Zulu War


Sharp Practice 2 - Zulu War - Playtest & yet more tweaks.

It's not until you put the toys on the table that you get to iron out some of kinks.The initial worry was the two rounds of fire from the British would stop the Zulu's in their tracks  but when I looked at the casualties at the end of the game that was simply not the case.The first thing came to mind was that there were simply not enough Zulus for 60 points, you really want then several ranks deep to get the period feel.60 Points for each side only gives you a couple of sections for Brits with some Native Horse and a group of NNC, but the Zulus were only around 50 men strong. Not quite enough to give you any more than a single horn.The Skirmish unit on the hill proved to be very useful, but arming them with breach loaders gave them to much firepower, even with a minus one for being poor shots.The moveable deployment point proved to be useful and the Tactical trait which allowed them to launch a surprise move and get close enough to launch a fearsome charge into the NNC who unsurprisingly were forced back

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Sharp Practice 2 - Zulu War Modifications.

Blimey 8 years ago I published a short note on adapting Sharp Practice for the Zulu Wars. Over the weekend I got to thinking about bringing these into line for Sharp Practice 2.I have been able to do away with units sizes as in SP2 these are clearly defined.The Zulu's are your classic Clan nasty if they get into hand to hand, we talked about gving them big choppers but as they are already the best of non-regular forces, Tomahawks felt better with the ability to inflict shock just before they close, afterall you have to have something to counter breach loaders that fire twice a turn. To reflect the Warriors chant I also gave the Zulu's the equivalent of Pas de Charge, the Zulu player can play two command cards allowing them to move towards the enemy with three actions of movement whilst also removing two points of shock per group present.  To reflect the Zulu's ability to make the best use of cover, we added in a house rule of "Going to Ground" at the end of a movement phase the Zulu group or formation ma

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Jan 2019 Anglo Zulu War game

For January's club meeting a umpired a 15mm Anglo Zulu game using Dave's figures and a scenario out of the supplement with the 2nd edition rules.The game is set during the battle of Isandlwana at the point the British companies fall back on the camp. The players command a company each, with victory points for getting back to camp and points for a fellow company which is only known to that player. It's possibly for the same buddy company to be selected by more than one player.The Zulus are commanded by the umpire - me.This initial set up. On 3 sides you can see the Zulus lined up. I diced to see what turn each unit came on and put a dice next to the unit with the number so that I'd knowI didn't adjust the scales for 15mm so with the right command dice the Zulus advanced at a paceThe British line looks far away but they are already blazing away. The 1 on the red dice means this unit is in sight move 1, and will under orders if I get the right command dice. I ordered each Zulu unit individually.Move 1 and a Brit

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The Men Who Would Be Kings: Isandhlwana - the Refight

So following our recreation of the heroic defence of Rorke's Drift on the 140th anniversary (plus one day) we rolled up at BIG the following Sunday for an all day refight of Isandhlwana!Using The Men Who Would Be Kings again, we upped the force levels to 48 points and decided to use the Zulu regeneration rules that had worked well enough during the Rorke's Drift battle.The 'Horns of the Buffalo' looked very intimidating to the thin red (and undercoat white) line...I decided to try and get into stabby hand-to-hand combat as quickly as possible and advance At The Double, but some of my units were not too keen, notably on the left flank...And those that advanced soon found themselves under fire by the 24th and George's Irregular Cavalry...The attack on the left flank had turned into a bit of a mess with units getting Pinned.Meanwhile the right flank was advancing more successfully......but the cannon fire and rifles of the 24th cut down many brave Zulu warriors!On the left one unit managed to get in stabby asseg

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The Men Who Would Be Kings: Rorke's Drift - the Refight

Apologies for the delay in posting our Rorke's Drift battle George, Steve and I fought at BIG to commemorate the 140th anniversary of the battle using The Men Who Would Be Kings, but better late than never...George and I are still in the process of building and painting our Anglo-Zulu War armies, but we were determined to get a game in as near as we could to the anniversary, and fortunately Steve had a large number of Zulus already painted. I'd managed to make the buildings but we had to use some generic stone walls in place of the melee backs and biscuit tins.We both started with 36 points but the Zulus could regenerate badly mauled or destroyed units on a D6 roll of 3+.My Zulus advanced through the long grass en masse... Whereas Steve spilt his force to attack both buildings...Steve managed to get one of his units into hand to hand combat against the 24th Foot in the hospital but was beaten back...Likewise my Zulus reached the melee bag wall.......only to be beaten bag with several casualties.Steve's Z

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The Men Who Would Be Kings: Rorke's Drift - the Buildings

As it is the 140th anniversary of the Anglo-Zulu War, George and I decided we would try and recognise that by attempting to recreate the two big famous battles of the war using The Men Who Would Be Kings.I also volunteered to scratchbuild the buildings for Rorke's Drift and after some Google-fu came across this excellent article on Matakishi's Tea House complete with some very useful measurements.So over the last couple of days I have been carving up cork tiles and soaking a brown towel in diluted PVA 'Tea House' style and tonight presented my efforts at the club...The Hospital:The Commissariat: A report of whether of not the Zulus were more successful than their historical counterparts follows in a day or so...

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The Men Who Would Be Kings: Undercoating the Spears

George and I have a cunning plan to refight Rorke's Drift on Wednesday evening (it being almost exactly the 140th anniversary etc) so I have been trying to get enough Zulus stuck together and at the very least undercoated in time for us to do so.In TMWWBK terms here are:4 units of Married Zulus (Tribal Infantry)4 units of Unmarried Zulus (Tribal Infantry)2 units of Zulu skirmishers (Irregular infantry)Mostly Warlord I have added a number of Perry plastic Zulus in the mix.I have another 64 Warlord Zulus on sprues but I may not have time to get them to this stage with other commitments...

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Zulu War: Resurrecting the Impi...

All these The Men That Would Be Kings games have led to both George and I looking at conflicts beyond the Sudan we may have figures for, hiding in Lead and Plastic Mountain... For me this means  the French in Dahomey, the Maximillian Affair and, of course, the Zulu War.The latter is next on the agenda as George has a box of Perry Miniatures British Infantry and I have rather a lot of sprues of Warlord's Zulus bought a few years back for (stalled) project based around David Bickley's Washing The Spears rules.Over the weekend I dug out my boxes of Zulus and put some thought to using them in TMWWBK but still keeping them useable for Washing The Spears. To this end I have decided that I will form them into 32 man regiments for Washing The Spears and then split the regiments in two to make 16 man Tribal Infantry units for TMWWBK. As the latter requires casualty removal I will mounting the models individually and using sabot bases (yes, the approach I discarded four years ago and now have 60 painted Zulus on 8

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