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lllis rcoeatcs a (omplelc battlc the latl' Colllni,l1

The hasil: game I:(')\'ers the sel:ond Zulu w:u. with a Zulu anllY Ill' 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'ine gUlb, 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
for(cs their lIlassivc IIrc power l'nabling Ihel11 to SlOp th,'
nativesheforc (onlad was made. BUI, at Ihe sal11e lilllC, insuflicicnl
power al the righl place :mu at thc righl time, or la(lical elrurs.
will allow the n:llive ftlf(cS 10 gain (ontacl whidl will mosl assurcly
givl' thclII the victory.
Such filnlllus :Idions as Isanuhlwana. Drift :lIId :\loar:1 C:1I1.
IIsing Ihl'se hasic ruks. ,'n,:e ag:!I11 he fough!. You :lIe now ill
C'lIl1l11:.IIId "f Oil" of thl'se arlllies. LIIl yllll rewrite I
Micro Colonial

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.' COPYRIGHTi 1977 by Tablctop Gaml'S
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
r r l l n l l ~ r\lr the new rormation.
All native Illusket anJ rllle armed Iroops in a native army arc
classeJ :15 In "pell "rtler.
-- ---fNlIa...WM 2 "
I
'''c' ,.,.'W?!,,..... '
...... -
"
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 10 make and set up Yllur hattle
terrain.
COVER
Troops in any llf the fllllowing situations will he classed as being
in cover.
I. In hroken ground or scrub.
2. Behind walls.
3. In builJings or n:l!ouhlS.
4. In I renches.
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,
-to
,
.' .

11:,' f.,lIowing tahle givo:s the maximum distance in millimetres
Ihat a unit may move in anyone 1T1l1VC turn.
Normal Ourlle .t. Break
in d",,' "rd,'r nn fnut 40 50
0r,'n Ilhkr Jnd infantr)'
'ond t1NlIIlun,,'d Cavalry. 50 60
All "n t",.l. tOO 100
f{q;lIl.H ravalry. 150 250
IRO 220
/I; at iv,' nvair\' , IKO 140
1..1I1ld\ 150 220
ARTILLERY
Normal Action Manhandle Un/lmb,rin,
Move l.oia
Fld.! 60 10 '60
H.. r,, &
"40
lOO 160 20
"adune &

10(1 12U .\0 40
!-\LUNG BACK
I :,,"S ,'rlkrl.'u to fall ha,'k uue tll a Illorale lest. 01 troops
clc"\Ing I" 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(t i'i maue, III the suhscqucnt 1ll0VCS '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 of 25 mm 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.
4
CHANGING FORMATION OR FACE
The following move distances must be allowed by units which
change their formation or facing during amove.
Olangins race Lyinsdownl Formins Mountinsl
U"gular
up to 180D. standins up Open Order dismoun ting
Infantry
20 20 20
Irr"lI
u1an
& 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 Oose order 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.
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 guns in 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.
6
OPEN ORDER INFANTRY
SKIRMISHING
I. Open order lrOOpS may be used 10 skirmish 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. It will 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 t wo 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 MOO n1l11
Carbine SOO mm
Gatlinc 600 mm
Machine cun 800111111
7
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 at 3 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 III independenl 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, it will 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 taken into account.
11
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 to be
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.
9
ARTILlRY FIRE
To the 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-arandom factor and add or subtract to 4.
.. .' I.
RESULT
Any plus faCt'or indicates the number of fighting factors
lost by the .t,at&et. Ignore any minus fa<:.tors.
,t",
OVERHEADi FIRING
, "'tf':i.
Guns firiIJ..8. may fire over intervening troops on the
same 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"
Aunit may once in every three moves, except when
it is unit which it has broken, or which is evading
it. In these mly the unit may use its charge rate
unit which is charging or moving into
conlact need take a morale test, unless a cause occurs
during its If a cause does occur. The test will be
taken whe.n.. unit is 20 mm from its target. Aunit
which is subject to volley fire reductions of movement
in a previous:muve, will subtract this reduction from its
charge move distance.
Aunit may not initiate a charge unless its target is within its
charge 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.
10
BEING CHARGED
Aunit 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
A wishing 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: 1234 - 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 nonfiring 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 charge
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 ; ..2-_"T,tIftA
'. _ IJ ... .....Y
'. lp .
, er t1? er ,'!.:::-
',. "Qo ,
... '.. 0,..,. -
i. .",. .., _0 ......... \
t. ',:...- I' ISANDHLW -
, 4\
t1
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 will be classed !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 to 3. above.
RESULT
Any plus result will be lhe number of fighting factors lost by
lhe opposing uni l. Ignore any minus results.
MORALE
Amorale lest must be taken by a unit when one of the following
occurs. All but pre-conlacl morale tests will be taken at lhe end
of lhe move in which they o ~ u r
12
FANATICS & EUROPEAN REGULARS
I. When 3 Fanatic unit loses more th:Ul 100 fighting (actors in any
onc move.
2. When a European regular unit loses mClrC 50 fighting 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 in a ml'kc and thl' diffcrcl1l'1'
is nllHC than 20.
OTHER TROOPS
1. When a unit loses 1lI00e than 50 lighting 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 100 mm 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 this 10 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 faltors.'
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.
13
BREAK (ROlJT)
This means that the unit will take 10 mm 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 10 fighting 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 t he move.
Cavalry will interpret this order as Fall Back.
1\ unit which goes 10 ground will he dassed as in cover
from :Ill li re.
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 ~ v s 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. SuhCommander with the unit.
3. Cin(, with the unit.
A routing close order unit may move around other friendly units
if Ihere is a gap of al least 30 mm to either nank, and the
routing unit was not within 10 mm 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 10 mm 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.
14
APPENDIX I
ADDITIONAL TERRAIN
Tlllllakc up your ~ l t k terrain 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 the r ~ s t
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 JiHeren I coloured
<: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.
IS
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
It is 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, between 50 and 200 for 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.
16
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 10 fall 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
l i
IF
PF
B
D
Unil luentilication.
Inilial Fighting Factor uf unit.
Present righting Factor of unit
Identifying nUllIhcr and type of gun.
(tu tille ry jmachine,
Use Ihis column 10 record figh ling fac lor
losses due tu volley lire effect.
Use this column lu record all Olher Iypes
of losses.
11
APPENDIX 3
NOTES ON TACTICAL FORMATIONS
ZULUS
Thc diagram below shows thc typical Impi bailie formation. TIle
fourth regimcnt would notlcavc its in 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 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 to engage 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 be made up
of rou!!-hly cqual number (If infantry
A Iincar formation can he adoptcd but IS extrcmely 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.
18
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
III thc S:UllC old hattlcliclds. Crcall' new halllcficlds cal:h game'. Thc
serics provides the lIIHl'stricled scope of miniaIlH(' wargaming and Ihe
compac I scope llf In MiollNapoh:llnics. Tahktop 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
with troops ahl<: 10 form linc, column. ant! square.
NA,lvt
TABLE 2 Cavalry v. Infantry
MELEE CHARTS
TABLE 4 Additional Factors
IIAr", urfts

NFA}/17N t-
+10 IF C-I....C J6 WITHIN lOOM""'.
AND IN SIGHT.
-15 AiTAOKE,O Il'l
-:25 IN REAR.
"HO 11: UPHIll. RaoM ENEMY..
. ....
-5 IF UNIT lIS FALUNG- 6AOt( IN
MEL.E..
-5 MEL..EE LAi>T
oR

TABLE 3 Cavalry v. Cavalry
:::::::
12CiUj..A1<-
fRq(cUR
114T/VC
NfnllE RJ,vrllr'(]
tAVAi..RY
174N'ArJ(!S'
"'VIES

C.AvAt..eY /..AI/eEl( CAYALf<Y (!AMEU'
5' ./"

t%
%
MloI'DJI (Av41.1lY
0
/' -t9 -5 +b -5 -40
K(,VJ..At.


% l%% %

T3 +4 -4 -B "t'2 -10
'_
45
NI/II fl1("fAtlli(,v(At..





/ /' -5 +b -6 -36

+1//
"0.,/
t5/'/
-tIO./
/"'/
lIA1'lfb //+4 ".-/-e ".-/ 0 //r8 "../-B
, .......

%

!/7,/ rl.l/ t-10/'/ ... .....

0
/'.,?
/-10 .... /1-5 /-1;1
%
-'1%
+., "
C /"
1:.:;.
15./:

W!E&' .- +3

-- /'
,'- -r{.,,; /' + /"+8 /"-5
Random Factors
RAI\JI)OM DICE 1< 5'.
FoR. CLOsE oRoe.R TRooPs
CMARc.I"-lCa CONTACT
W/1l1 EN't:MV'TRooPS ,,,,
THE OPEN 1f-IRl>W"TWO
DIC.E "'1'l1E IMPAC,."T'
kblJNC o"'L-'{.
Non;:
1HE ATTACI(ER. 1C'p THe UNrT'
"'iHIU't A04ARCif,
E,..CF..Pi LAA'(
T .
-INU OQ..

OOPYlUGtIT. 1977 by TablelOp (;ames
TABLE 1 Losses
MORALE CHARTS
P/i?SENT STRENGTH
INITIAl-


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 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 %
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

UNITS W IT}-f AN
IKITlAl.
THAN
101
ASTANt>ARC>
LOSS
OF 30
IN

2 3 4- 5 6
I
TROOP
1YPE
TABLE 3 Random Factor.
TABLE 4 Tactical Factors MORALE RESULT TABLE
-10 IF UNDE2
-15 IF oF MEL.EE 2:)01'4[).
-5 PE2 FQINt>L.'{ UNIT BRUKlt-1l1 WrTHlN
,50MIoo/I. ANt> IN SIGHT.
-5 IN FJ..ANK av
"""'4"- IN Eh' OR IN
THe 8'1
-7P EHG!AUEb IN REAR 8v CAVAJ.R'/.
If: \W -.ol..l.E.v FIRE.
t3 PER soPfbR"MG.l)NrT WITHIN 75M""'- AND
IN GtC31HT. (OPToA J,A""IIIAOM OF '2 F'Ac"fo12s.)
i"15 IF WlN.... ""fLEE i!r:lIlND ThiS \.AliT,
+10 IJ:' wrn-lIloJ AND IN
"'D/l.AU "AllvE.

CJ/,IRoIN(J
IN'
/1/
FANArtC
& NATivE
1H()(JPS
fltEfARFP
fla()(.f
tl'IES

70t GOOD (iOOD
GOOD GOOD GOOD GooD
60-69 GOOD GOOD
CiO m
<i'OOD GOOD GOOD
1<4200I'4D
50-6'9 GOOD

uOOD

(:{OOD
BAcK
BACK
40-41;
J:'Au.. Cio 1'0 FALL

SAC': QlZCllNO &Act.
&.et:. (;rOOD
BoAQc:
J:'AL.L. J:'ALJ..
,-'tOP&' AtoLl-
30-39
&ACk.
J:'Au..

BAc.IC I
SACK
MOIf.


.,
HNl
30
8RfAt: 82EA( OCJTO&
'",rr,oN
c COPYRI(;IIT. 1977 by hblelop (;ames
TABLE 1 Range Factors
SMALL ARMS FIRING CHARTS
/llFl.E
FIIi!.IN(T RE(i(Jl.AR. IN/JtPTNDAJlT AND ALJ- MACHNE
iRcoPS VOI-LEY AJ./{) MJI/-NATIVf
AAlJ'XET
qUAlS C;UNS

NUMlJEIt OF
I 1 !
I
0

!
g
NATWE
i &!
<:)
8
0
o I

cf\
CREwS CREW
-

III ,

FAt,TORS
I
I I I I I I I
I

I
'i:::if;;lo
... 0
....
in
.... () C
lWllMUt./I
800
i
3 i G 1 18 22 4 9 18
'0
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 8 19 2.5 le 25 19 37 15 QArq:

1'2. 29 58 b5 1O 31
39 8 2.1 23 48 IS

MAYlMl'" 300
9 32
44 /3 34 64 74 13 42 57 9 :l5 37 39 58 2.7
..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 1c17 17 80 98 25 70
%
18 33 49 70 92-

IINIItJMFAemR AANDOItf
{INT/SK _11 Jt5' NINtI<i Fr4CT1JR x (MM!1ttfIJM f&VJDOM FACrtJR. JC 5

IC/tIOIt ANY1tIINU5) Ri vas. -I) x5 (IF 1-15)
TABLE 2 Target Factors
NUMBER of FACrtJRG IN rAR/UT
TYPE OF Typr OF oVER TOO 400 (00 I
TAR6ET FIRE
((JOO
To ro To To
coVER 999 699 399 99
tJ1I'WN CCDl
-14
-24 -40 -51 -64
---
_.
INCOYSt/
VoW"
-,e
-28 -So -58 -67
JlDluyn
... _- ._-

. _- . .'-0
.._.
.-
6i/IIN611.S trV-CHIItJi gUN -10 -21 -33
-.qo
-48
A&.L NDOIIT'P
-4- -14 -30 -40 -47
TltJQ"1CUSl
... _._._-
.-_._----
_ ...... _._-_.. - ... ._... _.- ._--_.-
DI!JJ61t
V()l.LEY -9 -19 -.3& -48 -50
TltfXJPJ IN
--_ .. _.._- - ... - .- .
.__ ..-
. -
._- ....__.-
1NE (lPf'(

./ -11 -28 -37 -41
INOEPcNl>ENT
-b -11 -214 -37 -40
OTHETl
._. --_..._-
ctAS ()RNI. YOu.Y
-10 -IS -30 -39 -42

_.... _......
-
- .-. -_.
_.
..-2- -5 -19 -24 -32
MACHINt ANO (jATUNt) (i{JN5
RlfiilLAR NA1WL Er
Il!SlJif CREW8> IUlfUINl

(iUAI
(jIJN
0 -8 -s
-I -5 -12 -10
_. _-_0
-2/-3 -10
-4/-5 JAM JAM
COPYRIGHT, 1977 by Tablclop Games
ARTILLERY CHARTS
TABLE 1 Shell
AU- REGWAK?S OPENfJIlP# RJr)T
TYPE NAilV IN
ANOALi
INFANT'RY OeocR
billfJYfOCllIiNlIlS AlOONllP 1RDdPS
q(//(SIZ

11

I

I
.f
t

tI


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 IFGUN CMNli5 AND
(!ANGE 250M.....
-5 IFGON lJNOER FIRE

-5 IF TARCilT
-10
-10 IF GUN CREWe>.
t4 n: INTO AN DPti
FLA)iJ(.
't8 IFflRlNG INTO A
"'-AN)(,
lIP10
25"0
Random Factors
UAt600M DICE. i4-\QoW x5 (MA}(IML>M oF o..h..'i MAV BE
MOVEMENT TABLES
TABLE 1 Troops
..,-,eooP TypE I'h.QMAL

N1P/JllSAK

40 50
R0tIJ.AR.
....

50 GO

#ATlVES lOO loo


RVCJi.AR. 150 250
i
IRd(jIJL.AR lao 220
,4/ArIVES \80 240
CAMUS 150 :2.20
TABLE 2 Artillery
C:!VN AlollMAL
AcnolJ MAAI,
iJIIuIJlEIl
,,*,v.
JiAIJiU
FILJ) qVNS 60 - 10 60
6CJNS/
100 160 20 40
tocJxr
MACHlNf AAlO
100 120 30 40
1l.JtV(, (j{/J./S
TABLE 3 Terrain Penalties
"ERI2AIN CLPS
OP/II A.fCfJ/off D FIU> OTHR
TYPE
'TPi'CPS OUNS t:;lJAlS
HILLS
-10 -10 -40 -60
COVEt?, -40 -20 -80 -40 -be)
I
i.JNEAIl
-20
-10 -IDO
1h'eY' -eo
OBSTACLE
IbKlIt..,
-20 -20 -eo
NO
-80
AIICSIFT SANO

N<Ml4PtT
C COPYRIGHT. 1977 bv Tabletop Games
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
,
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
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. 'I1, ,I,
6pdr Hbrse
3 450
11_ .,. t ~ -11 _I,
6pdr Horse
2 450
.1. _I_ l l ~ 11 __I,
9pdr Field
:2 560
"1 11' .f' 11 11 ~
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
,r
1000 ,1 Rifles
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
C
z
..00
-
-u..
M M M M M M H
H H
COPYRJGIIT, 1976 by TBbletop Games and Heritage Mode
Ine.
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 ~
,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
,
COPYRIGIff, 1916 by Tabletop Games and Heritage Models. Inc.
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
Fire
Volley
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.
~ ~ ~
20
.. .. CII
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
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
IUlIll 0111111 fflflll) JU 11 1IIIIIlIJl j111111)1f1"


:....t,.".lt,-v...
JIlIlI HII)\J!Il! /)/ 111111111111/'

<::>
=
N
=
<:>
N
OOl
\Ill \Illllllllllf
:: r::=:;;;;,
=
=
on
00

I
1
,/1
J!

~ 7 ; __
--

,
~
,-
;-r
,

\

-

,

\



,
'/
BRITISH/EGYPTIAN ARMY
Egyptian
Infantry.
F'ield guns
and
Machin' guns
Sudanese
Infantry
Rntlsh
Infantry
and
Machine
BrItish
C-in-C

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.

]. The 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 cun principle. For games depicting
these earl ier campaigns count the machine gun
counters as 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 as the flanks are strongly protected.
When stat 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 that such defences have been
constructed.: all fire. will he-classed as bein2 against
troops in Ctwer. All melees and morale tests will
be against troops in prepared positions.
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

~ 7 ; __
--

,
~
,-
;-r
,

\

-

,

\



,
'/

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 .

.,
,
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
,
,
,
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
all cover will be counted where applicable.
MOVEMENT
All movement 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 be no penalties for turning to
either side.
-
TERRAIN EffECTS -
It teke a Zulu unit one full move to climb over 8n unoccupied
perimeter wall, and they may not attempt to climb over-any wall
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 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 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 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
the 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.
REDOUBT RULE
When the defenders are forces back to the redoubt area, and have
abandoned the rest of the perimeter, except fQr the buildings,
they may establish a final defence position as detailed below.
In this formation all three ranka may fire at the aame time and
in thia instance only all volleys will be classed as initisl volleys.
If the Zulus make contact only the first two ranks may engage
in the melee but the third rank may continue to fire (independent
fire) into the sttackers and such losses will be added to- those
suffered in the melee snd counted as 'melee casualties.
fIRING
British sections, other than those in buildings, may combine
their fire against a single target. Sections in buildings may only
engage with independent fire and must combine their fire when
firing at the same target.
Zulu rifle units will throw 2 black (plus dice) each time they
fire.
COUNTER ATTACKS
British sections may counter attack against Zulu units which are
indise the perimter. They will get their impact bonus of two black
(plus) dice on the contact round of the melee even though there is
no charge rate.
fIRING PARTIES
In order to stop Zulu units, which have forced the defenders
away from the perimeter wsll, from climbing into the perimeter,
firing parties must be held resdy within the perimeter. These firing
parties must be led by one of the command counters snd msy comprise
any number of sections. Teir job is to stop, by volley fire, sny
Zulu unit which attempts to enter the defences.
A firing party which is not commanded by s commsnd figure may not
engage the enemy with volley fire.
The sequence of events would be;-
1. Defenders fsll bsck from the wall to the rear of the firing
party.
2. The Zulu units attempta to climb over the wall.
3. The firing party delivers ita initial volley, ie. throws two
black (plus) dice.
4. Zulu unit movea forward (if possible), ie. if it has not lost
more than 50 fighting factors from the firing p r t ~ s initial
volley
- 5. Oefendera who withdrew from the perimeter wall may now
join the firing party, adding their present fighting fsctors
in the next volley.
COMBINING RULE
At any time during the game, the British player may combine
sections which have had their fighting factors reduced. This is
done by removing counters and adding the removed counters present
fighting factor to the factor of another. However, at no time
may a section counter have a fighting factor of more than 10.
This rule does not apply to any of the command counters or to the
white non-British counters.
CONDITIONS OF VICTORY
Zulu Victory
For the Zulus to claim a victory they must have eliminated
more than 24 of the British sections and at least two of the
command counters.
British Victory
For the British to claim a victory they must have beaten off
all the Zulu attacks and not have lost more than 24 sections
nor more than one of its command counters.

VERANDAH
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