15mm zulu war

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Wargame rules for refighting the Zulu War using 15mm wargame figures

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  • 15mm FAST PLAY (ZULU) COLONIAL RULES

    inch EQUALS 6 YARDS or 1 inch equals 24 yards

    6.25mm equals 540cm or 2.5cm equals 2160cm

    Dice D4 D6 D8 D10 D12

    British always go first turn. Alternative Movement turns

    A Base can move, move or fire, or move and melee

    Terrain is always placed by the invaded

    2 Figures to a base Artillery need no bases

    1 British/Boer/Irregular Inf/Cav/Camel/Art figure equals 10

    1 Zulu/Native/Tribal Inf/Cav/Cam /Art figure equals 20

    1 British Foot base width 18mm by 10mm depth

    1 British Artillery base width 18mm by 10mm depth

    1 British Cav/Camel base width 24mm by 20mm depth

    1 British Dismounted Cav/Cam base width 24mm by 20mm depth

    1 British Mounted Inf base width 30mm by 30mm depth

    1 British Dismounted Inf base width 30mm by 30mm depth

    1 British Command base as foot base 18mm by 10mm depth

    1 British Command base as Cav/Cam base 24mm by 20mm depth

    1 Boer/Irregular Inf base width 20mm by 15mm depth

    1 Boer/Irregular/Native/Tribal Cav/Cam base width 30mm by 30mm depth

    1 Boer/Irregular/Native/Tribal Dismounted Cav/Cam base width 30mm by

    30mm depth

    1 Zulu/Native/Tribal Inf base width 20mm by 15mm depth

    1 Zulu/Native/Tribal Command inf base width 20mm by 15mm depth

    1 Zulu/Native/Tribal Command cav/cam base width 30mm by 30mm depth

  • 1 Artillery Horse/Mule/Oxen(2) Elephant(1) base width 25mm by 30mm depth

    1 Limber base width 25mm by 60mm depth

    1 Wagon/Cart width 25mm by 60mm depth

    Field Artillery/Horse Artillery Guns always start with 2 Art Foot bases

    Rockets/Machine Guns always have 1 Art Foot base

    Wagons/Carts/Artillery Limbers always start with 2 Horse/Oxen/Mule bases

    except Machine Guns/rockets when not limbered which always have 1

    Horse/Oxen/Mule base

    Heavy Artillery Guns always start with 2 art Foot bases

    Heavy Artillery Gun limbers/Horse Artillery Gun Limbers always start with 4

    Horse/Oxen/Mule bases

    1 Elephant base is only required to pull Artillery Guns/Wagons/Carts

    Organisation

    4 British Foot bases to 1 Company . 1 Command base per Army.

    8 British Foot Companies to a Battalion/Regiment

    Allocation of strength

    For All Foot Unit sizes throw 3xD10, each 1 dice point equals 1 base (but for

    British try and put the bases into sets of 4. (1 Company)

    Usually for the British in Zululand and the Boers in 1899 use 1 Unit allocation

    For Cavalry Unit size throw 1xD10 each 1 dice point equals 1 base

    If a low dice point is scored you can amalgamate Foot Units together up to 30

    bases (mainly Boers Zulus Tribal)

    If a low dice point is scored you can amalgamate Cav Units together up to 10

    Light Artillery 1 Horse Artillery Base 1 light gun and 2 artillery foot base

    Medium Artillery 2 Horse Artillery Bases 1 Medium gun and 2 artillery foot

    bases

  • Heavy Artillery 4 Horse Artillery Bases 1 Heavy Gun and 4 artillery foot

    bases

    Horse Artillery 4 Horse Artillery Bases 1 Medium Gun and 2 artillery foot

    bases

    Throw 1 x D6 (If a 1 is thrown throw again)

    2 to 1 3 to 1 4 to 1 5 to 1 6 to 1 for every 1 British Unit you can get

    2,3 4 5 6 Zulus,etc............reverse it for Boers

    Throw 1 x D4 to see how many Cavalry Units you get (not Zulu)

    Throw 1 x D4 to see how many Artillery Units you get (not Zulu)

    Throw again 1x D6 a score of 1 is light art , a 2 is medium art ,, a 3 is

    heavy art, a 4 is Rocket art , a 5 is Horse art , a 6 is Machine gun

    Throw 1xD4 to see how many British Units you get: mainly against

    Tribal/Boers

    Zulu impis approx men udhloko 2500 umcijo 2500 uve 3500

    umbonambi 1500 undluyenewe 1000 imgobamakhosi 6000 umhlanga 1000

    unokenke 2000 uthulwana 1500 umkhulutshane 500

    MOVEMENT move

    There is no deduction to a base when turning to flank or rear

    When 2 or more bases are wheeling or changing formation then each base is

    only permitted to move their maximum move distance.

    1 British Foot/art base covers 5cm per turn

    1 Boer/Irregular/Native/Tribal/art base covers 5cm per turn

    1 Boer/Irregular Foot base covers 7.5cm per turn

    1 Native/Tribal Foot base covers 7.5cm per turn

    1 Zulu Foot base covers 10cm per turn

    1 British Cav/Mounted Inf/Boer/Irregular/Tribal/Native Cav/Cam base cover

    15cm per turn

  • 1 British Cav/Mounted Inf/Boer/Irregular/Tribal/Native Cav/Cam base when

    dismounted covers 7.5cm per turn

    1 Wagon/Cart/Field Artillery pulled by 2 Horse/Mule/Oxen bases covers 5cm

    per turn

    1 Wagon/Cart/Field Artillery pulled by 1 Horse/Mule/Oxen base covers 2.5cm

    per turn

    1 Foot/Art base pulls/push Field Artillery at 2.5cm per turn

    1 Elephant base pulling/loaded covers 5cm per turn

    1 Loaded Oxen/Mule/Horse/Camel covers 5cm per turn

    2 Horse Artillery bases pulling Artillery Gun covers 10cm per turn

    1 Horse Artillery base pulling Artillery Gun covers 5cm per turn

    1 Heavy Artillery base pulled by 4 Horse/Mule/Oxen bases covers 4cm

    1 Heavy Artillery base pulled by 1 Horse/Mule/Oxen base covers 1cm

    No deduction for foot base moving through Soft Cover

    Foot base moving through Hard Cover do so at halve movement

    Cavalry base moving through Soft Cover do so at halve movement

    Cavalry base moving through Hard Cover do so at quarter movement

    One Movement turn to dismount/mount Limber/Unlimber

    1 Base can move in any direction in there permitted movement allocation.

    No movement if base has enemy bases to front and rear

    Soft Cover Broken ground/Fence/Walls/Donga/Wadi/Bush/Hills/Streams

    Hard Cover Woods/Earthworks/Trenches/Rivers

    Artillery Limbers cannot pass through

    Rivers/Woods/Earthworks/Trenches/Donga/Wadi/Bush/Walls/Fences

    Broken Ground/Bush/Hills/Streams Artillery Limbers do so at halve

    movement per turn

  • FIRING cannot move and fire

    Firing arc 22 degrees of base edges

    Artillery Guns 45 degrees from gun barrel

    Can fire each turn Cannot fire into melee

    Heavy Artillery fire every 4th turn i.e turn1 fire turn 2 turn 3 turn 4 fire

    Cannot fire at troops behind Hard Cover unless enemy fired last turn.

    Line of sight only. All mounted troops must dismount to fire

    Throw 1xD appropriate dice once per base for firing and saving .

    A score of 2 or more on 1xD appropriate dice is a hit for All British/Boar

    bases. A score of 4 or more on 1xD appropriate dice is a hit for Irregular,

    Native, Tribal, and Zulu. You can have multiple hits on your 1xD appropriate

    dice i.e A British base scores a 12 so that is 6 hits.

    Open

    British Foot/Cav base firing D12

    Boer Foot/Cav base firing D12

    Irregular Foot/Cav base firing D8

    Tribal Foot/Cav base firing D6

    Native/Zulu base firing D4

    British Artillery Horse/Field base firing D10

    British Rocket Artillery base firing D4

    British Machine Gun base firing D12

    Tribal/Native Field Artillery base firing D8

    Tribal/Native Rocket Artillery base firing D4

    Tribal/Native Machine Gun base firing D10

    Heavy Artillery base firing D12

    British Foot/Cav Command base firing D12

  • Boer Foot/Cav Command base firing D12

    Zulu/Native/Tribal Command base firing D8

    Irregular Foot/Cav Command base firing D10

    Examples

    1 British Foot Base is firing at a Zulu inf base in the open. You throw 1xD12

    and get a 8. This is 4 hits.

    A score of 4 or more on 1xD appropriate dice is a save

    If behind soft cover a 3 or more is needed to save.

    If behind Hard cover a 2 or more is needed to save

    Ranges

    12pdr & 15pdr sighted up to 625cm (6000yards)

    5 inch howitzer sighted up to 625cm (6000yards)

    Maxim Machine gun sighted up to 260cm (2500yards)

    Mauser Rifle sighted up to 230cm (2200yards)

    Revolver sighted up to 10cm (100yards)

    Lee-enfield sighted up to 198cm (1900yards)

    Cruesot 94pdr long tom sighted up to 1043cm (10000yards)

    Krupps 75mm sighted up to 625cm (6000yards)

    4.7inch Naval gun sighted up to 1043cm (10000yards)

    7pdr sighted up to 323cm (3100yards)

    9pdr sighted up to 365cm (3500yards)

    9prd rocket sighted up to 135cm (1300yards)

    24pdr rocket sighted up to 135cm (1300yards)

    Gatling Gun sighted up to 125cm (1200yards)

    45 Martini Henry sighted up to 135cm (1300yards)

  • Carbine sighted up to 168cm (1600yards)

    1 Zulu Rifle Base per 10 Zulu inf bases excluding Command base.

    MELEE can move and melee you cannot melee then move

    Must be in base to base contact (always turn to face if not attacked in flank or

    rear ) 1 base may have to throw up to 4 times if attack by 4 bases

    Only those bases in base to base contact fight in melee

    You can still melee if soft/hard cover is in between bases

    Can only destroy defender base in attackers turn , if even scores defender

    can continue melee in his turn or move away if not surrounded

    The defender base cannot destroy attackers base if score is in favour of

    defender

    Throw 1xD per base attacker and defender

    Base Open

    British inf D8

    British art D4

    British Mounted Inf D8

    British Dismounted inf D8

    British Command inf/cav/cam D12

    British Cav/cam D10

    British Dismounted cav/cam D8

    Boer Inf/Dismounted cav D8

    Boer Cavalry D8

    Boer art D4

    Boer Command inf/cav D12

    Irregular Foot D6

  • Irregular Cav/cam D8

    Irregular Dismounted Cav/cam D6

    Irregular Command inf/cav/cam D10

    Irregular art D4

    Native inf D4

    Native Cav/Cam D6

    Dismounted Native Cav/Cam D4

    Native art D4

    Native Command inf/cav/cam D10

    Zulu Inf D8

    Zulu Command inf D10

    Tribal Inf D8

    Tribal Cav/Cam D10

    Dismounted Tribal Cav/Cam D8

    Tribal art D4

    Tribal Command Inf/Cav/Cam D12

    Add to score per base

    +1 if British inf base is in contact with another British inf base

    +2 if British cav/cam base is in contact with another British cav/cam base

    +1 if any base has moved more than half movement distance into melee

    +1 if any base is defending soft cover

    +2 if any base is defending hard cover

    +1 if any base is attacking flank

    +2 if any base is attacking rear

    +2 if attacking base that is in Retreat

  • +1 if Zulu/Native/Tribal inf/cav/cam outnumber British 2 to 1 in bases

    +2 if Zujlu/Native/Tribal inf/cav/cam outnumber British 3 to 1 in bases

    +3 if Zulu/Native/Tribal inf/cav/cam outnumber British 4 to 1 in bases

    A base is destroyed when there is a difference of 1 or more

    Example of outnumbering British

    A zulu unit of 8 bases (2 lines of 4 all in base to base contact) moves into

    melee and contacts 4 British bases (1 line of 4 all in base to base

    contact) You add up the totals and it is 8 for the Zulus and 4 for the

    British so it is 2 to 1 for the Zulus So each Zulu base in contact (base

    to base) with the British gets +1 per base in melee. For Outnumbering

    all Zulu/Native/Tribal units must be in base to base contact to get the

    addition.

    MORALE

    When any unit loses 50% of its total, each base throws 1xD appropriate dice

    from the Melee table a score of 4 or more and the base continues as normal

    next move . You must throw each and every move thereafter

    You cannot surrender unless British versus Boer

    Example A British Foot Unit of 8 bases has lost 50% In their move each 4

    remaining bases throws 1xD8 Scores are 3 5 4 1. So 2 base retreat and 2

    remain. Next move at the beginning the 2 remaining bases throw 1xD8 to see

    if they do not retreat.

    Who is the winner

    For each Destroyed base add points value of Melee base together and the

    winner is the one with the most points i.e British Inf Base Melee 1xD8 so

    that would be 8 points.

    RETREAT 1 full move in defenders or your own move

    Double movement distance i.e British Foot base in retreat moves 10cm

  • ORGANISATIONS

    8-10 British Foot Figures to a Platoon 80-100 British Foot Figures to a

    Company 8 Companies to a Foot Regiment 800-1000

    4-5 Foot Figures to a sub section

    1 corporal per 22 figures

    1 sergeant per 18 figures

    1 officer per 28 figures ( use 1 officer as overall commander)

    Each Company was commanded by a Captain, with 2 subalterns 1 colour

    sergeant 4 sergeants 2 drummers about 100 rank and file (corporals and

    privates)

    Each Private had 2 pouches with 20 rounds each

    A Battery was organised into 3 sections of 2 guns per section

    It was Commanded by 1 Major 1 Captain 3 lieutenants 8 staff sergeants 72

    gunners (102 draught horses) 1 Officer per 14 gunners

    1 Artillery Piece and 4-5 to a sub section(15 actual figures usually) Art

    Figures . Field 4 figures Heavy 4 figures If 1 gun in action attach 1 officer

    if 2 guns in action it is still 1 officer You can attach Rocket or Gatling Gun to

    a Gun Battery and you will still have 1 officer. You can attach a Rocket or

    Gatling Gun to a Infantry Platoon and the Infantry officer is in charge.

    1 Rocket Trough and 2 (included above usually) Art Figures

    1 Gatling Gun and 2 (included from above usually) Art Figures

    An Artillery Gun/Wagon/Cart is pulled by 4 Oxen/Art Horse/mule (1 elephant)

    Cavalry Regiment had 4 squadrons each of 3-4 troops Each troop had

    between 3-4 sections 72-134 actual men in a Squadron

    A Cavalry Regiment had 31 Officers 43 Staff Sergeants 22 Artificers 549 rank

    and file of which 15 were bandsmen

    Imperial Mounted Infantry each squadron was 150 divided into 2 troops

  • 5-6 British Mounted Inf/Cavalry to a section plus 1 Officer

    Natal Native Horse had 200 men in 6 troops 8 men per section

    Natal Native Foot Contingent 3 regiments 1 Battalion had 10 companies each

    of 9 officers and 100 men 1 platoon of 1 officer and 10 men

    Natal Mounted Police had 110 men in 1 squadron

    1 squadron Of (total) Natal Carbineers ,Newcastle Mounted Rifles ,Buffalo

    Border Guard

    4 troops of Frontier Light Horse

    2 troops of Bakers Horse

    Others Cape Mounted Riflemen,Border Horse, Ferreiras Horse Schuttes

    Corps,Kaffrarian Vanguard.

    Naval Brigade started out with 200 men

    Five troops Natal Hussars: Durban Alexandra Stager Victoria Mounted

    Rifles each troop 40-50 figures each section 10 figures

    Zulu were grouped into impis usually of about 1500 men

    Boers, Maori usually fought in local commandos 60-300-1500 actual men