Historical Overview
soon available
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
British Troops
Henry Buller
5 Command cards
Move First
XX | XX | XX | XX |
Zulus Army
Prince Mbilini Dlamini
5 Command cards
XX | XX | XX | XX |
Victory
6 Banners
- Each marked hill hexes are Permanent Victory Banner for the British.
- Once both Permanent Victory Banners are taken, any ordered British unit (regardless of strength), that exits the battlefield at the Exit hex, will count as a Victory Banner for the British.
Special Rules
- Remove the CallForReinforcement, Short Supply and Construct Fieldworks cards.
- Cross sabers hits only in melee except Single Leaders; They are hit also with sabers in range fire, as the standard BC rules says
- British Cavalry: Non moved Cavalry may range combat 3-2-1 dice.
- Zulu Warriors (5 strength): Move 0-1 hex and battle 3-2 OR move 2 hexes without battle
- Zulu Musketeers: Move 0-1 and battle 3-2-1 (including the British kaNzibe unit)
- Each Zulu unit on the base line requires 2 orders to activate. This applies only on the baseline.
- Spirit of Isandlwana: All Zulu Warrior units may ignore 1 flag.
each Zulu unit on their baseline requires twice the number of normal orders in the same turnPlease clarify:- Each Zulu unit on the base line requires 2 orders to activate. This applies only on the baseline.Does this mean each Zulu needs 2 orders over 2 turns? EX: Play a scout card on a unit on the Left Flank on turn 1; then on turn 2 play another scout card on the Left Flank on the same Zulu unit and THEN activate the unit?
Historical Overview
soon available
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
British Troops
Col. Durnford; Lt-Col. Pulleine
5 Command cards
XX | XX | XX | XX |
Zulus Army
Ntshingwayo Khoza; Mavumengwana kaMdlela; Dabulamanzi kaMpande
6 Command cards
Move first
XX | XX | XX | XX |
Victory
7 Banners
Zulus: Destroy all british troops, before they get 7 VP
Special Rules
- Remove the CallForReinforcement, Short Supply and ConstructFieldworks cards, they are not used in this scenario.
- Cross sabers hits only in melee (Except single Leaders; They are hit also with sabers in range fire, as the standard BC rules say).
- British Dismounted Cavalry: non moved Cavalry may range combat 3-2-1
- Zulu Warriors: Move 0-1 and battle 3-2 OR move 2 without battle
Historical Overview
The Battle of Hlobane was a battle of the Anglo-Zulu War of 1879 that took place at Hlobane, near the current town of Vryheid in KwaZulu-Natal, South Africa.
More informations about the battle see Wikipedia
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
British Troops
Henry Buller
6 Command cards
Move First
XX | XX | XX | XX |
Zulus Army
Prince Mbilini Dlamini
5 Command cards
XX | XX | XX | XX |
Victory
6 Banners
- Any ordered British unit (regardless of strength), that exits the battlefield from the British side, will count as a Victory Banner for the British Army. Note: Any retreating (because of flags) British unit cant leave the board like this, and must stop at the board edge and loose 1 Block for each hex, the unit couldn´t retreat.
Special Rules
- Hill Plateau: All the hexes between the left and right hill ridges (Center section) have the same level and are treated as hills also.
- Zulu Reinforcements: There are 2 reinforcement forces (left flank and right flank), consists of 4 units Zulus and 1 Leader each. Each single Zulu Reinforcement unit can be setup on one of the marked left or right edge hexes, if they get an appropriate order of the played command card. This units may move in the turn, they arrive the battlefield (Terrain restrictions apply), the inital setup hex counts as first movement hex and they may battle, if possible. Example: If a Zulu Attack Right is played, 1-3 Zulu Right Reinforcement units may be placed or this orders can be used for already placed units or you can spread up the number of orders between the Reinforcements and already placed units.
- Cross sabers hits only in melee
- Remove the CallForReinforcement, Short Supply and ConstructFieldworks card. They are not used in this scenario.
- British Dismounted Cavalry: Non moved Cavalry may range combat 3-2-1 dice.
- Zulu Warriors: Move 0-1 hex and battle 3-2 OR move 2 hexes without battle
- Spirit of Isandlwana: All Zulu units may ignore 1 flag.
Historical Overview
Battle of Kambula took place in 1879, during the Anglo-Zulu War when a Zulu Army attacked the British camp at Kambula. It resulted in a decisive Zulu defeat and is considered to be the turning point of the Anglo-Zulu War.
More about the battle see Wikipedia
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
British Troops
Evelyn Wood
5 Command cards
XX | XX | XX | XX |
Zulus Army
Ntshingwayo kaMahole
5 Command cards
Move first
XX | XX | XX | XX |
Victory
7 Banners
Special Rules
- Fort: The Fort on the hills is treated as Fieldworks.
- Remove the CallForReinforcement, Short Supply and ConstructFieldworks card. They are not used in this scenario.
- Cross sabers hits only in melee. Except Single Leaders; They are hit also with sabers in range fire, as the standard BC rules says
- British Dismounted Cavalry: Non moved Cavalry may range combat 3-2-1 dice.
- Zulu Warriors: Move 0-1 hex and battle 3-2 OR move 2 hexes without battle.
- Spirit of Isandlwana: All Zulu units may ignore 1 flag.
Historical Overview
The Battle of Rorke's Drift, also known as the Defence of Rorke's Drift, was a battle in the Anglo-Zulu War. The defence of the mission station of Rorke's Drift, under the command of Lieutenant John Chard of the Royal Engineers, and Lieutenant Gonville Bromhead immediately followed the British Army's defeat at the Battle of Isandlwana on 22 January 1879, and continued into the following day, 23 January.Just over 150 British and colonial troops successfully defended the garrison against an intense assault by 3,000 to 4,000 Zulu warriors. The massive, but piecemeal, Zulu attacks on Rorke's Drift came very close to defeating the tiny garrison but were ultimately repelled. Eleven Victoria Crosses were awarded to the defenders, along with a number of other decorations and honours.
For more informations about battle see Wikipedia
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
British Troops
Lt. Chard; Lt. Bromhead
6 Command cards
XX | XX | XX | XX |
Zulus Army
Dabulamanzi kaMpande
6 Command cards
Move first
XX | XX | XX | XX |
Victory
- British: At least 1 Unit (not LDR) must survive 3 attack waves of Zulus
- Zulus must destroy all British within 3 attack waves
Special Rules
- Remove the CallForReinforcement, Short Supply and ConstructFieldworks card, they are not used in this scenario
- Cross sabers hits only in melee; Except Single Leaders; They are hit also with sabers in range fire, as the standard BC rules says).
- Zulu Warriors: Move 0-1 hex and battle 3-2 dice OR move 2 hex without battle
- Rorke´s Drift buildings are treated like Homestead
- Redoubt: The redoubt are treated like fieldworks.
- Retreats: The British can choose, to retreat up or down. The Zulus on the top half battlemap retreats to top, the Zulus on the bottom half retreats to bottom. Zulus on the middle hex row (row between the british marker) can decide, in which direction they retreat.
- Zulu Attack Waves: The Zulus starts each attack wave with full strength units (a killed Zulu LDR will not replaced), in the same hexes like on the first setup. If they loose 4 units (not LDR´s), the wave retreat immediately and the next wave is setup.
- British Reorganisation: The British can reorganisate there units within Rorke´s Drift to any hex, before the Zulu player start his next attack wave.
- British Recovery: Before the Zulu player start his next attack wave, each British unit with lost figures, which is on a Hospital hex (or is moved during British Reorganisation to a Hospital hex), can roll 4 dice to recover units. For each INF symbol is rolled, this unit recover 1 figure.