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Zulu Warmaster some fairly random thoughts on what would be needed Shooting Martini range needs bumping up a bit

it presumably with hit penalties at longer ranges. Conceivably, British should also get some kind of bonus either +1 to hit, or conceivably they get to fire in opponents fire phase if they dont move this could make them horrific, but does give more of a chance of stopping/ holding back the zulu Maybe strength of 2 if they dont move would be enough but this does create potential to crush whole units with drive backs more easily splitting the fire into the enemy phase actually makes it less harsh Does it need to be possible to turn back a charge with shooting? Im inclined to think so, although in practice theyll be likely to bounce out. At very least, they should have to roll for confusion? But maybe it works if the Brits get to fire twice Zulu, more rubbish units fire 1 per 3 stands or something like that Not sure how to represent mounted cavalry fire conceivably just a -1 or something like that? Trouble is, a brigade could easily be ordered straight into contact suppose zulu are meant to be fast, but even socan probably control this to some degree by limiting command ratings for zulu Some kind of impetuosity thing unit must charge? Though, frankly, why wouldnt zulu charge? Issue is more them advancing when not in range maybe this can be done through drive back system if they roll more 1s or something they advance instead? British maybe in very small units companies but can be brigaded anyway if within 5cm or something like that Issue of scale, if effective range is 30cm - & it has to be really, unless we just halve all the distances, which frankly has a certain sense to it - 8 move for 15mm infantry seems a little silly, really Means 15cm = c. 100 yds though they do say that this is exaggerated Could make that 15cm= 200 yds, and have a short range band, that only really applies when charging, unless unit tries to advance closer to avoid drive backs but makes it even easier for zulu? Thing about nervous units needs factoring in somehow maybe they just roll for it when firing So, in a turn, unit covers 20cm c. 230 yds only a few minutes of rapid movement really c. 300 paces 7.5cm=100 yards means its way out of scale for frontages

Should a second rank be able to fire Im inclined to think so hmm Ok, since standard unit size seems to be just 3 bases, this begs question of whether infantry should be a 2 ranked double element base but that does mean that figures pop 8(!) at a time gives a 6 element unit still not terribly impressive in 15mm I think it makes more sense to have zulu in 4 stand units means therell still be a lot of them Imperial infantry conceivably single stand units given the scale, this seems like the easiest way of handling it, means they arent affected especially by the morale thing but any number of them or up to a battalion can be brigaded. Gives them a lot of flexibility, but makes them hard to handle Others can reasonably go in 3s maybe NNC should be double bases? Standard missile range 30 Short range 15 mainly used when charging - +1 to hit Extreme range 60 target counts as defended? Artillery standard range 50? Extreme range 100? means 40! Gatlings maybe just 15 & 30 Zulu shooting standard units 1 per 3 bases? Or 1 per 2 bases, targets always count as defended? Range maybe 20? Or could be longer to represent snipers, etc. Rifle bases can be attached to other units, roll D6, range 30? Maybe can fire at up to 40 or something, but no need to complicate things unduly enemy still count as defended. Carbines, etc. standard range 20, short 10 extreme range 40, basically as imp inf.? Can fire all round? If mounted, enemy count as defended? Zulu can go prone means count defended in open unless at short range But dont get initiative? Maybe -1 to command as well Can do it at the end of a move? Zulu can elect to go to ground at the end of movement, or in response to fire. The drive back of prone Zulus is halved, and fire against them is at a disadvantage. However, once prone, they dont charge on initiative, and suffer a -1 command penalty; they stop being prone as soon as they move. Does broken ground auto count cover, or just better when going prone, if so how? I think auto cover is too much, but needs to be something more? Standard for prone is +1 save except at short range, also count defended in broken ground Should people on hills count defended for shooting purposes? Seems a bit dubious really Some kind of distinction between married/ unmarried zulu? Married a little tougher, but less enthusiastic? Too much of a difference to make them take 4 hits Maybe discount first element lost for command, but more likely to stop, somehow?

Unmarried discount first drive back die, until they have lost an element Married discount first casualty, but are at -3 for a 3rd order? Raw infantry on roll of 1-3, enemy count as defended when firing until unit successfully given an order to steady them this order doesnt let them do anything else So,

Imperial Infantry 3/1, 4 hits, save 5+? +1 command? Raw Infantry 3/1, 3 hits, save 5+ Zulu 3/, 3 hits, save 5+ Maybe attack 4, 3 against mounted in open? Attack 3, but +2 charge bonus except against mounted NNC 2/ , 3 hits?, no save -1 to hit in melee, -1 command, -2 unless brigaded with other unit NNH 3/1, 3 hits, save 6+ NMP 3/1, 3 hits, save 6+ Frontier Light Horse, Boers, etc. 3/1, 3 hits, save 6+ - but should have something to make them slightly more brittle? Or maybe just make all auxiliary cavalry types the same this isnt a very sophisticated system, after all! Poss they should be 2/1 they werent terribly good, after all. Mounted cavalry get 5+ save in melee, unless charging or pursuing? Non-imperial troops wont charge on initiative unless enemy is confused, to rear, or outnumbered at least 2:1 NNC within 20cm will evade at end of movement phase unless given an order Regular Cavalry 3?/1, 3 hits, save 5+, +1 charge bonus? Artillery gets 2 attacks? Makes it rather weak? Especially if gatlings fire in both phases? 3 seems rather a lot? Maybe artillery gets 3, gatlings get 2 in each phase? But something for jamming? If roll 1 in own phase?

3 seems rather overpowered, but given that infantry get 2 attacks? Have to see how it goes, really. Maybe artillery roll to hit once, but cause multiple hits 2, or 3 if they beat target number by 2 or more so if they roll a 6, or not at all if target defended. But makes them a bit hit or miss, not very consistent with how they work? Better just to give them more dice. Maybe just artillery 2 dice, no save? Makes long range artillery fire a bit pointless? Maybe a roll of 6 causes 2 hits? Gatlings can roll 1 dice or two, in each phase, but if they roll 2, a roll of 1 cancels any hit, cant fire 2 in following phase Rationales Saves are included mainly to balance the game, without any particular rationale. Higher save for mounted reflects the difficulty of catching them, others just the general toughness/ resilience of a unit mainly a morale thing. A British stand usually represents a company of 100 men (or slightly less); imperial infantry stands slightly more than cavalry/ auxiliaries Zulu/ NNC stands represent about twice as many? Still makes for amabutho of a mere 800 men? Question of why theyre so brittle if they contain so many men? Essentially because they tended to fight in rather deep formations of 8+ ranks, with not that many of them necessarily doing much fighting. Ammo if represented, should basically be an issue of supply which is assumed to be continuous, but sporadic should be a British camp or supply wagon, and distance from this determines likelihood of running out of ammo, & of replenishment Should be pretty abstract, and shouldnt involve a great deal of effort(!) Presumably also depends to some degree on rate of fire, but obviously if its built into the hit rolls, that will work anyway. But maybe distance factors into rate of fire? Within 20cm of camp, no problems? 20-40 potential issues 40+ Conceivably factor of range as well? Nah, just if they fire or fight in enemy bound? 20-40 sustained fire is ok, but intense fire roll extra D6, on roll of 1, depleted, second roll of 1, out of ammo? Or maybe hit rolls of 6, as this reflects maybe more intense fire? Maybe actually 0-10 no problems 4 10-20 problems if heavy fire 4-8 20-40 8-16 40+ (16) But could be fiddly?

One real issue is that the command system potentially enables zulu to hurtle forward a very long way in a single move three actions would take them from extreme rifle range in contact. Assuming the general is within 20 actually he would presumably have to be in contact for this to work? Lets say the general starts with a unit 60 cm from enemy. They move 20, at no penalty. Then they move again, at -1. This brings them within 20cm of enemy. Then -2 for 3rd order, -1 for within 20 of enemy, -1 for general being 40 away. With command 8, makes it pretty outlandish that hell do it, but possible. But if command goes lower than 8, makes it hard to do very much at all? Esp if indunas have command 7 Units eligible to fire in enemy phase can fire at chargers of other friendly unit. Needs to be some kind of system for risk to commanders, esp as theres limited incentive to have them with units otherwise they can just blunder around in front of the army quite freely Question of whether commanders represent senior officers or just unit leaders presumably latter so at Isandlwana, say, only British characters would be Durnford and Pulleine other officers just factored into their units. British have command structure people can only give orders to units under their own command zulu can have something similar general and corps commanders of each wing of the army, possibly some senior indunas Basically, officers can be targets, unless with a unit in melee, but fire at them always disadvantaged, & they have a respectable save 4+, something like that, & order always needed to target them, unless they are the only viable target, & at effective range or closer. An officer with a unit he commands provides a +1 command bonus? Or just covered by the distance rules? Nah, +1 command, regardless of who gives the order. Modest melee bonus - +1 or +2 -1 command if out of sight of unit being ordered I think command range of non-generals can be reasonably reduced to 40? Officers with units- roll of 6 hits them? Presumably heavier fire should be more dangerous? Roll again for each unsaved hit? Bit tiresome? Any saving roll of 1? What about artillery? Then officer gets his own save? Ok, tone this down a bit - officer stands can be fired on, as normal, they get saves, then, roll as if for drive back, further roll of 6 kills him? But you could still fire all your rifle units at a general could reason to keep out of range, I guess Youll need to roll 6s, typically, 5s at best, then saves, then roll another 6 to do it. However, does cause drive backs, as he gets out the fucking way! Shouldnt be too hard to keep them out of sight, though Rather wasteful way to use your firing. Officers with units, roll for each stand destroyed, roll of 6 kills officer? What happens if no officers left? Junior officer takes over, can be placed adjacent to any unit, has command rating of 6. But really youre pretty screwed!

This does reflect the difficulties the zulu had with coordinating their attacks quite effectively its possible to go hell for leather with one unit in the hope of getting through with minimal fire, but runs risk of not being able to do much else, especially as indunas wont be terribly good, & are liable to go out of range. If you go for a steadier advance, moving multiple units, whole process likely to be rather slower. Obviously, PIPs would achieve a similar effect Set piece attack defend battles unlikely to be terribly interesting one advnatge to the zulu staging their advance is that the British at least cant be sure which sides the other attacks are coming from? British have to be required to either: deploy in a rather strung out way, or to move to secure some kind of objective exiting a table edge, or destroying a kraal, something like that. Quite like idea of initial concealment, with a number of dummy markers that have to be investigated this obviously reflects the real problems British had Qu. of spotting ranges depends on terrain, to some extent areas of long grass, broken ground make it harder to spot possibly have to come really close. What about actual ambushes though? These should be recorded secretly, or maybe there are just enough decoys to cover virtually any potential danger spot? Does a marker represent a single unit, or do there have to be multiple markers? In which case, needs to be some kind of thing that you can spot markers within say 5cm of one another freely you nominate a target, and other markers within 5 or 10 of it that in LOS can also be spotted. Needs to be a lot of terrain lots of hills and such like, that slow things down, break up lines of fire this maybe where a lot of zulu games fall down. Markers that move within LoS more likely to be spotted maybe a free spot roll or something? But harder like, they have to roll to see if they notice first of all, whereas you can actively investigate others Zulu player can actively declare units whenever he wants to Areas of broken or uneven ground but also fair chance of concealment in seemingly open terrain, especially at distance also hills, because of folds in ground, etc. Spotting range bands 20 auto 30 12 30-45 45-60 60-80 Maybe just 20cm increments? 0-20 auto 20-40 3+? 40-60 4+ 60-80 5+ seems a little generous? 0-20 auto unless broken ground, 6+ 20-40 8-16 ok 7+? 8+ 40-60 16-24 tricky 8+ 9+ 60-80 24-32 hard 9+ 11+ 80-100 32-40 very hard, impossible on broken ground 10+

Roll to notice: 4+ basic?, Officers and scouts can spot all round, others only to front & sides -1 if >60 cm away -1 if known enemy in view more than 20cm from move -1 known enemy within 20cm -1 if unit fired or fought last turn, or moved more than once Moving markers always count in open? Zulu player can move D6 decoys/ turn Would be nice to have some scope for scouting blunders either reporting an area clear when it isnt, or reporting the presence of the enemy when they arent really there hard to see a way of simulating this effectively? Needs principally a way of having the British player not know that the scouts have blundered. Single elements mainly scouts, etc. move at 40? Or 50? 40 is 16 probably enough. Take character move down to 50 Firing at them always disadvantaged. Command +1? Warmaster scale if 15cm=c. 200yds 6 then 1 = 400 yds 4 feet somewhat less than a mile. This would be fine for some battles, though not for all, but leaves limited scope for extended deployment. Artillery range is 100cm = 40 3 feet 1200 yds if anything, somewhat understated? If open order companies say two elements occupy 16cm 200yds this is somewhat low, if anything 1 company in double ranks frontage of 50 men 40mm about 53 yards but does a man occupy a full yard shoulder to shoulder? Thats actually reasonable, bizarrely Means foot can cover 250 yds in a move about 10 minutes or so, if hurrying But whole British position at Khambula, Gingindhluvu is 2-300 yds 6-8(!) in diameter Ulundi square say 12 across at best 30cm 7/8 elements maybe thats ok 16 elements per facing A HFG element representing a brigade(!) has a frontage of 400p 300m So if anything, maybe the scale should be smaller? If 15cm=400 yds, then 40mm=100yds, or something close to it 106 this is clearly absurd unless an element is more than a company, which frankly might make some sense! Terrain Woods as usual Broken ground/ slow going half pace for cavalry, brigaded infantry other than zulu, NNC, good for concealment, no charge bonus for them? Charge bonus for zulu

Zulu can go prone, count defended also +1 save for going prone, even in open except at short range +1 save at long range in broken ground Hills count as broken ground, defended if up slope,

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