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British forces
Historical? no because it is an imaginations campaign (semi)
Random? eg 2d6 inf batts, 3d6 nnc, 1d6 mtd inf etc
Purchased? Max limits, Purchase points?
eg inf batt 8PP
nnc batt 2PP
Maybe you are a column commander rather than an army commander and only play with 1 column
NEW
column speed lwst avg = 12 miles per day
perhaps 4 + 2d6
Final stand
Retreat
sion and supply/logistics etc
Following up after
the battle, your
Concerned that the
cavalry pursues the You discover that Sensing that British
British are losing the
enemy a little too you've killed a You split your forces victory is inevitable
war already, one
The Zulus weren't on keenly. One foremost soldier or The Zulus weren't on The Zulus weren't on and lead the British Your soldiers washed and looking towards The Zulus weren't on Your soldiers washed Go to Game 5, but
NNC unit deserts
best form on the cavalry/mounted commander in the best form on the best form on the on a wild goose their spears well: the future, some best form on the their spears well: the British may roll
during the night.
2 battlefield: any units infantry unit of your
Remove one NNC
battle. Morale soars 2 battlefield: any units battlefield: any units chase: Remove 2 enemy units are 2 local chiefs withhold battlefield: any units enemy units are to see if lost units
lost are recovered on choice sits out the in your army lost are recovered on lost are recovered on Zulu units and 1 recovered only on a their forces: Two lost are recovered on recovered only on a return but only on a
unit from the next
a roll of 4-6. next game as it is allowing you to re- a roll of 4-6. a roll of 4-6. British unit from the roll of 6. Zulu units are a roll of 4-6. roll of 6. this time.
battle only
too busy rounding up roll any 1 dice roll in next battle. removed from the
(replacements are
cattle and the next battle. next battle.
soon found).
dispatching wounded
Zulus.
Dismayed at your
Enraged by the loss
A more significant A more significant success the British
of a popular soldier
You discover that encounter than first encounter than first determination Certain of victory and
in the battle, one One of your units,
you've killed a Illness sweeps imagined: roll once imagined: roll once wavers. No losses with total faith in Now seasoned troops
commander vows to embarassed at
foremost induna or through the Zulu for the British on the for the Zulu on the caused in this battle their General, all after several battles, Go to Game 5, but
take revenge on the missing the battle Go to Game 5 but
chief in the battle. The invasion falters camp. Roll 1d6 for Famous Victory Famous Victory return for the next British units (not add +1 to fire the British roll as
6 Morale soars in your
enemy: one unit moves at double
go to Game 5. 6 each unit, on a 6 it column and once for column and once for game. Plus roll 1d6 6 NNC or Boer) pass all damage done by normal to see if lost
the British must
must always advance speed in the next deploy first.
army allowing you to misses the next the Zulu on the the British on the for each NNC or Boer morale tests if in British infantry units units return.
or charge towards one, desperate to
re-roll any 1 dice roll battle. Slight success Slight success allied unit, on a 6 sight of their for the next battle.
the nearest enemy redeem their honour.
in the next battle. column, applying column, applying they don't turn up General.
unit, not stopping to
both results. both results. for the next battle
fire.
either.
At the border, or shortly after, the British column is confronted by a Zulu border patrol. T
British deploys its full army but the Zulus only get a force of approximately half strength.
A famous victory is defeating your opponent by 3 or more units. A slight success is any o
victory.
Outcome
After the initial skirmish near the border, the British push further into Zulandia only to be
confornted by a local chief and his impi. The British deploy at full strength (less casualtie
whilst the Zulus deploy at 2/3 of this.
A famous victory is defeating your opponent by 3 or more units. A slight success is any o
victory.
Outcome
At last after two smaller battles and several days of marching through enemy territory, th
british face the full might of the Zulu army. Both sides deploy at full strength (less British
casualties) for this decisive battle.
A famous victory is defeating your opponent by 3 or more units. A slight success is any o
victory.
Outcome
Mustering as many as his warriors as possible the Zulu king makes one final attempt to th
back the British before it reaches the royal kraal. Both sides deploy with what forces the
Game 4 The Follow-Up Engagement
Mustering as many as his warriors as possible the Zulu king makes one final attempt to th
back the British before it reaches the royal kraal. Both sides deploy with what forces the
have remaining.
A famous victory is defeating your opponent by 3 or more units. A slight success is any o
victory.
Outcome
This game is played if the British are at the wrong end of a famous victory in Games 3 or
The British have fled back across the border into Natalia where it is run to ground by the
pursuing Zulus. Both sides deploy with whatever forces they have remaining.
A famous victory is defeating your opponent by 3 or more units. A slight success is any o
victory.
Outcome
ed by a Zulu border patrol. The Zulu player does not record casualties
approximately half strength. between games 1 and 2.
A Zulu unit is considered half the value of a
nits. A slight success is any other British infantry or mounted unit for working
out force levels.
There are no British reinforcements unless
rolled on the results table. Therefore it is
possible for the British to lose before Game 3
or 4 is reached.
hief
ash
ment
egs
gerant chief.