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The game was played on a 3 foot by 6 foot table (the one in my dining room). All the terrain came straight off the basement shelves except for the bell tents; I whipped those up from some plain white printer paper in about 5 minutes. If I hadn't been taking photos and making notes, the game would have played in about an hour and a half, plus another half hour to set up and tear down. With all the web journalism going on, it lasted about twice that. |
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Figures were placed in the camp just to create a pleasing little diorama. Their positions don't matter one bit, so have some fun with it. I placed all the British figures either facing the table edge or surrounded by Zulus. That way, when someone escapes from the camp, the figure can be placed at the edge of the camp facing outward and it won't be confused with the figures that are still fighting their way through. In the report, a notation such as "B1, 2" means British turns 1 and 2. Sometimes, when one side got several turns in a row, the descriptions are grouped together to simplify the narrative. B1, 2: No one escapes (two men die), no one moves. Z1, 2: Zulu group 1 (the one closest to the camp) moves toward the camp. B3: Lt. Harward leaves camp and moves about 6 inches. B4: Pvt. Atkins escapes from the camp, but Harward gets the move (roll of 6). Atkins is placed just on the edge of the camp, facing outward. Z3: Group 1 continues advancing toward camp. B5: An NCO dies in the camp, but Pvt. Atkins moves 10 inches toward Color Sergeant Booth's knot of survivors. Z4: Zulu group 1 moves to intercept Pvt. Atkins. B6: Pvt. Babbage escapes; Pvt. Atkins rolls only 6 inches of movement and won't get a second turn. Rather than stop in the open, he turns and seeks shelter in the brush. |
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Z5, 6, 7: Zulu group 1 moves into the brush to search for the redcoat. Zulu group 2 begins moving forward. Doubles! Group 1 finds Pvt. Atkins and dispatches him with five quick spear thrusts.Z8: Group 2 advances, ignoring Lt. Harward. B7: Pvt. Chitwood slips out of the camp but the movement roll is 6 with no second move. Harward again dashes closer to safety. Z9, 10: Group 2 sweeps past Color Sergeant Booth's men and Group 1 (still in the brush) and rushes toward Pvt. Chitwood. B8: Pvt. Dalton escapes. Pvt. Babbage gets 10 inches of movement with a guaranteed second move. Thinking that with just a bit of luck next turn (either a big move or a third turn) he can reach the safety of Booth's position, Babbage moves down the open center of the table. Still, he prudently keeps within striking distance of the brush. B9: No one escapes; the move is a 6 and goes to Harward! The Lt. gets off the board at last and won't be stealing any more 6s, but Pvt. Babbage is hanging in the breeze. B10: No one escapes; the move is only 4 inches with no continuation, not enough for Babbage to reach the Color Sergeant. Instead, he ducks into the brush hoping the Zulus will pass him by. |
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Z11, 12, 13, 14: Zulu group 2 dashes completely across the front of the camp and catches Privates Chitwood and Dalton hesitating in the open at the edge of the camp! Miraculously, both manage to slip away from the Zulus.B11, 12: Pvt. Edgewater and Herr Fueller escape from camp. Pvt. Babbage, hiding in the brush, sees his opportunity with a movement roll of 8 and another turn. He dashes into the open, then gets a 10-inch move on turn 12. The first refugee has joined Color Sergeant Booth! Z15: Zulu group 2 pursues and presses the attack on privates Chitwood and Dalton. Pvt. Chitwood is stabbed, but his death buys time for Pvt. Dalton to slip away again. B13, 14, 15: Pvt. Gump and Pvt. Heathcote escape. Pvt. Dalton sprints away from the Zulus who are washing their spears in Pvt. Chitwood and crosses the entire distance from the camp to Color Sergeant Booth's tiny square in three turns. Two refugees have joined, bringing the number of survivors to twelve! So far, Booth has displayed astounding courage in that he has yet to take a single step further from the camp (no 1s have been rolled for British moves). |
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Z16, 17: Zulu group #2 moves to intercept Pvt. Gump before he can get away from the camp. He gives them the slip on turn 16 but on 17 they catch him again and slice him open. Herr Fueller, watching from the shadow of the wagon, sees his own time drawing short. |
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Z18: And how right he is, but the scrappy wagon driver manages to take one Zulu down with him before the others overpower him.B16: Pvt. Ingolls slips out, Pvt. Heathcote creeps 6 inches toward the brush; he can't quite reach cover and there will be no more moves. |
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Z19, 20: Zulu group 1 sees Pvt. Heathcote sneaking away and rushes him. Caught in the open, he stands no chance.B18: No escape, no move! The bloodshed is getting intense and Color Sergeant Booth falls back for the first time. Z21: Zulu group 1 closes in on Pvt. Edgewater, who is still poised at the edge of the camp. B19: Pvt. Jerome escapes, Pvt. Ingolls moves 8 inches toward brush but is stuck in the open. He hopes that the Zulus have more promising victims than him to chase. Z22: Zulu group 2 jumps Pvt. Jerome at the edge of the camp, but he slips through their ring. B20: The last British soldier left in camp dies. Pvt. Jerome dashes away from his attackers, hoping to put enough distance between them and him to be safe. B21: With Jerome running for his life, Color Sergeant Booth orders another short withdrawal! B22, 23: Pvt. Jerome and Pvt. Ingolls dash toward the retreating Booth with good rolls, trusting their lives to distance and luck. |
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Z23, 24: Zulu group 2 catches Pvt. Jerome front and center and hack him to ribbons as Color Sgt. Booth and his men watch helplessly.B24, 25: Only two refugees remain on the table. One of them must reach Booth's position for the British to stand any chance for victory. Pvt. Edgewater is hemmed in by Zulu group 1 at the camp. Pvt. Ingolls is closest to Booth's position. With two moves, he just makes it into the brush and creeps forward slowly. Z25: Zulu group 2 tries to maneuver between Pvt. Ingolls and Color Sergeant Booth, but is too slow. B26: Pvt. Ingolls moves to the edge of the brush and prepares to dash to safety. It will take at least two moves, provided Booth does not fall back again. Z26, 27, 28: Zulu group 2 starts beating the brush for Pvt. Ingolls and group 3 tries to get between him and CS Booth. B27, 28, 29: The critical moment is reached. The British movement roll is 6 inches with the promise of a second move. Pvt. Ingolls might reach safety in two turns, but the risk is high with only a 6-inch first move. |
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On the other hand, Pvt. Edgewater probably could get into the brush with two moves. He takes the turn, reaches the brush in the second move, and moves to the forward edge in the third. In hindsight, Pvt. Ingolls certainly could have reached Booth with three moves, but who knew he would have three moves? Z29, 30: Zulu group 1 moves in to beat the brush for Pvt. Edgewater. Group 3 tries sliding between Pvt. Ingolls and Booth, but still doesn't get far enough to really be a hindrance. B30, 31: Pvt. Ingolls gets an 8-inch move with a guaranteed next turn. Zulu beaters are getting awfully close, so he breaks from cover. The second move carries him into the arms of Booth. The British now have 13 survivors, enough to win if they don't lose anyone. B32, 33: Pvt. Edgewater dashes to the next patch of brush and discovers the mutilated body of Pvt. Atkins. Is there time to retrieve Atkins's fancy watch? As Edgewater hesitates between loot and life, he sees Booth withdrawing another 6 inches. |
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Z31, 32, 33: Zulu group 1 follows Pvt. Edgewater into the brush, then finds him rifling Atkins's pockets on a turn-ending roll of doubles! But Edgewater's luck holds and he manages to duck away through the brush.B34: Putting on a great burst of speed (move roll of 6 for 12 inches), Pvt. Edgewater breaks away from the Zulus and sprints to the next patch of brush. Z34, 35: Zulu group 1 pursues with an equal burst of speed (move roll of 11), then group 4 moves to cut him off from Booth. |
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Z36: Zulu group 1 finds Pvt. Edgewater again. This time they take no chances; a spear in the leg brings him down, and then a cascade of assegais slices him open. Booth's men, until now cheering for the plucky Tommy, fall into silent horror.At this point all the refugees are dead, so the game shifts to straight TS&TF. The scattered groups of Zulus try to reform. Groups 2 and 3 do so on the left but group 1 on the right fails its leaderless move roll and sits in the brush while group 4 moves forward. The second iviyo advances from the ruined camp. Booth knows that with just 13 men his only chance for victory is to get into the farmstead as quickly as possible. Any melee with the Zulus will almost certainly cost him the game. The British will never make it to the farm in square so Booth has his men form an open order V. If the move cards and dice favor him next turn he may be able to fall back all the way to the farm. If not, he can always close ranks and hope for a miracle. |
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The Zulus are forced to move first. They all get into brushy cover except the main iviyo. Even in open order Booth can't reach the wall this turn. He extends his line and falls back. Again the zulus must move first. This is a bad blow, because making the last move would have allowed them to charge. (If they charge now, the redcoats will just fall back and avoid the fight.) The second iviyo advances. On the right, half of the first iviyo moves into brush; on the left, they advance as close to the farm as possible, planning to throw spears. |
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Booth falls back to the wall and closes ranks. Now it's down to who shoots first. If the British get the first volley, they might weaken the Zulus within spear range enough to prevent any return casualties. Otherwise, it may be all over. The British fire first! Aargh! They roll a 1, loosing a weak volley. And none of the casualty cards are face cards, so the Zulus apportion the three casualties to the second iviyo and the leaderless group on the right. The nine zulus on the left throw their spears! Aaargh! They get one hit but it's only a wound! |
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On the last turn, Booth and his men scramble across the wall into the farmstead. There, they can hold off the Zulus until Major Tucker arrives with the relief force. Final score: With twelve healthy and one wounded man in the farm, the British squeak by with a minimum victory. Analysis: This was the first playtest of this set of rules, and I was very pleased with the result. The pacing of escapes and fights and hide-and-seek in the brush was quite tense and exciting. Events did not flow quite as I anticipated. That's not to say I was disappointed, just mildly surprised. I expected the action to spread across the table. In fact, everything tended to focus on one refugee at a time, alternating between his dashes and the Zulus' pursuit. In a future game I may try a rule that prohibits the same British figure or Zulu group from moving twice in a row. That certainly would change the flow, and may throw the balance in favor of the Zulus (it would be harder for the British to reach cover every turn). |
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Eleven British figures escaped from the camp, counting Lt. Harward, and nine died in the camp. Of the 10 British infantry refugees, three made it to safety, four were chased down and killed on the plain or in the brush, and three others were killed at the edge of the camp. It's impossible to comment meaningfully on the game's balance after only one playing. This one came right down to the wire; maybe that was brilliant design on my part, and maybe it was dumb luck. If anyone else tries it, let me know how it turns out ( TheAngle@attbi.com). |
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