Sei sulla pagina 1di 11

Zulu campaign ideas

5 possible routes need info on intial invasion and supply/logistics e


only wagons for 3 columns
must cover remaining routes at border (optional?)
Bigger the column size the slower it moves

How much supply does a inf battalion need, cavalry, nnc?


How much supply does a wagon carry?
Daily march rates? (random element?)
Cattle capturing to add to supply?
NNC might be able to forage?
Set up supply stations?
Suppyl convoys between column and supply depots
longer the distance the less supply gets carried due to consumption
transport must keep to tracks
messengers/communication?
sickness rules?
sieges?
scouting/recon - generic search areas? Discover main impi/set off encounter battles
ammo usage during battles
after battle pursuit rules
casualties after battle ratio dead/lighlty wounded/seriously wounded
defeated wounded toops (british) are killed on battlef ield - might apply to zulu as well.
routed irregulars go home
routed regulars will regroup but morale affected?
lightly wounded rejoin after some time, seriously wounded go home.
campaign objectives
capture zulu king
decisive vicotry
capture capital
Time limit

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

Map - loosly based on Zululand (Zulandia)


tracks
rivers
hills (predominant terrain, roll for actual terrain)
plains/scrub as above
Draw cards in each area?
random events? Might intiate battles ie attack a kraal or rescue civilians. One card might be the main imp
location of main impi?
random zulu strength for encounter battles

Flying column does not have to stick to roads?

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

column length 17 wagons (1 battallion worth) 1000 yds min

horse sickness if in tetse fly area


longer campaign goes on more men sick

Campaign in a day method

Side Campaign Main Campaign Notes


Zulu forces ignore casualty
River crossing River crossing British forces who lose the

Raid the kraal Local forces ambush

Main armies clash

Final stand

Retreat
sion and supply/logistics etc

card might be the main impi.


ly play with 1 column

Zulu 50 miles per day

Zulu forces ignore casualty losses between battles


British forces who lose the field cannot roll for casualty returns
Results Table 1 Results Table 2 Results Table 3
British Famous British Slight Zulu Slight Zulu Famous British Famous British Slight Zulu Slight Zulu Famous British Famous British Slight Zulu Slight Zulu Famous
Dice Roll Dice Roll Dice Roll
Victory Success Success Victory Victory Success Success Victory Victory Success Success Victory

Thrown into Wounded in the


Flushed with victory, confusion by his In the aftermath of battle your General's
one of your NNC initial setback, the your victory the Using his soldiers Keen to follow up cuts become infected
You discover that
units raids a local British commander weather takes a turn You discover that legendary cross- your latest victory and he falls into
Your success at the Better late than you've killed a
Impressed by your kraal stealing food hasn't provided for the worse: on the you've killed a country movement you rush into the unconciousness.
border suggests the Your soldiers washed never: 2 units arrive foremost soldier or
success, a unit of and drink to feast enough protection morning of your next foremost induna or ability, the Zulu next battle without The battle becomes
British are weak: two their spears well: to join your force in commander in the
local boer farmers the night away. for his supply lines. battle both sides chief in the battle. general calls for proper preperation. a success for the
1 joins your column. They may only take A small Zulu force
units from the main 1 wake to find the Morale soars in your
enemy units are the next battle, 1 extra reinforcements Ammunition stocks
battle. Morale soars
British and you must
army are sent to aid recovered only on a having been delayed in your army
Add one unit of orders by rolling 3-6 ambushes one such battlefield enveloped army allowing you to from other parts of are low so all British now roll on their
the local forces in roll of 6. reaching the main allowing you to re-
mounted infantry. during the battle column and steals by a dense mist. All, re-roll any 1 dice roll the kingdom: add Infantry fire at -1 Famous Victory
the next battle. impi. roll any 1 dice roll in
(first orders only: vital ammunition. All command, spotting in the next battle. two more units for and casualties only column. A new
the next battle.
after that they're British infantry fire at and firing ranges are the next battle. return on a 6. General is appointed
fully awake). -1 to conserve halved. for remainder of
ammo. campaign.

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.

Following up after The recent battles


Impressed by the The lord of hosts is the battle your and supply line isues Having plundered
Better late than Overawed by the Better late than
bravery of your Better late than with us: a firebrand pursuing cavalry are cause problems with the defeated British
After your victory, a The Zulus weren't on Your soldiers washed never: 1 unit arrive Zulu army the British never: one unit of
defeated foe, you never: one unit of missionary exorts the ambushed: one thwe British of their Martini-
local chief surrenders best form on the their spears well: to join your force in native allies lose British infantry
own warriors are British infantry British to go mounted unit of your ammuntiion supply: Henry's, one rifle
3 to you: remove 1 battlefield: any units enemy units are
eager to meet them 3 arrives as Onwards Christian
the next battle, heart: after 3 choice must roll to
arrives to join your
next battle any armed Zulu unit gets
Zulu unit from the lost are recovered on recovered only on a having been delayed deployment remove force, having been
again in battle: all reinforcements for Soldiers, re-roll one see if it becomes a resupply of +1 to shooting in
next battle. a roll of 4-6. roll of 6. reaching the main one NNC unit from delayed getting to
units must charge if your next battle. dice roll in the next casualty and can ammunition to British next battle. Go to
impi. the board. the muster point.
able next battle. battle. take part in the next units takes twice as Game 5.
battle. long.

Keen to repulse the


Dismayed by the
Under torture, a Following up on your You discover that British as qucikly as
Better late than Your opponents defeat, a Boer
captured induna Many of the injured Many of the injured Illness sweeps success you manage you've killed a possible your army
never: one unit of horses come down mounted infantry Good scouting by the
spills the beans Zulu have returned Zulu have returned through the British to catch the main foremost induna or rushes into the next
British infantry with disease. One unit refuses to cross cavalry and NNC
about the Zulu plans. to their homes to to their homes to camp. Roll 1d6 for enemy army on the chief in the battle. battle without the
4 Next battle the
arrives to join your cavalry/mounted unit the border further: 4 recover: remove 1 recover: remove 1 each unit, on a 6 it march: the British 4 means the Zulus
Morale soars in your proper preperations
Go to Game 5.
force, having been becomes a foot unit Remove 1 Boer cannot deply hidden
Zulus deploy first Zulu units from next Zulu units from next misses the next must deploy first in army allowing you to or doctoring: the first
delayed getting to for the rest of the mounted infantry in the next battle.
and no units can be battle. battle. battle. column formation for re-roll any 1 dice roll time each unit takes
the muster point. campaign. unit from the next
hidden. the next battle. in the next battle. a morale test apply a
battle.
-1 penalty.

Your spies in the


Wounded in the
British camp come
battle your General's A cunning ruse by Dismayed at your
back with important
cuts become infected your scouts leads the success the British
Heavy rain in the intelligence; if you
When the next battle A false rumour of a and he falls into British to suspect Advancing after determination Go to Game 5. In
days before the next strike now you will
starts some of the Zulu counter attack unconciousness. Heavy rain in the your defending Now seasoned troops victory you blunder wavers. No losses addition a solar
battle reduce the catch the British
cavalry are away along the border The battle becomes highlands causes forces will approach after several battles, into a fresh force of caused in this battle eclipse occurs and
roads to cloying unprepared: the
scouting. Remove 1 means one British The invasion falters a success for the flash flooding in any from a different add +1 to fire defenders. Fight the return for the next this ominous portent
5 unit of infantry unit must be
mud: one artillery
go to Game 5. 5 Zulus and you must Dongas: all Dongas direction: For the
British are in camp 5 damage done by next battle against a game. Plus roll 1d6 emboldens the Zulus
unit is delayed in with only 1/4 of their
cavalry/mounted removed from your now roll on their are impassable for next battle turn 1d6 British infantry units defending force of for each NNC or Boer even more: +1 to
reaching the battle force deployed, the
infantry from your column to reinforce Famous Victory the next battle. British units 90 for the next battle. Zulus at full allied unit, on a 6 morale for the next
and only arrives once remainder can be
force. the border. column. A new degress after complement. they don't turn up battle.
the battle is over. placed next to the
General is appointed deployment (all face for the next battle
camp on a roll of 2+
for remainder of same table edge). either.
from Turn 2
campaign.
onwards.

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.

Results Table 4 Results Table 5


British Famous British Slight Zulu Slight Zulu Famous British Famous British Slight Zulu Slight Zulu Famous
Dice Roll Dice Roll
Victory Success Success Victory Victory Success Success Victory
Not your best
campaign! From
leading your army One stop short of a
Well, that’s a turn up The tables have
Eventual victory, but into enemy lands, disaster. Your
Victory indeed! The You've driven the for the books! The been turned! You've
a close run thing. you've managed to invasion was poorly
recalciterant Zulu The hyenas are kept British from your status qou is driven the British out
You will be see the invasion planned and pretty
Chief has been from the door, for lands and taught maintained and your and pursued him into
remembered as the falter and suffer the much backfired on
captured and his now. But next time them a mighty borders are safe for his own lands to
victor of this humiliation of the you. At least a slight
N/A people taught a
campagin but
the British are bound lesson. Now you N/A enemy army recovery in your own
another year, until finally defeat him.
harsh lesson about to try even harder, pursue his ragged the British has rebuilt Do you press on and
something tells you marching into territory means your
the might of the so you must be army back across the his forces and comes conquor Natalia or
that next year you Natalia. You've blushes are spared.
British Empire. God ready for them. border. Go to Game again. Maybe you return and
might need to finish driven him back with But how will history
Save the Queen. 5. should strike first consolidate the
the job properly. a victory on home really remember
next time? border once again?
soil, but will that be you?
enough to save your
job?
Game 1 Crossing the Border

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

Roll a dice and consult Results Table 1.


British casualties return for next game on a 5-6 roll.

Game 2 Meeting the Local Chief

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

Roll a dice and consult Results Table 2.


British casualties return for next game on a 5-6 roll.

Game 3 The Main Armies Clash

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

Roll a dice and consult Results Table 3.


All casualties return for next game on a 5-6 roll.

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
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

Roll a dice and consult Results Table 4.


All casualties return for next game on a 5-6 roll.

Game 5 Tail Between Your Legs

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

Roll a dice and consult Results Table 5.


r Notes

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

rther into Zulandia only to be


at full strength (less casualties)

nits. A slight success is any other

ash

g through enemy territory, the


oy at full strength (less British

nits. A slight success is any other

ment

makes one final attempt to throw


deploy with what forces they
ment

makes one final attempt to throw


deploy with what forces they

nits. A slight success is any other

egs

amous victory in Games 3 or 4.


ere it is run to ground by the
y have remaining.

nits. A slight success is any other


supply base

river crossing roll to see if zulus attack

area 1 event card

Investigate a kraal close to the route of march.


Cattle spotted, send troops to capture them.
Scouts spot zulus, recon in force.
Escort a supply convoy.
Attack a kraal belonging to a beligerant chief.
Zulus ambush a patrol.
Zulu border raid, protect civilians
ute of march.
pture them.

gerant chief.

Potrebbero piacerti anche