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| 4'6" x 3'9" table. |
I naturally looked at scaling it back but felt it was never going to do it adequate justice. Then came 6mm! There were still hurdles to overcome. Primarily basing and not making it too fiddly, particularly with regard to the room to room action.
Zulus were less of a problem. I remained close to my standard basing but with a 6mm frontage per figure rather than 5mm. This gave base sizes of 18mm x 18mm each with 5 figures. The British also have an 18mm frontage but with a depth of 9mm and containing 3 figures.
The original intention was to use rules that cater for figure removal and I have a number of figures based singly to allow for that. I have since reconsidered and have decided to use Black Powder with amendments recommended in the Zulu supplement and also my own.
One of the most notable changes are to unit sizes. A standard Zulu unit consists of 20 figures on 4 bases with a 2 base frontage. The British equivalent will be 6 figures on 2 bases with the same frontage. In circumstances where smaller units come into play, particularly within buildings, I have introduced stats for British 4, 3, 2 and single figure units (the latter being Tiny, the rest versions of Small). For the Zulus, 2 bases is a small unit, 1 base a very small unit (basically adjusted stats), and less then 1 base (4 figs or less) a Tiny unit.
I have less than 1,400 Zulus painted and with therefore recycle units up to the estimated 4,500 present at the battle.
Another problem surfaced, that of the Rorke's Drift model. I originally purchased that produced by Leven Miniatures but it was clear that the footprint was far too small when playing 1:1. I have therefore opted for a 10mm model by Old Glory. Bearing in mind that Baccus figures are closer to 8mm the difference in scale is not too obvious. It has the additional benefit of removeable rooves with individual rooms represented. Ideal for action within the hospital.
Continued -
ORDERS OF BATTLE
Commanders (with CV rating) fight using stats above. If attached to a unit adds his stats to fight and unit also benefits from inspirational bonus dice. Zulu unit must allocate one hit dice on commander.
Rally – Commanders may rally a unit in combat but must join that unit and fight alongside them at risk of being a casualty. If in combat +1 to command rally dice roll.
Shiyane Hill – Ignore max range. '5' or '6' to hit. Zulus in +2 cover.
Ignore all break test results unless 'broken' = killed
Patients - There were slightly more than I have given here but several being too incapacitated to play a role in the hospital defence. Of the rest, their fitness to fight was, as you would expect, variable. To keep it simple, I have provided them with reduced stats and survivability.
Zulu:
Command: Zulus are all classed as Marauders. Only CO can issue command. May command group where all units are within 3cm of each other. No penalty for ordering a charge.
Initiative – within 15cm
Shaken – CO does not rally as normal.
Shiyane Hill – Ignore max range for Zulus firing from hill. '6' to hit. All units in Rorke's Drift within range. British receive +2 hard cover if behind barricade.
Shiyane Hill - normal shooting range for Zulus would be 18cm. However, reports of the action refer to the nervousness of soldiers manning the front wall being exposed to fire from Shiyane Hill and indeed, casualties were sustained. To replicate that on the tabletop, Shiyane Hill will need to virtually abut Rorke's Drift to keep the entire garrison within range. The Zulus were equipped with a mix of smoothbore muskets, old rifles and Martini Henry's captured at Isandlwana. They had limited ammunition and were poor shots. Each unit is 12 figures strong and with 8 units will allow for a total of 24 dice rolled for the entire game which should give them a decent chance of scoring a couple of hits.
Buildings and Barricades:
Defenders of both including rooms receive a morale bonus of +2.
Defenders of buildings and rooms receive +2 combat result bonus.
Units within rooms are reduced to a maximum combat value of 2 per facing. Buildings are calculated by the number of men on each wall.
When fighting in rooms, apply break tests as normal. Defenders of rooms that are forced to retreat move into the next room not occupied by enemy. Ignore disorder rule for British. If no further rooms can be moved into, defenders leave building through nearest accessible external wall.
Setting fires to rooves – Zulu units may set fire to roof if in an undefended room and not engaged in combat. On a dice roll of 5 or 6 fire has been set. At the start of the next turn a dice is rolled. On a 1 the fire is out, 2 or 3 the fire continues, 4 the fire spreads, 5 or 6 the roof collapses and spreads, 1 hit is scored on any units within. Those units must move to an adjacent room or outside. A failure to do so results in the unit destroyed. The fire spreads to an adjacent room the next turn (if next to more than one dice for which room is affected).
After the first turn the fire is embedded. Therefore roll dice as above ignoring the '1' result.
Zulu
defeat: loss of 1,500
casualties and British over half remaining. 2,000 casualties with more than 25%
remaining. 2,500, unless defenders are in a failing last stand, pull back and salute the bravery of the 24th Foot.
Any unit broken = count as lost.
When calculating casualties for the British to determine victory, 2 patients = 1 casualty. This will give the garrison a total of 134.
It is quite possible I may have to introduce amendments including to adjustments to the above during play if it becomes obvious that changes need to be made.
Terrain
Bush
– 'Not clear' for
shooting.
2' Ditch & Bank – soft
cover (need to be directly in touch)
5' Wall & Kraal
walls – Hard cover (need to
be between walls and firers). Half movement for Zulus when crossing
including barricades.
The garrison makes ready for the onslaught having been made aware of the catastrophe at Isandlwana
| On hearing the sound of the approaching Zulus, the garrison rush to man the barricades. |
| The stone kraal and Commissariat stores. |
| The scene between the buildings with the 24th Infantry spread thinly along the mealy bag barricades. |
| The back wall looking across to Shiyane Hill. |
| Lt Addendorf with his 4 NNC corporals. |
| Lieutenants Chard (left) and Bromhead (right) commanding the front and back walls. |
| Colour Sergeant Bourne steadies his troops. |
| The internal layout of the hospital. The patients have been joined by 6 men of the 2/24th. |
| Tension mounts as Prince kaMpande with his retainers appear on the summit of Shiyane Hill. |
| Zulus equipped with a variety of firearms are observed spreading out among the rocks on Shiyane Hill. |
| More spread out beneath their Prince. |
| The garrison did not have to wait long before the ground in front of the rear wall was filled with Zulu warriors. |
| The first column of 500 warriors caused Bromhead a good deal of consternation as he contrasted his thinly spread line with the approaching mass. |



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