The game is set during the battle of Isandlwana at the point the British companies fall back on the camp. The players command a company each, with victory points for getting back to camp and points for a fellow company which is only known to that player. It's possibly for the same buddy company to be selected by more than one player.
The Zulus are commanded by the umpire - me.
This initial set up. On 3 sides you can see the Zulus lined up. I diced to see what turn each unit came on and put a dice next to the unit with the number so that I'd know |
I didn't adjust the scales for 15mm so with the right command dice the Zulus advanced at a pace |
Move 1 and a British company is already getting isolated, not helped by the British players failed command roll. |
The pink card has the stats and written on for the players. This worked quite well. Next time I'll add the special rules as well. |
The Zulus are looking organised but the British are failing to support each other |
The first Zulu charge and they are disordered charging in, having received 2 lots of closing fire as the charge started at long range. |
The Zulu charge is repulsed but a second one goes in on another company |
After debate we decided that a British company would try to form square if isolated and charged. This did not go well for the British as they failed and left them disordered |
Having pushed back quite a few Zulu companies numbers started to tell |
The disorder British square fought on a lot longer than everyone expected and finally became shaken |
This battered square was buying valuable time for everyone else |
One player had reached the top of the rise before the camp and one had reached the base before being stalled in hand to hand combat |
The company on the hill was very successful with it's volleys holding the Zulu's off but became disordered from the volume of return fire from the many Zulu units. |
A defensive line is starting to reform |
A view on the Zulus being held up by the company on the hill |