The British force comprised the 13th Somerset Light Infantry and the 24th Warwickshire Regiment, supported by a Hales light rocket team and a company of the Natal Mounted Police. The personalities present were Rawnsley, Durnford and Flashman, all rated at 8! Chief Bykelezi is rated at a 9 and his subordinates at 8. The British are all Steady and Stubborn, while the Zulus are unmodified. The British may only fire at full effect for two moves, then need a resupply from the camp, otherwise firing at 2 x D6 instead of 4. This resupply is represented by a single figure who must pass a Command roll of 8 to carry out the resupply. Only one infantry unit can be resupplied in any turn. The rocket has D6 shells available ~ in our game 5. The Zulu army enters randomly from any one of six points, corresponding to perimeter tiles on the two table edges. Once two elements have appeared the rest follow from either location. To enter the table all Zulus must pass a Command roll test set at 9.The game is set at 12 Turns, as is our usual practice. To the action ~
The British are surprised at dawn by a Zulu Impi while still rousing themselves from slumber. There is a real anxiety the Zulus may be in among the tents! |
The Zulus are unsupported and although inflicting many casualties cannot break the 24th! |
While a fresh Impi attacks the 13th, now defending desperately, another fresh Impi catches the routed 24th! Amazingly the 24th beat them off! |
The 24th escape as the Zulu are Disordered and cannot attack again. The situation in the camp looks desperate for the British! The rocket fires! |
Two direct hits from the Hales rockets! The Zulus don't like it much and flee! |
Four direct hits in two turns! I ask you! Two Impis destroyed and fleeing for their lives! Chief Bykelezi is not happy! |
The heroes of the hour, the stubborn 13th, though they would admit they couldn't have done it without the support of the rocket team and the Police! |
The game lasted the full 12 turns, with Turn 12 seeing all the Zulus either fleeing or disordered and thus unable to press the attack. The British had earned a breather we were sure! The rocket was out of shells and the infantry would have fired at half rate, if only the Zulu could have closed one more time! A narrow victory for Lord Rawnsley's force and a further defeat for Chief Bykelezi! Will the tide ever turn in the Zulu favour we wonder...
Interesting scenario, that initial 'almost upon them' moment must have added some tension to the game, often in Zulu games, the impi seem to have to withstand withering fire on a long run in, so good to see something different here.
ReplyDeleteI have the Black Powder Zulu supplement .... which I will now dig out.
Great AAR! The Zulus retire frustrated yet again, but I think the 13th will make some cutting remarks to the 24th when they next meet.
ReplyDeleteWonderful showcase formyet another superb collection!
ReplyDeleteOr even from yet.....
ReplyDeleteA fine scenario very tense and could easily of gone the other way. One could almost smell the fear from the little lead men as those impis steamed forward.
ReplyDeleteValour on the Veldt. Great stuff.
ReplyDeleteWe played Sihayo's Kraal last week using The Men Who Would Be Kings...didn't turn out too well for the British, but it is a tough assignment - http://midasintelligence.blogspot.co.uk/2017/05/sihayos-kraal-1879-men-who-would-be.html
ReplyDeleteOnce again David another tremendous looking game!
ReplyDeleteChristopher
Thanks all for your comments. I hope you'll excuse this all in reply but I'm bushed just now. Night!
ReplyDeleteA fine looking game chaps.
ReplyDelete"One could almost smell the fear" ... or possibly just a side affect of Mr.B's recent medication.
How great was this. well done.
ReplyDeleteThanks to the late arrivals too!
ReplyDelete