Subject: Zulu Attack From: "Glass, Ron" Please consider the following for addition to the game review section for the game Zulu Attack. Thanks I reviewed the prior commentary material for the Zulu Attack (Phoenix Enterprises) game and, as part of the Atlanta Wargame Club that playtested this game, can sympathize with the many who have found the rules to be less than clear. I have the following comments from years of play and accepted interpretations: 1) GAME SET UP - Zulu units not able to be placed on the board can be placed “behind” the lead units and enter after by simply paying the 1 extra movement cost to enter the first hex. The set up simply says you place units on the board from Z to Z points. Once all hexes are occupied, then 2nd row placement can apply. This is important if the on-board hex has only 1 unit in it (meeting the occupied intent) so that 2 unit stacks can then be “behind” the more desirable start locations. Also, the British infantry do NOT have to occupy all the “I” hexes. The rules simply state they can only set up in those hexes. Stacking 2 to a hex so they can then be ordered by a leader to move to a better position is critical. 2) COMMAND CONTROL - The leader does NOT have to move with the unit he starts with, he just has to start the turn with it to give the command to it to move. Note, this also applies to the artillery as it is a combat unit and also subject to command control restrictions in addition to the terrain difficulties. 3) SEQUENCE OF PLAY – this is often the most argued area. The rules do not clearly outline the sequence and the 2 main interpretations produce 2 very different games. IF you interpret the rules to have the sequence be All move, All fire, and All melee (Zulus Move, then British move, then Zulus fire, then British fire, then Zulus melee, then British melee) the Zulus will rarely make it to the camp with an effective force. The more normal and playable version is to have Zulus move, Zulus fire, and Zulus initiate their melee, then British move, British fire, British initiate their melee. This is the only way the Zulus get their turn 1 fire on the Natal Cavalry and have any chance of ever catching the British before turn 7 allows them to simply move away after the Zulu move. 4) AMMO DEPLETION - Ammo Depletion is NOT limited to 1 per turn, but you must keep track by rotating or somehow noting which ones ammo depleted last turn (and will replenish end of current turn) vs Ammo Depletes current turn which will replenish end of next turn. 5) COMBAT: MELEE - Players have the option of having the EX result (exchange) be something other than all attackers and all defenders regardless of odds, as is noted in the rules. 1 unit each side favors the Zulus, All for All (the rule version) favors the British, and typically exchange of melee factors works best (ex. 4 Zulus with melee strength of 12 attach a British infantry with a melee factor of 4. In the exchange, the British is eliminated, and the Zulus lose 2 units to at least match the British melee strength. If there had been 2 British infantry stacked with melee strength of 8, then both would have been eliminated and the Zulus would lose 3 units. A loss on only 1 unit allows the British line and ZOCs to remain for too long, but again players can adjust as preferred 6) GENERAL COMBAT - Units may both fire and melee in the same turn 7) LINE OF SIGHT - Line of sight needs to be logical and is explained adequately in the game. The Donga is low and everything else rises from it on both sides so it looks like a big gently sloping valley. Units block and brown hexsides screen only those units behind it (shaded side) unless immediately adjacent. If a clear hex is between firing unit and target unit, and a yellow hexside is also between firing unit and any other potentially blocking units (friendly or enemy), then LOS is NOT blocked. Ditto for camps and wagons. This is not a LOS critical game. 8) VICTORY – - EVERYBODY gets points for enemy combat strength points killed (1 per point killed) - ZULUS get additional points for camps, wagons and leaders - BRITISH get additional points for leader exit AND 1 additional point for every Zulu killed (that’s why its listed again in their section). Track killed Zulus and multiply x2 at the end to get British points. 9) Earlier British free move is not recommended or needed. See set up notes above A point of historical reference is that the battle was a British Strategic victory because the British did NOT break and run, fought bravely to the end, and killed a Iarge number of Zulus. The result was the following day at Roarke’s Drift, instead of what should have been an easy overrun, the Zulus hesitated against this small outpost and approached the attack with a different view of their enemy. The British may always be eliminated in Zulu Attack, but if they take enough Zulus with them to win by points, then the Historical victory at Roarke’s Drift occurs. If not, Roarke’s Drift is overrun in a few hours at most and the Zulus drive on. Thanks Ron Glass ============================================================================== NOTICE - This communication may contain confidential and privileged information that is for the sole use of the intended recipient. Any viewing, copying or distribution of, or reliance on this message by unintended recipients is strictly prohibited. If you have received this message in error, please notify us immediately by replying to the message and deleting it from your computer. ==============================================================================