the move from the point where contact was made. Mounted troops may not interpenetrate other troops except an open order unit, at any tinle.

Regular and irregular units in line fonnation may interpenetrate each other expending 10 mm of their move in doing so. A moving unit, moving over another which has gone to ground, will reduce its forward movement by 20 mm.

TERRAIN PENALTIES

The following terrain penalties will apply to any unit moving over or through terrain other than flat open ground.

Terrain Ooseorder Ope" order Mounted Field Other

troops troops troops Guns Guns

Hills ·10 ·10 · 40 I move -60

Cover 40 ·20 · 80 40 -60

Linear-obstadl's ·20 ·10 ·100 I move ·80

Scrub.

bruken gruund ·20 ·20 • 80 none -SO

U1d soft 5:lnd

(NOTE: I. ·This does not apply to cavalry who jump an obst3cle when charging.

2. • Applies to any linear obstacle such as a wall. hedge. trench. or when climbing into a prepared position.

(7)

3. Hill penalties apply per contour and when moving up only. 4. Halve the above penalties if a unit is moving along a track

which crosses the terrain. Field gunsin broken ground and soft sand will halve their normal move rate if on such a track.

5. (a,'Halve this penalty for camels crossing soft sand.)

PREPARED POSITIONS

In this ganle, prepared positions will comprise of one of the following, when occupied by troops.

I. Buildings ofredou bts. 2. Stone walls or barricades. 3. Trenc hes.

Troops in prepared positions, other than trenches- will not be seen until they open fire. Such troops may be engaged by artillery fire whether they can be seen or not. They may not be engaged by infantry or machine gun rire until seen.

OCCUPATION OF PREPARED POSITIONS

When unit counters are placed in prepared positions, such as buildings. reJoubts or walled area, they must occupy at least three sides of the area. The minimum occupying force on any one side must be une quarter uf the occupying unit where only onc unit is involved. or half one unit, where twu or more units, are invulved. Draw a plan of each such occupied area and indic-ate on it the number of fighting factors occupying each face. Fighring factors may be transferred from one side to another during the player's move turn only. and only suffident fighting facllHs may be transferred to make up the original strength on that face.

If lhe enemy break into the position 0111 the defending unit's fig.hting factlHs m<Jy be used in the melee.

ENTERING/LEAVING PREPARED POSITIONS

Units. lIthcl than <Jttackels. will take one movc to occupy a prepared pusitiun and half a move to leave it.

(8)

OPEN ORDER INFANTRY SKIRMISHING

I. Open order lrOOpS may be used10skirmish other dose order troops. When doing so all infantry and machine gun fire will be taken by the skirmishing unit.

2. When skirmishing a close order unit, the skirmishing troops must be a minimum of 10 mm and a maximum of .::!S mm in front of the close order unit. Casualties from :lItillery lire will be directed at the Chlse order unit and the number uf fighting factors lust will he divided in Ihe ratio of I tu S. i.e. one on lhe skirmishing unit to 5 on the dose urder unit. 3. Open order troops may only charge olher open 'lfdcr 1I00pS.

artillery. or prepared positions. In all other circumstances they must allempt to evade.

4. Open order II00PS must dear the frunt of a friendly unit hefore th:1l unit may charge.Itwill lake the opcn order unit half a move to move through the other unil and form up 10 its rear.

RANDOM FACTOR

When a random factor is called for throw one red dice. counting the score minus. and orie hlack dice, counting the score plus. Take the lower dil.:e score from the higher. The result is the ran-dom factor which can be either a plus or minus factor. In the following circumstances lwo black dice are thrown as well as the red dice.

I. Mounted t!CI0PS and all dose order infantry on the impact round of the melee.

2. Regular tlOopS firing their initial volley of the oallle. In the following instance two red dice are thrown and only one blac k dice.

When mounted troops fire. NOT when they are dismuunted. WEAPON RANGES

The following are the maximum ranges of weapons used.

WEI\I'ON RANGE Muskel 200 1l1l11 Rillc MOOn1l11 Carbine SOOmm Gatlinc 600 mm Machine cun 800111111 7

(9)

ARTILLERY

SHELL

ma.umum °minimum CANNISTER

61o 7 pdr 800 50 lOO

9 to 11 pdr 1000 50 lOO

RockNS 500 SO

.

ARCS OF FIRE

To detennine

if

a unit can fire at3 target. place the firing arc segment alongside the unit and lay a tape measure along the appropriate line. If any of the target counter is within the arc it may be erlgaged.

TYPES OF FIRE VOLLEY FIRE

This type of tire may only be lired by regular infantry or dis-mounted mounte"d infantry. AlIllther units. including any naval units. may not fire in volleys.

When a unit is firing in volleys. play a 'VOLLEY' marker io its immediate rear.

Volley fire may only be used againsl targets which are at less tJlan 300 mm range.

INDEPENDENT FIRE

Regular infantry and dismounted mounted infantry may engOlge the enemy with independen t lire; all other troop types must use independent fire at all times. .

Troops in bUildings may only use independent fire

To change a unit from independent fire to volley lire will take one complete move turn. during which the unit may not fire. To change from volley fire IIIindependenl lire has no penalty. VOLLEY FIRE EFFECT ON MOVEMENT

When a unit is fired on by volley fire, it will reduce its forward movement only by I mm for each fighting factor lost from such fore. This loss of forward movement will take place in the unit's next move turn. If the number of fighting factors lost exceeds rhe unit's move rate,itwill remain stationary during the next move, if its morale allows.

In order to distinguish losses that will reduce forward move· ment record all volley fire losses under the column headed '0' on the casualty record sheet. Record all other losses under the column headed-K'. Before a unit is moved sonsult its record sheet and, where a figure appears in the'D' column, reduce the unit's movement accordingly: Slrike a line through the figure to show that it.h;l~·been taken into account.

(10)

MACHINE GUNS AND GATLlNG GUNS

TheJe weapons were prone to jamming. Before calculating their fire effect throw a random factor per gun and consult Table 3 on the

Small

Arms Firing Chart.

Any plus result means that the gun is fully operational during the move.

The minus figures in the table indicate a partial jam and is tobe subtracted from the gun's final fire effect result that move. Where

'JAM'

is indicated the gun is out of action for the whole of that move.

SMALL ARMS FIRE

When two opposing units come within small arms range of each other they may fire their weapons in their firing move. To deter-mine the result of such fire proceed as follows.

I. Measure the range from the centre of the firing uni t to the nearest point ')n the target counter and round off to the nearest 100 upwards.

2. Turn to Table I of the Small Arms Firing Chart and, using the range from I. above and the number of fighting factors in the firing unit, read off the Range Factor.

3. Turn to Table 2 on the same chart and, using the

number of fighting factors in the target unit, plus the type the type of fire in the appropriate target formation section, read off the Target Factor.

4. Add or subtract the Range and Target Factors together.

S.

Throw one random factor and add or subtract to the

total in 4. above.

RESULT

A fmal Plus result indicates the numbe. ot fighting factors lost in the round of fire. Ignore any minus results.

FIRiNG INTO A MELEE

Firing into a melee, against a unit which is engaged to its front or read, is not allowed. Fire may be directed at such a unit if it is engaged only on its flank and during the first round of the melee only.

(11)

ARTILl£RY FIRE

To

detennin~'

the

~ffect

of artillery fire proceed as follows:

1.

Determine the range from the centre of the firing unit

to the nearest point on the target counter.

2. Using this. range and the type of 13rset, determine

the artille,ry factor from the Shell or Cannister Table

for the ·appropriate size of piece firing.

3. Add or,subtract any Tactical Factors which apply.

4. Divide.the..gun's present fighting factor by 10 and

add ta,J.-:.above.

5. Throw-a·random factor and add or subtract to 4.

above·~·

...'

I.

RESULT

Any plus faCt'or indicates the number of fighting factors

lost by the .t,at&et. Ignore any minus fa<:.tors.

,t",

OVERHEAD

i

FIRING

, "'·tf':i.

Guns firiIJ..8.

~heU

may fire over intervening troops on the

same

lev~I;':9nly

if the gun is not within 20 mm of friendly

troops, o( t:J:iendly troops are not within 20 mm of the

target aJang the line of fire.

Guns may engage close onler troops without inflicting

casualties

on

any screenin& open order troops. A gun may

nat fire cannister overhecld at any time.

MELEES'L

A melee will take place when two or more opposing units

come into contact wilh each other or an attacking unit

touches thet'dge of an Occupied prepared position. All

melee calculatIons will

be

made at the end of each move.

CHARGING"

A unit may

'~h'arge

once in every three moves, except when

it is

pursuing'~

unit which it has broken, or which is evading

it.

In these

.<~~s

mly the unit may use its charge rate

continuou~Iy'~'A

unit which is charging or moving into

conlact need

'~lot

take a morale test, unless a cause occurs

during its

m~ve.

If a cause does occur. The test will

be

taken whe.n..

I~le

unit is 20 mm from its target. A unit

which is subject to volley fire reductions of movement

in a previous:muve, will subtract this reduction from its

charge move distance.

A unit may not initiate a charge unless its target is within its

charge

dist~c.e

at the beginning of its move, taking into

;;,;count any loss from volley fire effect. The last 20 mm of

a charge mij.$tbe in a straight line otherwise the charging

unit will not get impact bonus.

(12)

BEING CHARGED

A unit that is being charged, other than Native Fanatics and European regulars, must take a mor.ale test. If the outcome . of the test if good the unit may fire at any point in the move. If the outcome is poor the must must begin its morale order from the beginning of the move.

Mounted units may fire at a charging unit. If they do so they may not counter charge that move.

COUNTERCHARGING

Au~itwishing to counter charge may elect to do so even in its own firing move.

For a unit to mount an effective counter charge it must fire at a range of over 50 mm or charge without firing.

PURSUIT

Pursuit of a breaking unit is automatic for the first move, except for Infantry units in prepared positions, wilo need not pursue. On the second and subsequent round of pursuit all natives and irregular troops must throw one dice: 1·2·34 - they must continue the pursuit; 5 or 6·-they may break off. Routing units and their pursuers wi.1I move and melee each turn, ignoring the firing and non·firing move rule. .

FIRING BY CHARGING TROOPS

Troops who charge may not fire on the defenders once they have started their charge. They may fire before they start their charge if they have not fired in their previous fire move. For an effective charge they must fire at a range of over 50 mm otherwise they will get no impact bonus in the first round of melee.

EVADING

Artillery crews and open order troops may attempt to evade an attacker even in their firing turn. Open Juicr troops must start evade a quarter of the way through the move, and may not fire during that move. They may move at chargerat~

after allowing 10 mm to turn.

Artillery crews will be able to fire, if their morale allows, at either the quarter or half way point of the move, before starting their evade action.·Artillery crews evading and un· able to limber up will abandon their guns and move at open order charge rate.

je.-

\

i

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_"T

,tIftA '. ~;'. ~_ IJ ...~COM...Y

'. lp

'l?"rfC.'2~ • ~"'".. .

.~

,

~

er

t1?

er

~

,

'!.:::-

~"~

',.

... '..

"Qo

c=~ , ~"A'TAL"",;M ~.--=. 0,..,. ••- CONT1".~T

i···. .",.

..,_

0 ... \ ~.

t.

',:•...-

e~ I ' ISANDHLW

-,

~~ "~

4\

ANA,.;.~. t1

(13)

AITACKJNG PREPARED POSITIONS

For allacking troops to gain entrance to a prepared position they must force the defending troops away from the face of the position by forcing a morale' order upon them or by destroying them. Once the defenders are forced away from the face the altackers may enter the position and engage the defenders inside.

All melees taking place inside prepared positions willbeclassed!IS

a melee in cover. FLANK ATTACKS

When an alt3cking unit engages another in nank. or engages only pari of an enemy unit counter in the first round of the melee. it will count only half of its lighting factor. In the second and subsequent rounds of the same melee the unit will count its full fighting factor.

..

QI .... 1 - - - . ~ Defender ~ t - - - - -...~

<,---=:::::::..-::.:::::.

Alllhese units will count only half their present Fighting Factors in the first round of melee. (NOTE: I. All infantry units. with the exception of native

fanatics, may only move to engage mounted troops if such troops are already engaged in a stationary melee.

2. Mounted units may not allack infantry units in prepared positions.)

MELEE CALCULATIONS

I. Divide Ihe unit's presenl f1g11ling factor by 10.

2. Obtain the melee factor for the allacker and the defender from the appropriate table, i.e. Infantry/Infantry, Cavalry/Infantry, or Cavalry/Cavalry, and add or subtract

to I.above.

3. Add or subtract any tactical factors which apply. 4. Throw a random fa,:ll)r per unil engaged and add or

sub-tract this to3. above. RESULT

Any plus result will be lhe number of fighting factors lost by lhe opposing unil. Ignore any minus results.

MORALE

A morale lest mustbe taken by a unit when one of the following occurs. All but pre-conlacl morale tests willbe taken at lhe end of lhe move in which they oc~ur.

(14)

FANATICS& EUROPEAN REGULARS

I. When 3Fanatic unit loses more th:Ul 100 fighting (actors in any

onc move.

2. When a European regular unit loses mClrC th~n 50fighting factors in anyone move. but not in a llIove in which it wins a nll"ll"e. 3. Wher; a flanking unit within 50 mm hrl"aks. The tl'st will bl'

taken only if lhe breaking unit is of equal quality.

4. Losl'r of more lighting fa~tors in a ml'kc and thl' diffcrcl1l'1' is nllHC than 20.

OTHER TROOPS

1. When a unit loses 1lI00e than 50lighting factors in anyone 1lI0vc. 2. Loser of llIost fighting factors in a melee and the diffcrence is

morc than 10. 3. When being charged.

4. When a thnking unit within 100mm falls back or breaks. MORALE CALCULATION

To determine a unit's morale slate proceed as follows:

I. From the Loss table on the Mor:.llc ChOIr! determine the unit's loss factor, using the unit's initial and prescnt fighting factors. If, on this chart, Ihere is an R instead of a factor the uni. will automatically rout without further calculations. 2. If the unit is being charged, or is charging, detennine Ihe

appropriatefaclor from the Charge Morale Tilblc and add ur subtract this10 I. abuve.

3. Thruw one 'dice and determine the unit's randolll f:lctor from the Random Factur Table, and add or subtract 10

2. above.

4. Add or subtract Ihe unit's taclical fal·tors.' RESULT

Using the resulting figure from the above calculatiun cunsult the Morale Result Table to detennine the unit's action nex t move, or tltis move if it is charging or being charged. MORALE RESULTS

FALL BACK

This means that the unit will fall back facing the enemy until no longer within charge range, or to the nearest cover. A unit in melee will fall back facing the enemy. For une move, its opponent having the option to follow up.

(15)

BREAK(ROlJT)

This means that the unit will take 10mm to turn. then rout towards its own base line. where possihle at rout speed. Runners will abandon their guns.

A breaking unit will lose one dice x 10fighting factors per move of rout.

GOTOGROUND

I\n infanlry unit will lie down until it is rallied or until a friendly unit advances through it. in whidl case it may stand and advance next move.

A unit may attempt to rally arter line stationary move turn and the attempt may he made at lhe heginning of the move.

Cavalry will interpret this order as Fall Back.

1\ unit which goes 10 ground will he dassed as in cover from :Illlire.

RALLYING

To rally a unil which is routing or which has gone to ground. throw one dice and consul I the following tahle. The figure in the l:Ihlc~ives the minimum dice score required to rally.

CLASS OF TROOPS

Cummand Levies Irregular and European FigurC5 non European Regulars and

Regulars Fanatics I 5 4 2 <- 2 4 3 Automatic ..:: c - <. c Q, 3 3 2 RaUy

-

~ ~ I 4 3

..

1 '1 2 c ~ - 'J 3 3

..

(NO I E: Units slIlIm melee or under canl1ls1er fire may not be rallied).

I. No Command figure with the unit. 2. Suh·Commander with the unit. 3. C·in·(, with the unit.

A routing close order unit may move around other friendly units if Ihere is a gap of al least30mm to either nank, and the routing unit was not within 10mm of the other units when the mor.lle tesl WilS laken.

Open order routing troups will move around other friendly troops if there is a gilp of 10mm or more. If there is no gap of the s\.k!dfied width. the ruuling unit will break through any other unit in ilS pillh and interpenetrate that unit.

(16)

APPENDIX I

ADDITIONAL TERRAIN

Tlllllakc up yourh~ltkterrain proceed as follows:

HILLS

('ut hill contours from brown or grey caul. in v,Hying siz.:s ;lIld shapes. and mark Ihe crest line un each.

~

....L:1''---

6"

III

10" - -

~

L

----E

4

-Place lln top. lining up thecr~st lines at either em!.

DEAD AND BROKEN GROUND. SOFT SAND AND SCRUB

InJicatc these areas hy <:utting out irregular shapes. belween 4" and 6" wiJe by I" 10

r

deep. from JiHerenIcoloured <:ard. Indi<:ale on each piece of <:arJ Ihe type uf terrain il represents.

ROADS-RIVERS-TRENCHES

1l1ese can be indi<:ated on the playing area. preferahly hard board. with <:uloureJ chalks.

OTHER PREPARED POSITIONS

1l1ese can be made up from pieces of card -:ut intu regular shapes and marked with what they are tll represent. To detennine the number uf fighting factors that may occupy each face of the pusitiun measure the face and re<:urd on it the number of millimetres in length. This figure will represent the number llf fighting factors that the face may aCCUlllllloJate.

APPENDIX 2 SUB COMMANDERS

Where these figu res are fielded each may alter th e game . orders for a unit by taking an initiative tesl.

Throw one dice: I or 2-the unit must carry on with its initial orders where possible; 3 to 6-the officer may change the orders as required.

(17)

WRITING ORDERS

In the basic game, when both sides have set up their counters, both commanders write general orders for their units, or groups of units.

Forces occupying a defensive square or positions need not be given orders, unless the square breaks up or the troops leave their defensive positions.

lYPEOFGAME

Itis suggested that the type of game played is that of Attack/ Defence, where one side occupies a defensive position and the other assaults that position.

Where one side occupies a defensive or entrenched position this should occupy at least half of the width of the playing area. The force attacking it should be set up after the defend· ing force's positions have been determined.

At the start of the game it is suggested that no opposing units should be placed closer than 12" apart.

DECIDING THE WlNNER

To achieve victory in any game involving native fanatics the regular forces must not have been forced to retire from their start line or position, and to have beaten off all enemy assaults. The native armies will claim a victory if they destroy at least half of the regular force's infantry. Where regular forces are fighting against other regular

or irregular forces than proceed as follows:

Set up the terrain and, before placing the unit counters in position, determine one of the following:

Allocate points, between50and 200for various terrain features.

Or

Determine some action which the attacker must achieve for vil:tory, i.e. clear the road off the boar or take the main hill in the defender's centre.

To 31:hieve vil:tory the attacker must take more terrain points that the defender holds at the end of the game for the first I:ase, or achieve the objective in the second. CAMPAIGNS

For the purpose of campaigns use the following scales.

Bat tlefield 1000 mm

One pair of moves Y.a hour

NOTE: Cross country rate for Zulus should be twice that of any regular infantry.

(18)

GAME COUNTERS

Infantry Counter

-Artillery and Machine Gun Counter

Mounted Counter Dismounted Counter (NOTE: NNC counters represent Natal Native Contingent units and

are under the command of the British force.)

GAME MARKERS

o

~

~

§]

@]

rv;!ley lire

To indicate a unil requiring to take a morale test, take any marker and turn the hlank side uppermost. Place by the unit in queshon. Place by any unit that is breaking.

Place by any unit which is forced 10fall bad. Place by any unit which is forced tu go lu gruund.

Place by any unit whidl is under arlillery, machine gun ur Galling gun lire.

Place hy any regular unit which is firing in a volley.

CASUALTY RECORD SHEET DEFINITIONS

li IF PF B D Unil luentilication.

Inilial Fighting Factor uf unit. Present righting Factor of unit Identifying nUllIhcr and type of gun.

(tutille ry jmachine,

Use Ihis column10record figh ling fac lor losses due tu volley lire effect.

Use this column lu record all Olher Iypes of losses.

(19)

APPENDIX 3

NOTES ON TACTICAL FORMATIONS ZULUS

Thc diagram below shows thc typical Impi bailie formation. TIle fourth regimcnt would notlcavc itsp()~ilionin this formation' unlilthc Impi was involvcd in a mclec.

For purpose of the basil' gamc thc following Impi rulc will apply. 1llC fourth regimcnt in e~h Impi must advancc and rcmain in I.:ontact with thc first rcgimcnt until onc of thc following occurs.

I. 1llC firSI rcgimcnl brcaks .

., It is engagcd in melee by an cncmy unit allacking it in flank or rcar, in which l'asc il may brcak off cuntac t with the first rcgimcnt toengage its own allacker. J. Whcn thc first regimcnt has bccn cngagcd in a mclce

for two movcs.

REGULAR FORCES

Thc main lactical formal ion for thc regular forces was the large square, in whidl casc cach face of Ihc squarl' would bemade up of rou!!-hly cqual number (If infantryunil~.

A Iincar formation can headoptcd but ISextrcmely dangerous

if the tlanks are not heavily protectcd.

TWO UNIT FORMATION

Regular infantry companies may form up in two-unit deep lines, i.e. onc unit counter immcdiately behind, and touching.. the one in front. To lire in this formation, both units must be of thc samc type, namely, both British regular or both non-European regular.

When engaging the enemy with volley fire the front unit counts its full fighting factor, while the rear unit counts only half its fighting factor. Only thc front unit may engage the enemy with independcnt fire. Both units will count in a melee, but all casualties will bc taken only on the front unit.

(20)

TABLETOP GAMES

THE MICRO-WARFARE SERIES

Tablc-top Gamcs has introducct! the hoart! wargamc without the boar The packct includcs troop countcrs ant!lerrain fcatllrcs. The terrain fcaturcs can hc placct! anywhere you choose. you arc no lunger limiled IIIthcS:UllC old hattlcliclds. Crcall' new halllcficlds cal:h game'. Thc serics provides the lIIHl'stricled scope of miniaIlH(' wargaming and Ihe compac I scope llfhoard~amin~. In Mioll·Napoh:llnics. Tahk·top Cames gives YOlll:oUnlCrs for 45,000 Frcnch troops and 35.000 I3litish troops. The colorful lal:tics of thc Napolconil: Era arc also ilh:orpmated intlllhe ~all1c.with troops ahl<: 10form linc, column. ant! square.

(21)

NA,lvt

~ANA17CS

TABLE 2 Cavalry v. Infantry

MELEE CHARTS

TABLE 4 Additional Factors

IIAr",£

urfts

6XJffN~

NFA}/17N

t -

~ ~ __1~~--.--"""""I

+10 IFC-I....·C J6WITHIN lOOM""'.

AND IN SIGHT.

-15 AiTAOKE,OIl'lR.AN~.

-:25

ATTAc~eD INREAR.

"HO 11: UPHIll.RaoM

.

....

ENEMY.. ,.~

-5 IF UNIT lIS FALUNG- 6AOt( IN ~:'"i.

MEL.£E..

-5 LOO:!>E~ o~MEL..EE LAi>T

~VE (NOT~NA'11ODoR

'~E~UL.ARS).

TABLE 3 Cavalry

v.

Cavalry

:::::::

12£CiUj.

.A1<-

fRq(cUR 114T/VC

NfnllE

RJ,vrllr'(]

tAVAi..RY

174N'ArJ(!S'

"'VIES

~YAt"fy

ArrAc~

C.AvAt..eY

/..AI/eEl(

CAYALf<Y

(!AMEU'

5'

./"

+-~~

~

t%

~

%

~

MloI'DJI

(Av41.1lY

~" 0

/' -t9

-5

+b

-5

-40

K£(,VJ..At.

~;

~

~;

%

l%

%

%

LAN~

T3

+4

-4

-B

"t'2

-10

'_ 45

NI/IIfl1("fAtlli(,v(At..

ft~

~.;4'

t4~/

~

~~

:~

r+-%~

/ 1a£~UI..4R..

/' -5

-~

+b

-6

-36

~(IItJl.Y

~/:

+ 1 / /

"0.,/

+(O~ t · 5 / ' / -tIO./~\5/"'/

lIA1'lfb

//+4

".-·/-e

".-/ 0

/ / r 8

"../-B ,..._~.) ~T7a

%

~"../ ! / 7 , / r l . l / t-10/'/ ~23.,./

...

t:l~ ... ~4N# -~ 0 / ' . , ? / - 1 0

.... /1-5

/-1;1

/":::l"~

%

-'1%

+.,

"

C /" •• 1:.:;. ".~/'

15./:

t-,,::~<~'

IiAnV~

W!E&'

.- +3

;..-::'~,

;~5

--

/ ' ,'- -r{.,,;

/' +

/"+8

/"-5

Random Factors

RAI\JI)OM DICET~W1<5'. FoR. CLOsEoRoe.RTRooPs

CMARc.I"-lCa I~TOCONTACT

W/1l1 EN't:MV'TRooPS ,,,,

THE OPEN 1f-IRl>W"TWO

PL.4~ DIC.Eo~"'1'l1E IMPAC,."T' kblJNCo"'L-'{.

Non;:

1HE ATTACI(ER.1C'pTHe UNrT'

"'iHIU't C'l2.I~tl\J"TeSA04ARCif,

E,..CF..Pi~vAl.R."'(W~ LAA'( 00\Jt",'1:-k'.C~~C.E),~erR£AT . -INU 'i'\<O~.OQ.. ~vT'N4

~f'5.

(22)

TABLE 1 Losses

MORALE CHARTS

P/i?£SENT STRENGTH

INITIAl-~

~

~

~

~

~

~ ~ ~

~

~

~

~

0

~

~ ~

8

~

§

~

~

ST'Jf!!£N(j

rH

'"

~ \(\ ~ ~. 0\ 101 - '2.00

-5

30

bO

%

'J()/

-:300

-10

le

32

58

7/

9b

30/-400

-20

-4

/7

.%

50 13

88

%

401- 500

R -/9

-4

{'l.

19

44

(f)

76

9.2

%

50/-

600

R,

R

./9 -4

B

22

~

47 63

17

89

%

601- 700

R

R R

·21

-iD

2

14

2b

3g

50

'3

15

~

%

70/-

800

R

R. R

R -.21

1-"4-

-4 /2

20

32

4~

54

~

n

87

9b

801-900

R

R R

R

R. -21

-11

-~

9

2.1

33

43

54

f,S

76

B7

92

%

901- 1000

R.

J2.

R.

g

R-

I<.

e

-20

-10

0

(0

2n

30

40

50

"'2.

70

eo

~2. % 100/-1100

R.

~ J2.

R

R. 12- R

R.

-21

-11

4-

8

'9

~ 37

47

52

67

7"

86

~~

%

DICE TJ.l12oW R-AUTCMATIC ~OOT UNITS WIT}-f

AN

IKITlAl.STI?~TH ~F-L..ESSTHAN 101 WIu..I'MV~

A

STANt>ARC>

LOSS

FACTO~ OF 30 IN ~O"ER

2

3

4-

5

6

I

TROOP 1YPE

TABLE 3 Random Factor.

TABLE 4 Tactical Factors

MORALE RESULT TABLE

-10 IF UNDE2FI~.

-15 IF ~ oFMEL.EE2:)01'4[).

-5 PE2FQI£Nt>L.'{ UNITBRUKlt-1l1 WrTHlN

,50MIoo/I. ANt>IN SIGHT.

-5

~NGA<:tEDIN FJ..ANK

av

IN~AN~.

"""'4"-

EN~AC.ED IN ~Nl<.Eh'CAV~YOR IN

THe ~R 8'1 I~J:'~Y.

-7P EHG!AUEbINREAR 8v CAVAJ.R'/.

~IS If:~?P~t)\W

-.ol..l.E.v

FIRE.E~cT

t3 PERsoPfbR"MG.l)NrT WITHIN75M""'-AND IN GtC31HT. (OPToAJ,A""IIIAOMOF '2 F'Ac"fo12s.)

i"15 IF WlN....~ O~""fLEE i!r:lIlND ThiSMO~ ~\.AliT,

+10 IJ:'c..".~<.

wrn-lIloJ

IOO~M AND IN ~'<:-Hl.

"'D/l.AU

"AllvE.

IIl~£(j1.R. CJ/,IRoIN(J IN' /1/

FAC1b~ R£~I.AR. FANArtC & NATivE 1H()(JPS M~L££ fltEfARFP

fla()(.f

t£l'IES

~~

70t

GOOD (iOOD GOOD

GOOD

GOOD

GooD

60-69

GOOD

GOOD 1<4200I'4DCiO m

<i'OOD

GOOD

GOOD

50-6'9

GOOD

~OD

BAcK

AA~

uOOD

J:'AL~BACK (:{OOD

40-41;

J:'Au.. Cio1'0 FALL ~p~ J:'~~

SAC': QlZCllNO &Act. BoAQc:~U-

&.et:.

(;rOOD

J:'AL.L. J:'ALJ.. ,-'tOP&'

AtoLl-30-39

&ACk. &~CK B~EA~ J:'Au.. B~A( BAc.IC I

SACK MOIf.£

J-£~S ~U8AOt

.,HNl

30

~eA~ 8RfAt: ~~ ~EAK 82EA(

'",rr,oN

OCJTO& ·c COPYRI(;IIT. 1977by hblelop (;ames

(23)

TABLE 1 Range Factors

SMALL ARMS FIRING CHARTS

~t;IJINI. DTJlE~

/llFl.E

FIIi!.IN(T

RE(i(Jl.AR.

IN/JtPTNDAJlTF~E CA~8JNE ANDALJ- YA12.JN~ MACHNE

iRcoPS

VOI-LEY

AJ./{) MJI/-NATIVf h~£ AAlJ'XET qUAlS C;UNS

/~~EOljLAIl' T~

NUMlJEIt OF

I

1

!

~

I

~! ~! ~

0

~

!

g

RL~ULAR NATWE

~

i

~I

&!

<:)

8

0

o

I

~

FI~ ~

-

cf\ CREwS CREW

~

III ,

~

FAt,TORS

~

I

~I ~i ~

I

I

I

I

I I ~ I I

I ~IRlN(;

'i:::if;;lo

...

....

0

()

....

in

C lWllMUt./I

800

i

3

i

G

1

18

22

4

9

18

'0

~'3

9

IlIrLl AND I,\,IOJI>./t(jUN

e

! 1«) RN<.E

600

39

36

5 ,~

2.\

14

32

1'2

...1I1ollM e-.R!...f

'00

10

26

52

~e

8

19 2.5

~

le

25

19

37

15

QArq:

~

~400

1'2.

29 58 b5

1O

31

39

8

2.1

2~

23

48

IS

MAYlMl'"

~

300

9

32

44

~ /3

34 64

74

13

42

57 9

:l5

37

39

58

2.7

M\I~..n

r

oo

/0

36

52

7e

14-

38 70

Bc>

tb

51

69

(0

29

4(

48

71

39

llAllCI

100

/5

41

63

90

15

45

75

90

19

6'

85

12

31

45

bl

83

52

50

18

48

1~

1c17

17

~l

80

98

25

70

%

18

33

49

70

92-

~

~()OM x~IINIItJM FAemR{INT/SK _11 AANDOItf

Jt5'

~AUNINtI<iJ;4C~ Fr4CT1JRR~HM /I11W#oM~~

x

~(MM!1ttfIJM f&VJDOM FACrtJR. JC5 ~s IC/tIOIt£

ANY1tIINU5) Ri

vas.

-I)

x5 (IF1-15)

TABLE 2 Target Factors

NUMBER ofn~lIlINqFACrtJRG IN rAR/UT

TYPE

OF

Typr OF oVER TOO 400 (00 I

TAR6ET

o~ FIRE ((JOO

To

ro

To To

coVER

999

699

399

99

tJ1I'WNCCDl (NDi1JOJl>~NT -14 -24 -40 -51

-64

"~oI'S/~

- - -

_.

INCOYSt/

VoW"

-,e

-28

-So

-58

-67

JlDluyn ...

_- ._-

._~-- ~ .

_-

. . ' - 0 . .

_.

.-6i/IIN611.S trV-CHIItJi gUN

-10

-21

-33

-.qo -48

A&.LNDOIIT'£P 11tIP6'~~1ff

-4-

-14

-30

-40

-47

TltJQ"1

CUSl

~ ...

_._._-

.-_._----

_

...

_._-_

.. -... ._...

_.-

._--_.-DI!JJ61t

JtAT1~£ V()l.LEY

-9

-19

-.3&

-48

-50 TltfXJPJIN ~ -

--_

.._. .

_-

- ...- .- . .

__

..-.- . _ - ..•..

__

.-1NE(lP£f'( ~CHfI'.lE6U'"

./

-11 -28

-37

-41

INOEPcNl>ENT -b -11 ·-214

-37

-40

OTHETl ._. --_...

_-ctAS£

()RNI.

YOu.£Y

-10 -IS -30

-39

-42

~()DPS

_

..•..

_

. . . - -.-.

-_.

_.

MACH("'~~(/'" ..-2-

-5

-19

-24

-32

MACHINt ANO (jATUNt) (i{JN5

~ RlfiilLAR NA1WL

Er

~

Il!SlJif

CREW8> IUlfUINl fJATlJ"~

(iUAI ~~w£P (jIJN

0

~/(/Ne.

-8

-s

-I

-5

-12 -10 _. ·_-_0··

-2/-3

-10 J~M J~~

-4/-5

JAM J~M JAM

(24)

ARTILLERY CHARTS

TABLE 1 Shell

TA~(i£r

AU-

REGWAK?S ~/"COrE~, OPENfJIlP#RJr)T

TYPE

NAilV£

IN Ct.o~£ Ly~fJOr{N ~ ANOALi

INFANT'RY

OeocR

billfJYfO CllIiNlIlS

AlOONllP 1RDdPS

q(//(SIZ£

~t

11

~+

~I

~

I

~#

I

.f

~f

t

~f-tI

~e.. ~ ~ Clpr(}

t8

+2

tl3

+-18

tS

+24

1"5

+10

+121-+2

+17

4<>0

0

I

i

600

t5

0

+8

+10

+-3

+16

+2

-2

+7

+8

0

+r1

~

-3

+?>

~

aoo

0

44

+6

+'2

+10

-2.

-5

+2

-4

+4

~

1000

-6 -8

-I

+3

0

+5

-8

-12 -2

-3

-10

+1

TABLE 2 Cannister

TABLE 3 Tactical Factors

-10 IF GUNCMNli£5TARG~TAND

(!ANGE l~ovE'R 250M...

-5 IFGON I~ lJNOER FIREA~D SI,)f"F't.~ C2fWCAS"AlT1~S,

-5

IF TARCilT ISC""RGlN~II(FA~,

-10 IF,~T I~CH~RGIN4eAVAlRI,

-10 IF

GUN

,~NATlyE

CREWe>.

t4

n:

~112INu INTO AN DP£tiOR.DE~

FLA)iJ(.

't8

IFflRlNGINTO

A

C~OR~~~

"'-AN)(,

lIP 10

25"0

Random Factors

UAt600M DICE. i4-\QoW x5(MA}(IML>M

oF

+~ o ..h ..'i MAV BE c.ooNT~t»

MOVEMENT TABLES

TABLE 1 Troops

..,-,eooP

TypE

I'h.QMAL CJJAIC(;~

N1P/JllSAK

CUSE~£R

40

50

R£0tIJ.AR.

....

;~~

50

GO

~

~

#ATlVES

lOO

loo

R£VCJi.AR. 150

250

i

IRd(jIJL.AR

,4/ArIVES

lao

\80

240

220

CAMUS

150

:2.20

TABLE 2 Artillery

C:!VN ..,.yP~ AlollMAL

,,*,v.

AcnolJ

MAAI, iJIIuIJ

lE

Il

JiAIJiU

~ FI£LJ) qVNS

60

-

10

60

J{oI2&~6CJNS/

100

160

20

40

tocJxr

8A~Ry' MACHlNf AAlO

100

120

30

40

~A1l.JtV(, (j{/

J./S

TABLE 3 Terrain Penalties

"ERI2AIN CLPS£ OP£/II A.fCfJ/off£D FI£U> OTH£R

TYPE oR~R ORl>~ 'TPi'CPS OUNS t:;lJAlS

HILLS

-10

-10

-40

'~CN£

-60

COVEt?,

-40

-20

-80

-40

-be) I

i.JNEAIl

-20

-10 -IDO 1

h'eY'

-eo

OBSTACLE

IbKlIt..,

-20

-20

-eo

NO

-80

AIIC

SIFT

SANO ~ N<Ml4PtT

(25)

CASUALTY

&

FIGHTING FACTOR RECORD

Infantry

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

,

(26)

CASUALTY

&

FIGHTING FACTOR RECORD

Infantr}'

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

U

IF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

K

0

PF

(27)

70

60

130

70

90

90

60

50.-.t-50

80

80

120

120

110

110

100

100

150

150

140

140

'I' 'I. '1' 'I' '1'

Howit;zer

560

,I.

'.-

'1'

'I'

'I·

6pdrHorse

I

450'

'I,

,I. 'I••1, ,I,

6pdr Hbrse

3

450

11_

.,.

t'~

-11

_I,

6pdr Horse

2

450

.1.

_I_

ll~

11 __

I,

9pdr Field

:2

560

" 1 11'

.f'

1111 'I~

9pdr field

3

560

co

CO

CO

SO

M

M

M

SQ SO

sa sa

2

light Infantry

1190

2

Rifles

lOOO

Line

3

1420

'

..

'..,.. 'I· '1'

j

Gucsrd

1

light Infantry

1190

9pdr Field

1

1500

=-

1

560

-

_

..

Guard

1500

. .

_---3

Light Infant"

1190

line

,

1420

4

,,.Light Infantry

1190

line

'''20

,1

,r

Rifles

1000

M

40

40

c ..

, 1

950

li

Militia

00

30

30

2

950

1'....

I

Militia

...

.,

...

3

.",

...

20

20

..

...

Militia

0

4

950

.,

III

0

; '

10

10

Militia

U ",'"

ut

u

5

950

....

Gl:

Mtlltkl

M

z

..00

-~

-

u..

M

M

M

M

M

M

H

H

H

(28)

Old Guard

1

1250

Old Guard

2

.

1250

Young Guard

1

1150

Young Guard

2

1150

Line

11

1080

Line

12

1080

Line

13

1080

Line

14

1080

Guard Light Inf

1000

1

Light Infantry

820

2

Light Infantry

820

3

Light Infantry

820

4

Light

Infanhy

820

,

5

Light Infantry

820

,

6

Light

tnfanhv

820

,t.

.f.

.'1 I"

tit

.1_

ill

1

3/4

pdr Field

300

·t·

,I,

III •••

'I'

_I,

,1-2

3/4

pdr Field

300

'I'

_I_

11_

rll

III

f"

I'.

Guard 8 pdr Field

600

11. '11

'f'

'1'

I1I

_1'

'I,

8 pdr Field

560

.1.

'(1

_I.

.1. ,1,

·1,

t

12

pdr Field

6~0

,I,

de

I"~

.h

It.

·1·

2

12

pdr Field

640

I

11

11

I

• • •

R

R

R

R

R

R

R

R

Ret Ret Ret Ret

-I'

'I'

III

'I' 'I'

'I·

Howitzer

560

co

CO CO CO

tit

Itt

-I.

,,-

.6.

,I.

3

12 pdr Fief

d

640

7

Light Infantry

820

Line

15

.

1080

Line

16

1080

Grenadier

t

1100

Grenadier

2

1100

Line

W

1080

,

(29)

NNCl

FB

Volley

l

280

Fire

1 uNokenke

NNC2

Volley

F

280

FB

Fire

NNC3

Volley

2

uNokenke

l

280

FB

Fire

F

Zulu Rifle 1

Volley

13

Fire

3 uNokenke

F

100

FB

Volley

Zulu Rifle

2

Fire

F

FB

Volley

4 uNokenke

F

100

Fire

F

950

Zulu Rifle 3

Volley

~

FB

Fire

Volley

100

1 uNo wen u

F

100

. ~

Zulu Rifle 4

Fire

FB

Volley

2 uNodwen u

F

100

Fire

F

950

Natal

FB

Volley

Horse

Fire

80

I

Volley

---FB

Fire

70

Volley

GtG

Volley

Fire

60

G-t-G

Fire

125

-50

G-t-G

UE

40

2 uThu wana

!<

~O

U

G-tG

.-

c

I

30

u

I

3 uThulwana

I

~

:>-50

G-t-G

..Q) ..Q) Q)

a.

~

..

~~

.. CII

20

o

-0=

c

4 uThulwana

ID c~:;,

GtG

CII III ~ Cl

Commando

o

a.c_

10

U

o

III 0

r

i

GtG

i

I

t

I

t

I

GtG

G-t-G

(30)

2

3

1

OPEN ORDER

UF

OPEN ORDER

UF

OPEN ORDER

UF

OPEN ORDER

OPEN ORDER

UF

UF

UF UF

UF UF

, UF UF

UF UF UF

B

B

B

B B

B

B

B

B

B

The counters below are for use

with the Rorke's Drift game

Z

Z

Z

Z

Z

1 uDloko

2

3

4

5

6

F

Z

Z

Z

Z

Z

8

9

10

n

12

Z

Z

Z

Z

Z

14

15

16

17

18

(31)

~\

IUlIll 0111111

fflflll)

JU

111IIIIIlIJl

j

111111)1

f1"

11111111~

~,r""fJ-'t~""'"

~\\\JlIIllllllll1lll\lIIff1IIl1I11IXIIIlIII/1I1lIl\lllllnllllll/l'

:... .t,.".lt,-v...

~'4

~\n\llllllllllllllllll

JIlIlI HII)\J!Il!/)/

111111111111/'

~I""J~,.,,.,~~

<::>

=

N

=

<:> N

OOl

~\\1II

\Ill\

Illllllllllf

:: r::=:;;;;,

=

=

on

00£

-~""(;-4.

••

I

1

,/1

J!

(32)

~7;"--

__

--•

,

~

,-

;-r

,

\

-

,

,

\

,

' /

(33)

BRITISH/EGYPTIAN ARMY

Egyptian

Infantry.

F'ield guns

and

Machin£' guns

Sudanese

Infantry

Rntlsh

Infantry

and

Machine

~uns

BrItish

C-in-C

In~try

Cavalrv

I

I

I

SC

Horse gun::3_ SC

se

se

se

Th", Naval Contingent and tIlE'

tWl')

Mounted Rifle units may he

attached to anv of the Infantrv

ses.

~OTE:

].

The

E~ptian

Levy Infantry may not operate in open

order.

2,

The Mounted Ri fIe uni

l

s may

op<.>ra te in open order.

3. In

the earlier

campaigns in

the Sudan, the

m.Jchine

guns used werE' N(.lrdfel

t

and Gardner guns. op<.>ra ting

(.In the

Gatlin~

cun

principle. For games depicting

these earl ier campaigns count the machine gun

counters as

Gatlin~ ~uns

for fire effect,

The normal defensive formation for this army was

the square. when all the infantry unils made up the

four sides of a square. A linear formation can be

adopted as

lon~

as the flanks are strongly protected.

When sta

t

ionary the square would

be

protected

hy

a wall of stores and then a

further wall of bushes,

If the square is intended to remain stationary. it

can be

a~sumed

that such defences have been

constructed.: all fire.

will he-classed as bein2 against

troops in Ctwer. All melees and morale tests

will

(34)

British

I

Egyptian

1

F

290

Sudanese Natives

2

F

290

Sudanese Natives

North Staffs 1

R

210

North Staffs 2

R

210

Lancers

Egyptian 3

R

OPEN ORDER

OPEN ORDER

OPEN ORDER

OPEN ORDER

OPEN ORDER

OPEN ORDER

OPEN ORDER

650

OPEN ORDER

se

(35)

~7;"--

__

--•

,

~

,-

;-r

,

\

-

,

,

\

,

' /

(36)

DERVISH ARMY

C-in-C

I

lCavalry

Infantry

Artillery

I

I

.

I

I

SC

se

Machine

Field

Fanatics Levies

guns

guns

Fandtic

SC

SC

SC

SC

Levy

muskets

Fanatic ranatic

Levy

Levy

muskets

and

rifles

The musket and rifle armed uni ts may be a ttached to individual

SCs as required or they may operate as independant units.

NOTE:

The musket and rifle armed units are classed as

ordinary native infantry when fired upon by small

drms and machine gun fire. They will be classed as

being in open order only when under artillery fire.

.

In a few cases the army adopted entrenched positions.

If such a game is required count the army as being

in cover from fire and for melee. For morale

purposes the army will be classed as being in

prepared posi tions .

.,

(37)

Dervish

40

70

20

30

80

50

--10

t-60

SC

SC SC

Cavalry 1

150

L

480

140

Cavalry 2

L

450

Cavalry 3

L

120

450

Musket 1

L

80

110

Musket 2

L

80

100

Musket 3

L

80

90

l

720

Infantry Levy 7

Infantry levy 8

l

Cavalry 1

l

800

l

l

750

Infantry levy 2

Infantry levy 6

Infantry Levy 1

F

l

800

---.;::.---.-;;,;~

Cavalry 2

Infantry levy 4

F

l

800

Cavalry 3

Infantry levy 5

F

(38)
(39)

,

,

,

~

Copyright TABLETOP GAMES

1976

The following rules are to be used for the Rorke's Drift game

only and should be read in conjunction with the basic game rules

and combat charts.

SETTING UP THE GAME

Use only two Zulu regiments from each of the basic game Impis,

and two of the Zulu rifle units. The Zulu C-in-C counter is not

used.

Use all the Rorke's Drift counters from the basic game card, le.

30 section counters, 3 white counters, 3 commanders counters

(Chard, Bromhead and the CSM) and the 18 Zulu 'Z' markers.

Set up the Zulu attacking force at least 10" from the meali bag

perimeter. Then set up the defenders around the perimeter. It is

suggested that at least three section 'counters be left in a central

position to act as a firing party, see details later.

BRITISH COUNTERS

Each British section counter has an initial fighting factor of 10

and each commander counter a factor of 5. The white counters have

an initial factor of 5 each and represent the non-British troops

who stayed to fight.

Bromhead and Chard are both classed as C-in-C and the CSM is classed

as a Sub-commander.

Note;- The CSM counter will add an extra 5 factors to any sections

in melee if he is leading them.

MORALE

There will be no morale tests for either side except in the

following circumstances.

1.

Loser of a melee by more than 5 fighting factors.

2.

A Zulu unit that is forced to halt due to volley fire

Note;- Troops in buildings will not be subject to morale tests at

any time.

If a unit is ordered to fall back due to a morale order and it is

unable to do so, it will remain where it is but will be classed as

'Falling Back in Melee', and be subject to the -5 factor in

sub-sequent rounds of the same melee.

FORMATIONS

All units are classed as being in close order. Defenders, other

than those behind cover or in buildings. may engage the enemy in a

two rank formation, as in the basic rulea, except that both ranks

will count their full fighting factor at

all

times. In melee,

casualties will be taken on

all

units starting with the right-hand

unit in the front rank.

COVER

For firing purposes only, ignore

all

cover. For melee calculations

(40)

MOVEMENT

All movement

~ill

be at normal rate. Inside the perimeter 9nly the

attackers will be reduced to half-their normal movement rate

(and thus subject to a higher possibility of being atopped by

volley fire), and there

~ill

be no penalties for turning to

either side.

TERRAIN EffECTS

-It

~ill

teke a Zulu unit one full move to climb over 8n unoccupied

perimeter wall, and they may not attempt to climb over-any wall

~hich

is occupied by any defending counters.

-The defenders

will

subtract lOrnm. from their movement to cross any

wall inside the perimeter.

Walls and the ditch outside the perimeter are classed as linear

obatacles, (see details

in

the basic rules).

IN BUILDINGS

1.

In buildings, counters

will

take one move to move from one

- room to another by means of a door. The defenders may break

through a well into the next room and thia will take a further

full moveduring which they may not fire or engage in melae.

Once the

~all

is broken through the counter may be moved into

the adjacent room

in

its next move turn.

2.

Defenders inside a building may not be engaged in melee until

the enemy break into the room the defender ia occupying.

3.

for the attacking Zulus to break into 8 building, or from

one room to another, they must firat

thro~

a random factor and

get a result better than plus 2 for an occupied room or better

than zero for en unoccupied room.

4.

Attacking units may only attempt to break into a building or

room at the beginning of their move turn.

5.

Once a Zulu unit has broken into e building then leave the mein

unit counter outside the building and use the

'z'

marker to

indicete which room is occupied. Eech of the 'Z' markers has

a fighting factor of l/lOOth. of the main unit's present

fighting factor.

6.

Melees inside a building will take place when a Zulu

'z'

marker

enters a room which contains a defender's counter. for purposes

of the melee calculation both

~ides

will be classed as in

close order

in

the open.

MELEE

In a melee British sections may combine against one attacking unit

ss long as each section counter is in contact with the attacking

unit or an obstacle which separates them both. They may also form

a two rank formation where the first rank is in direct contact with

the attacking unit counter and not

in

contact with an intervening

obstacle.

To determine the effects of a melee proceed as in the baaic rules

~ith

the

follo~ing

exceptions,

1.

Divide all the Zulu units' preaent fighting factor by 10

to give its basic melee factor.

2.

Divide a Zulu units' present fighting factor by 100 when

fighting inside buildings, ie. when using the

'z'

markers.

3.

Count all the British sections 'full present fighting factor'

as their basic melee factor

4.

The resulting melee losses against a Zulu unit is subtracted

in

total from its present fighting factor. Divide by la any

losses suffered by the defenders before subtracting from

their present fighting factor.

Note;- Divide the melee losses on those British sections which

combined in the same melee equally between the sectiona,

sterting from the right-hand section

in

each case.

References

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