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Zulu Wars

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5 years 5 months ago - 5 years 2 weeks ago #150 by Bayernkini
Zulu Wars was created by Bayernkini
Isandlwana: January, 22, 1879



Special Rules:

- Dismounted Cavalry: non moved Cavalry may range combat 3-2-1
(Note: if they use Hit And Run, they battle also with original CAV rule,
3 dice adjacent)

- Zulu Warriors: Move 0-1 hex and battle 3-2 dice OR move 2 hexes
without battle

- Remove the CallForReinforcement, Short Supply and ConstructFieldworks
cards, they are not used in this scenario.

- Cross sabers hits only in melee;
(Note: Single Leaders are hit also with sabers in range fire, as the
standard BC rules says).


Staff Notes:

British Troops: Col. Anthony Durnford; Lt-Col. Henry Pulleine
5 Command cards

Zulus: Ntshingwayo Khoza; Mavumengwana kaMdlela; Dabulamanzi kaMpande
6 Command cards
Move first


Victory Conditions:

British: 7 VP

Zulus: Prevent the British Victory, destroy all british units (not LDR), before they get 7 VP


File Attachment:

File Name: MD04__Isandhlwana.pdf
File Size:366 KB

My dice are the hell!
Attachments:
Last edit: 5 years 2 weeks ago by Bayernkini.
The following user(s) said Thank You: Freeloading Phill

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5 years 5 months ago - 5 years 2 weeks ago #151 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
Rorke´s Drift, January, 22, 1879





Briefing:
British Troops: Lt. Chard; Lt. Bromhead
6 Command cards

Zulus: Dabulamanzi kaMpande
6 Command cards
Move first

Victory Conditions:
- 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:

- Cross sabers hits only in melee

- 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: Are treated like fieldworks

- Remove the CallForReinforcement, Short Supply
and ConstructFieldworks card, they are not used in this scenario.

- 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 with 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.


File Attachment:

File Name: MD05__Rork...rift.pdf
File Size:382 KB

My dice are the hell!
Attachments:
Last edit: 5 years 2 weeks ago by Bayernkini.
The following user(s) said Thank You: Freeloading Phill

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5 years 1 month ago #336 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
File Attachment:


File Attachment:


Here a Setup of Rorke´s Drift with wooden "GMT" style blocks :)

My dice are the hell!

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5 years 3 weeks ago - 5 years 1 day ago #344 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
Khambula - 29th March 1879


File Attachment:


Just finished a new Zulu Wars Scenario :)

Staff Notes:

British Troops: Evelyn Wood
5 Command cards

Zulus: Ntshingwayo kaMahole
5 Command cards
Move first


Victory Conditions:

7 Victory Points


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.


File Attachment:

File Name: MD12__Khambula.pdf
File Size:357 KB



File Attachment:

File Name: MD12-Khambula.vsav
File Size:20 KB

My dice are the hell!
Attachments:
Last edit: 5 years 1 day ago by Bayernkini.
The following user(s) said Thank You: Mark MCG

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5 years 2 weeks ago - 4 years 10 months ago #346 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
Battle of Hlobane - 28 March 1879

File Attachment:


Staff Notes:

British Troops: Henry Buller
5 Command cards
Move first

Zulus: Prince Mbilini Dlamini
5 Command cards


Victory Conditions:

6 Victory Points

- 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: 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.


File Attachment:

File Name: MD13__Hlobane.pdf
File Size:359 KB


File Attachment:

File Name: MD13-Hlobane.vsav
File Size:20 KB

My dice are the hell!
Attachments:
Last edit: 4 years 10 months ago by Bayernkini.

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5 years 1 day ago #378 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
Added a Vassal Scenario file to the Khambula post, until i can do next complete Vassal update ;)

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4 years 10 months ago #388 by Bayernkini
Replied by Bayernkini on topic Zulu Wars
Hlobane scenario updated to the final setup :)

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