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Battle Cry:

The Zulu War


Battle Cry: The Zulu War

This variant uses the Battle Cry command cards and combat mechanics, but the two sides
operate rather differently (in particular, the Zulus use some of the cards differently).

Units
 British Infantry have 6 figures
 British cavalry have 3 figures
 There is only one Gatling Gun
 Zulu Impis and Rifle units have 2 bases (6 figures each) – they only take 2
hits to destroy (but are hard to hit, see below)

Moves
 British infantry may move 1 and battle, or move 2 and not battle.
 The Gatling may move 1 or battle.
 Cavalry may move 3 and battle.
 Zulu rifles may move 1 and battle, or move 2 and not battle.
 Zulu Impis may move 2 and battle.

Battling
 British infantry fire 4,3,2,1
 British cavalry fire 3
 The Gatling fires 5,4,3,2,1, but may split fire between two targets
 Zulu rifles fire 3,2,1
 Zulu Impis fire 4
 Crossed sabres are a hit on anyone.
 Zulus may convert hits by an infantry symbol to retreats.
 Units may retreat through one another, but if forced off the board edge, take
one hit per excess retreat. They must retreat to a vacant hex if available –
otherwise may pass through friendly (but not enemy) units.

Multiple players
Divide each side into two forces (may be played by the same or different players). Each
wing gets 3 cards. Wings may swap one card in their turn with the other wing. Rally
attempts use 4 dice.

Command card changes


The British may use the Sniper card to revive a dead general. Roll a battle dice. On a
crossed sabres “It was only a flesh wound” and the general is placed anywhere the base
line – coming back from the dressing station.
All Out Offensive. Either Activate any 4 units or Activate all units, but don’t draw a card at
the end of this turn (i.e. permanent loss of command ability)

The Zulus interpret the following cards differently:


Leadership Either Any two Impis may move and battle with an extra dice or Any one Impi
may move and battle with two extra dice.
Construct fieldworks Tear down fieldworks! Remove fieldworks/fences from up to two
hexes adjacent to Zulu units.
Hit and Run Two Impis may move, battle, and move again
Bombard All your rifle units may move/battle twice (and battle twice if the moves are only 1
hex)
Forced March All Impis in one battlefield section may move 3 hexes and battle
Fire & Hold Position ‘Steady advance’ – all Impis and rifle units in one section may move
one hex and battle.
The Defence of the Mission (shown in turn order)
Zulu player 1: 10 Impis – opposite mission
British player 1: 4 infantry units, 1 leader on foot in the mission (2 buildings, 4
compound hexes)
Zulu player 2: 6 Impis, 2 rifles
British player2: 4 infantry unit, gatling, 2 cavalry units, 2 leaders (1 mounted)

British are defeated if they lose 6 flags


Zulus are defeated if they lose 8 flags

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