Showing posts with label Zulu War. Show all posts
Showing posts with label Zulu War. Show all posts

Sunday, July 02, 2023

Club night - Zulu Wars - Sharp Practice

A little but behind on posts but a great Sharp Practice variant at the Wyre Forest Club, with a British patrol holed up behind their barricades awaiting a relief column of cavalry to make an appearance. Way out front is our brave chaps hammering out range markers......

The Veldt may be wide but the Brits had hunkered down behind the suppliers and wagon boxes whist they awaited reinforcements.

At the far end of the table the column of cavalry appears but Zulu's were seen massing on their flank.

Lingering longer in the donga the Zulus sprang their trap heading for the Infantry before the cavalry could arrive.

The wagon train rolled on the Natal Mounted Police dismount to improve their firepower leaving the Sikali horse to hold the flank against the Zulu slipping from the donga heading for the camp, with others looking over to the wagon.

The horn of the Buffalo turns towards the column and straight for the wagon. 

Sweeping over the wagon and into the Police....


No further pictures were available at this time as the Colonial Commander was in no fit state to continue to record the tragic events..... 

Nice to get the Zulu's back on the table after quite a while, we used John Savages 19th Century tweaks along with the fervour element from Infamy to give the Zulu's a little more resilience. 

Great fun even if the British column had a terrible day in the field.

Wednesday, February 24, 2021

Sharp Practice meets Infamy Infamy - Return to the Zulu Wars

A posting that's been hanging around for a while, back before the latest and hopefully the last lockdown, we dabbled with introducing elements of the Infamy Fervour rules for the Zulu's to give them a little more bite.

I am a great fan of the Sharp Practice Rules, but transferring them from the black powder era to colonial can be problematic when you introduce more modern weapons against native troops, shock slows them down and the force morale can be whittled down to nothing before they have gotten to grips with the European forces.


But with a few tweaks, notably adding in option for native leaders to generate fervour and the option to use some of the flags with SP to give drill orders from Infamy you have something which can balance engagements between spear and bayonet.

So your average day in Zululand, a British column on an expedition to burn a kraal, the Zulu's set out to stop them. We fielded identical points and hoped our plans and tweaks worked.


Straight away the Zulu's appeared on mass, 6 groups and a couple of big men, chanting and beating their shields, they started to raise their fervour outside of rifle range.


The thin red line entered the table and as Zulu skirmishers crept through the scrubland on the high ground shielding the village.



How could we not resist recreating the scene from Zulu Dawn. - "Oh no! Come all this bloody way to get shot by a bullet from Birmingham? Shoot straight you bastards!"

The British ordered range markers to be put up, this improved accuracy in the firing factors and created an incentive for the colonial troops to create a formal defensive posture.


On the right flank the mounted police and native troops made an appearance supported by the Gatling Gun, who had a good rate of fire but was prone to jamming... Machine Guns will they ever catch on?



The cavalry poured forwards catching the skirmishers who decided to stand there ground. First blood to the forces of the Crown.


The victory was short lived as the cavalry attack had triggered the left horn who came rushing forwards, the cavalry turned and ran.


On the left flank things were getting rather congested, the Impi was approaching fast and sniper fire was annoying the British troops as they attempted to line out, the volley fire was simply not killing enough and the normal shock was being countered by the fervour.... Gulp.



The Zulu's kept on coming, casualties were mounting but gap was closing.


With the new rules the Zulu's were able to feed the front ranks with warriors from the rear groups to keep up the momentum. The Crown forces threw everything at them including the NNC, things were desperate. 


The left horn moved forwards as all the British attention was focused on the mass of warriors still advancing on the red coats.


The Impi closed, the British opted for Open Order vs the mass of warriors gambling on inflicting maximum casualties to drive back the Zulu. Bad choice.


The front two ranks disintegrated under the stabbing assegai, the second rank stepped back to avoid being swallowed up by the native mass. Finally the casualties were starting to tell and the formation disintegrated with the warriors falling back.

An interesting game the added fervour rules gave the native command some protection from the mass fire of the Crown forces, the native command options allowing the Zulu's to infill and go to ground kept them moving when in previous games the shock forced the Zulu to stand still.

This felt a lot more balanced than in previous games, the Brits really need to concentrate their fire to pin the Zulu or get to them before they get to wind up their warriors before charging forwards.

Hopefully a few month months and we should be able to give this another run out.....

Sunday, March 31, 2019

Sharp Practice 2 - Zulu War - Playtest & yet more tweaks.

It's not until you put the toys on the table that you get to iron out some of kinks.
The initial worry was the two rounds of fire from the British would stop the Zulu's in their tracks  but when I looked at the casualties at the end of the game that was simply not the case.

The first thing came to mind was that there were simply not enough Zulus for 60 points, you really want then several ranks deep to get the period feel.



60 Points for each side only gives you a couple of sections for Brits with some Native Horse and a group of NNC, but the Zulus were only around 50 men strong. Not quite enough to give you any more than a single horn.

The Skirmish unit on the hill proved to be very useful, but arming them with breach loaders gave them to much firepower, even with a minus one for being poor shots.


The moveable deployment point proved to be useful and the Tactical trait which allowed them to launch a surprise move and get close enough to launch a fearsome charge into the NNC who unsurprisingly were forced back.


Whether it was lucky cards or poor deployment by the Brits, the two rounds of fire was not enough, I gambled on presenting and firing, when perhaps I should have just blazed away. Mind you a poorly timed Tiffin card did not help couple with a Zulu 4 flag turn....


With the Zulus closing fast and the "horn" driving a gap in the line after defeating the NNC the British fixed bayonets and prepared to give the Zulu cold steel.


The Zulu is jolly deadly in Hand to Hand and the Brits were soon running. The Clan status really makes a difference when it comes to the number of dice thrown.


A valiant attempt to slow the advancing Zulu with a flank charge by the Frontier Horse proved no better, Scouting Cavalry are no match for Clan Warriors. (Next time we will be upgrading these to Dragoons to give them the option of dismounting and firing.)

The Brits were well beaten.

Thinking through future tweaks the Zulu's need more bodies even if they gave the Brits a good seeing to on this occasion, if they were in a formation rather than two groups I am pretty sure the outcome would have been different.
The plan is, is to include the option of a tribal option rather than clan, which cuts the cost down by almost half, not as nasty in hand to hand but it would give them mass.

I have dropped in the "fighting cocks" trait for the Brits which allows them to ignore to casualties difference, they really need to go down fighting once engaged by the impi.

The Skirmishers were a little to powerful for their point costs and their rate of fire was to much this needs down grading and the points increasing.

So here goes with the new stats.

Elite Warriors
Type
Clan
Points Value
7
Weapon
Thrusting Spear & Shield
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
No
No
No
1
3
Aggressive, Tomahawks, Tactical, Hearth & Home, Pas De Charge.

Experienced Warriors
Type
Clan
Points Value
6
Weapon
Thrusting Spear & Shield
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
No
No
No
2
3
Tomahawks, Tactical, Hearth & Home, Pas De Charge. 

Regular Warriors
Type
Tribal
Points Value
5
Weapon
Thrusting Spear & Shield
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
No
No
No
2
3
Tomahawks, Tactical, Hearth & Home, Pas De Charge.

Skirmishers
Type
Irr Skirmishers
Points Value
10
Weapon
  Rifled Muskets
Size
6
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
No
Yes
No
-
3
-
Poor Shots, Moveable DP.

A typical force could now look something like this.

Leader Status II
Leader Status I
Two groups of Clan - Elite Zulu's.
Leader Status II
Two groups of Clan - Veteran Zulu's.
Leader Status I
Two groups of Tribal - Regular Zulu's

54 Points.
72 Warriors.  

The British remain unchanged with a section coming in at 13 points add a reasonable officer class say Bigman 2 and the ratio is around 2:1 in terms figures on the table, that seems far more reasonable.

British Regulars
Type
Line
Points Value
13
Weapon
Breach Loading Rifles
Size
8
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
Yes
Yes
2
2
2
Good Shots, Fighting Cocks..

NNC
Type
Tribe
Points Value
6
Weapon
Mixed Weapons, Rifled Muskets
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
Yes
No
No
3
3
Mixed Weapons, Poor Shots, Prominent Leader

Let's see what happens next in a stand up fight...