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

Saturday, 3 February 2024

Zulu - The Boys from Isandlwana.


On the 22nd January 1879, Witt's Missionary Station at Rorke's Drift, a remote outpost held by one-hundred and fifty British soldiers, thirty of whom were sick and wounded, held off a force of 4,000 Zulu warriors, this following the crushing defeat of a 1,300-man British column by the Zulu armies at Isandlwana.
 
Wargame Vault - The Boys from Isandlwana, Zulu War rules

The film Zulu depicted this heroic stand and was first shown on the 22nd January 1964 on the 85th anniversary of a battle that saw the award of eleven Victoria Crosses, one of the largest number awarded for a single action and the largest number, seven, awarded to one unit, the 2/24th Foot, in a single action, and is considered by many as the finest example of a masterly defensive action and heroism against overwhelming numbers.

Little wonder then that as a wargamer I never grow tired of playing this famous stand or of enjoying my pal and fellow DWG club mate Nathan's wonderful collection of terrain and figures to do it with and I think this is probably my third go at playing this action, this game in the week of the 145th anniversary of the battle, and another chance to roll out the regular film quotes, my favourite being;

'Why us Sarj?'
'Because we're ere laddy, now face your front, and mark your target.'


So with this little battle, or probably better described siege, being probably the most famous action of its type, I will not take too much time describing the scene, with massed Zulu impis surrounding the defended compound of the Rorke's Drift, hospital and missionary station.



The rules is use were our usual choice of 'The Boys from Isandlwana' by Chris Pagano, which provide a fast flowing sequence of play that recreates quite well the relentless Zulu movements in the face of withering British fire as they seemingly defy the casualties suffered in their drive to bring the redcoats into assegai range, if they can get past the Martini Henry bayonet - Colour Sergeant Bourne, over to you!



Having played this action several times commanding both sides, the key to British success is to vigorously defend the perimeter until you can't and then to give ground grudgingly, inflicting punishing casualties on the Zulus as you retreat to a smaller perimeter, with the redoubt ready to administer the final coup-de-grace for the defenders.  


For the Zulu commanders its a case of feeling out for the weak spot and rapidly reinforcing success to prevent the new defence line taking shape, or by making the defence harder by causing enough casualties during the pull back.

Of course this presupposes that the British will defend their perimeter until they can't, but in our game, our two Imperial commanders, Chard and Bromhead decided to take men off the back wall of ammunition boxes, mealie bags and the transport wagon, to focus efforts on building the redoubt.

Zulus cascade over the vacated rear barricade and enter the hospital compound. Oh dear, never mind!

As can be readily imagined the men facing their front in front of the hospital must have become decidedly nervous as they became increasingly aware of Zulu chants to their rear as seen in the pictures below



What's the noise behind Sarge?

Never mind the noise behind, face your front and mark your target!


The decision to focus efforts on the redoubt had resulted in a rapid building of said defensive work at the expense of lots of Zulus getting into the hospital compound and forcing a retreat from the front facing barricades to the hospital building and effectively dividing the compounds into two separate battles 

To add further woes to the British defence, the Zulu snipers from the rearward escarpment were proving more than usually effective, only hitting on 10 on a D10, they picked off at least six redcoats over the course of our battle, that didn't make things any easier for the garrison.



Our two British commanders were experiencing the utter sense of desperation that probably typified much of the actual defenders experience as the Zulu's kept up a relentless attack, recycling destroyed regiments and able to bring in fresh reserves sprinting across the now open ground around the perimeter to rapidly support the advances made by their compatriots.

However the Zulus weren't having it all their own way, as the redcoats kept on taking a fearsome toll on the warriors that were forced to fight their way into the compound, sector by sector and with each of the four Zulu players able to bring on a further six regiments each, it was interesting to see how many of our allotment we had used, with all my six on the table at game end.





As the relentless Zulu attack made ever encroaching gains, with desperate fighting in the hospital building as the defenders left in that sector were force to fight in the rooms and on the veranda as Zulus above set light to the thatch, the centre of Imperial resistance devolved in front of the mission station building and around the redoubt.




Eventually the British defenders in the missionary compound were forced back from the cattle kraal walls and out of the main building to find themselves compelled to form the classic double line alongside the redoubt, as the hospital garrison fought back to back amid waves of ebony warriors and it seemed that the defence had reached its end point, with Lieutenant Bromhead, a prominent casualty, killed defending the front barricade on the missionary compound.





Great fun once again and I consider my Zulu War itch well and truly scratched.

Thank you to Nathan for hosting this year's anniversary Rorke's Drift game and to my fellow combatants, Ian Mc, Mark C, Mark & Matthew, Mike B, Mark E, for helping to create all the drama behind this narrative.

Until the next time
JJ

Friday, 3 February 2023

Rorke's Drift 28th January 2023 - 156th anniversary of the fight on 22nd January 1879

Rorke's Drift 28th January 2023 - 156th anniversary of the fight on 22nd January 1879

I have been a keen wargamer for a number of years and have always loved the South African theatre of operations, in particular the Zulu wars.



The game was played using the rules “The Boys from Isandhlwana” by Chris Pagano, a simple effective and accurate set that play well, especially in respect to Rorke's Drift.

I had made some minor tweaks for having characters in the game...

Lt CHARD

+1 Morale within 6” / 1x re roll shooting dice / 1x re roll Morale dice if fail within 6”

Lt BROMHEAD

+1 Morale within 6” / 1x re roll shooting dice / 1x re roll Morale dice if fail within 6”

Cpl SCHEISS

+1 table Melee when in fight

PIP the dog

+1 table Melee when in fight

Chaplain “Ammunition” SMITH

+1 Morale within 6” / 1 re roll shooting dice

Lt ADENDORFF

1x re roll Morale dice if fail within 6”

Pvt HOOK

+1 Morale within 6” / 1x re roll Morale dice if fail within 6”

Commissariat DALTON

+1 Morale within 6” / 1x re roll Morale dice if fail within 6”

Colour Sergeant BOURNE

+2 Morale within 6” / +1 table Melee when in fight

Sergeant WINDRIDGE

+1 Morale within 6” / +1 table Melee when in fight

Surgeon REYNOLDS and Medical Orderlies Cpl ATTWOOD and Pvt McMAHON

Any wounded with 12” of their figures are moved to hospital for recovery check in sequence (5) At this point wounded are rolled for 1-7 incapacitated or Dying of wounds, 8-10 light wound, patched up and sent back to barricades... they are deployed back at Reynolds and move off from there next turn.

The game was set for six of us to play, 4 Zulu, 2 British, but we had one short so had 3 Zulu, myself, Mike B, and Lawrence, 2 Brits being Ian and “Jammy Dice” Paul, more on that later...

The British had the 10 Characters and 8x6 figure squads, deployed for the defence of the Drift, the Zulu had 8x16 figure units x 3 commands, each player having an Induna so over 384 Zulus on the board, the Zulu units, being allowed to be recycled 1 for free, and then possibility of 2nd recycle on a 10 on a D10 the next turn available, then 9 and so on...

The British command set up their defence around the perimeter of the Drift and allocated 1 squad to build the redoubt from a pile of mealie bags, they would through a D10 each turn requiring 24pts to complete, they didn't know that though... they chose not defend the hospital or loop hole the store house either.



The Zulu commander deployed one Impi on the South end, and two on the North, however the British had significantly more squads covering the Southern ramparts...



And so the onslaught began, the Brit players took a gulp of tea, a deep breath and we began, afterwards they expressed their dismay initially on how many Zulus there were approaching them, but after the first round of shooting and Zulu morale took place they seemed slightly calmer. Almost too calm...



The rules have a clever sequence of play, at first glance you think, mmm not sure but then it all makes sense when you get in the flow of things happening...

SEQUENCE of PLAY 1) Zulu Movement 2) Brit Missile Fire & Zulu Morale 3) Zulu Melee & Brit Morale 4) Brit Movement 5) Brit Hospital 6) Zulu Missile Fire 7) Brit Melee

Basically Zulus move 6” plus D6, British fire power is devastating, usually hitting on a 4+ on D10 out to 48”, I don't think Paul had less than 90% success rate with his shooting dice, and Ian was near that, needless to say the Zulu ranks thinned rapidly.



Charge after charge tried to get to melee with the defenders, but when they did they were met with fire and bayonet, causing a few casualties here and there but the Zulu dead were piling up high, we were testing there guns alright, Lawrence had basically used his regiments in short time and was starting to recycle units which started to break up his attacks piecemeal, however in the British turn is a section called Hospital where they roll for casualty return, at one stage we thought we had done good with the Brits having 5 casualties, but on a roll of 8-10 they come back around surgeon Reynolds as fighting fit and may return to the lines where needed in the next move and you guessed it “Jammy Paul” rolled that all 5 came back!




We tried and tried to break into the compound area...



Attack after attack ...



Attacking different areas...



We managed to get in a couple of times but were forced back over the barricades...





But again and again the Brits either fought back and won or took step back and fired again, at one point we broke in killing Dalton and Bourne, casualties were mounting on the defenders but yet they still hung in there...






Unfortunately we had run out of time gaming at the club, this could have gone either way at this point, the defenders were dwindling, but managing to fall back in areas to form second lines in strong positions, and the Zulus well, I had just about recycled my units, I know Mike was near end of recycling and Lawrence was into his third batch! So there were not going to be many more Zulus, although we had plenty on table without casualties it would not be long before they were blooded and washing their spears.

All in all an excellent but very tense game so many times I thought we had them only to be thrown back, helped with great company and great banter thank you gentlemen Ian, Mike, Lawrence and even Jammy Paul, may we wash our spears again soon.


Nathan

Saturday, 20 November 2021

Zulu - Rorke's Drift Battle in a Box!


Every now and then you get to play a fun wargame that leaves a marked impression, and a game that seemed a bit different from the usual stuff.

This month at the club, Mel and Lee travelled down from their home in Bournemouth to put on their second game at the club since running their great rendition of The Battle of Pelennor Fields using War of the Ring, back in March 2020 just before we and the rest of the world got used to a new normal and our regular gaming meetings got put on hold. If you missed the report on that excellent game, enjoyed by all who took part, just follow the link below.

Devon Wargames Group - The Battle of Pelennor Fields

Remembering the fun we had and the recollection of the effort and attention put into that game I was very interested and looking forward to seeing what they had come up with for our excursion into the Zulu War of 1879 and more precisely the famous Battle of Rorke's Drift, an action we have played previously at club with various rule incarnations, but this time we would be using Lee and Mel's very own rules designed around the set up seen below which forms the prototype for a potential new game in a box, perhaps complete with figures rules and terrain for those of us who love this colonial wars theme. 

The Rorke's Drift layout complete with prototype buildings lacking roofs at the moment while the game is in testing.

So what's different about this particular rendition of such a famous action, you might be thinking, as indeed I was when I sat down to assume the role of Corporal Allen and his brave section of twelve stout hearted lads ready to do or die for Queen and Country.

Stanley Baker and Michael Caine in Zulu 1964

Well first off the game is designed to very deliberately recreate the film driven images this battle has taken on ever since the release of the iconic film Zulu made in 1964, perhaps one of the best British war films, if not one of the best war films ever made and now a staple of most Xmas or Bank Holiday viewing with a stellar cast of character actors headed up by the late great Sir Stanley Baker as Lieutenant John Chard, Royal Engineers and the up and coming new star back then, Sir Michael Caine in the role of Lieutenant Gonville Bromhead 24th 'South Wales Borderers' Foot.

Given how most modern wargame audiences familiar with the battle would immediately think of the film and all its memorable moments and catch phrases that have become common parlance, certainly among British wargamers gathering around a table for Rorke's Drift; such as the brilliant portrayal of Colour Sergeant Frank Bourne, by another great English character actor, Nigel Green when asked by one of his nervous young privates on sight of the Zulu horde before the ramparts 

'Why us sarge?' 
'Because we're 'ere lad, now face your front and mark your target.'

Perfectly capturing the stiff upper lip, determination in the face of a desperate situation displayed by the defenders that day in 1879 and their courage no doubt bolstered by a reliance on discipline, drill and training epitomised in the words 'face your front and mark your target'.

Zulus are sighted in the hills around the Rorke's Drift post and the bugle sounds calling the men to arms

The second interesting aspect of the game is that all the players involved assumed the role of key characters from the battle and indeed the film, with each of them having their own particular characteristics to influence the fighting in their area of the table and with the soldiers under their direct command as well as having their own unique combat skills and abilities together with the occasional personal mission, such as Corporal Allen using his personal initiative to rush to the aid of the men trapped in the hospital when set on fire later by the Zulus.

Each of our player characters came with their own unique set of stats to facilitate their personal role in the battle and capture still further the filmic nature of our game.

In addition my character Corporal Allen would contribute directly to the combat efficiency of his twelve man section, by the addition of a red (discipline) and blue (combat) dice added to the twelve white dice rolled by his soldiers when shooting or engaged in melee, with a successful score causing him to add to the enemy casualties with his own effective shooting or bayonetting but also making it more likely for his men to cause more casualties by directing their efforts, indicated by a lower score on the white dice needed for their effectiveness at killing the enemy.

Lieutenant Bromhead oversees his reserve section ready to deploy to a threatened sector as needed

Finally the actions of the Zulus and the impetus of their attacks on the defences was all controlled by Lee and Mel as they ran the game, seeing cards drawn to determine British and Zulu special game events each turn, that could cause a positive or negative impact to either side that turn and generate the arrival of Zulu regiments from different board edges throughout the game.

The results of combat would see the effects on the Zulus referred back to Lee as he could check to see what each unit would do in response to being shot at or casualties received, whilst we as the defenders could only look on and wait and see what the reaction to our efforts would be and prepare our response to the Zulu reaction accordingly.


The great thing about the card sequencing of play is that it enables aspects in the film to take effect, nicely modelling the seemingly random attacks by relatively small groups of Zulus early on in the battle as the defences were tested for weak spots, finally ratcheting up following the historical eclipse of the sun that confirmed to the Zulus that victory was theirs for the taking and causing multiple attacks to suddenly generate from multiple directions all at once.

The first attacks tested the defences for weak points but were limited and allowed a focussed response

The attacks soon built up and stretched the British line to hold them

As players focussed on managing the various sectors of our respective perimeter the tension built and calls would go out for support from other less hard pressed sectors or for an encouraging shout from a charismatic leader to help bolster the discipline and therefore capability of a hard pressed unit.

Another enemy group thrown back with heavy losses but look at the the thinned out defenders before them

Groups of Zulus could range from two, four or six bases each with eight figures per base and with the game based on a what you see is what you've got, one figure to one man ratio, the small thin line of redcoats could suddenly look rather hard pressed, raising the tension another notch.

Firing on newly appearing Zulu warbands could provoke an immediate charge to a standing chant by the warriors clashing their shields in imitation of the distant train so well imitated in the film.

Knowing when to fire and hold the position or to fall back as supporting units fired on large groups clambering over the mealie bags became a required skill, made more tense when the  'low on ammunition' card came out prompting Commissary Dalton to have to make his way to the affected sector dragging the necessary ammunition boxes to keep the line firing.

Nine men down from the section of twelve and things are looking a bit concerning!

Of course success in driving off the attacks was one thing but if our player characters were to imitate their historical ones we needed some heroics to be rewarded with the bucket load of Victoria Crosses the actual action merited and so managing to disperse a Zulu attack was rewarded with a VC and all the players were able to encourage their commands with additional medals as 'the general public don't like to read about too many defeats in their morning papers - bad for morale' card delivered said encouragement and we all rolled for additional gongs for the men - great stuff.

Allen's sector holds firm but he can do little to help those men caught in the hospital as the fire takes hold

What we as players didn't know, rather like the real life defenders and as depicted so artfully in the film, was precisely when this battle would be all over - you remember the scene as the chanting and singing starts from the Zulus on the cliffs above, leaving our heroes thinking their time was up, only to be told by the Afrikaner Adendorff that they're saluting you! Its all over!

Each game will have its own predetermined ending and so ours reached its ultimate climax as multiple large Zulu attacks crashed into the perimeter from all sides with Colour Sergeant Bourne up on the parapet delivering well timed bayonet thrusts and Corporal Allen forced to abandon his barricade to help the defenders on the other side of the perimeter forced back in the last attack and now down to a handful of defenders.

Allen successfully delivered a telling volley that stopped the Induna led six base Zulu attack right on the perimeter to then have to turn his men about to deliver yet another telling volley that drove out the Zulus that had just charged in on the section of defences he had just pulled back from.

Then just as it looked like the outer perimeter would have to be abandoned with the last escapees evacuating the burning hospital, it was over and the station was held heralding a Zulu withdrawal and for us a well earned pint. 

What a battle and with ten VCs awarded for bravery over and above in the face of the enemy we could take time to tend the wounded and prepare for all those after dinner speeches that would be required once back home. 

Colour Sergeant Bourne up on the parapet winning his VC in the thick of the action as the last big attack was held

Mel and Lee are to be congratulated on designing such an filmic and fun game capturing all the narrative that this iconic battle deserves and frankly I'm surprised no one has come up with a similar idea previously.

Having played several of these Rorke's Drift battles with other systems this was by far the best and most immersive of them and that's saying something, as we have had some cracking games at the club and reported about them here on the blog. You can get a feel for the game in a short clip of it below as the action started to intensify as the hospital caught fire.


The rules themselves would also likely lend themselves to a big battle version for doing the larger field battles of the campaign and the Zulu activation and response method pioneered by systems such as Pony Wars and Peter Gilder's Sudan rules really work well for these kind of native irregular armies and I know, talking to Lee, that he sees the rules very much as a tool kit designed to have some of the rules used for certain game types and not for others depending on what is needed for that particular game.

I wish Mel and Lee well with developing this idea further as the work they have done to get the game to this stage is impressive and I would certainly be interested in it as the kind of game you could put on quite easily with a group of friends, with no two games ever likely to play out the same and with loads of narrative to chat and laugh over with a beer when the shooting is done.