ZULU ATTACK by Phoenix Enterprises Review by Alan Sharif Zulu Attack is a simulation of the Battle of Isandlwana of January 22, 1879, It was the first major encounter of the Zulu war when a British force of 1,800 pushed forward without careful reconnaissance and was surprised by 10,000 charging Zulus. The British were neither in a prepared position nor had an ample supply of ammunition. The result was that few British troops escaped with their lives. The game comprises of one full sized map and less than 200 counters. In actual fact this feels very much like a magazine issue game, except that this particular game comes boxed. Also included are rules so simple as to be able to include game set up, an historical introduction and still fit on to a single sheet. In fact an experienced gamer will be able to learn the rules to this game in the same time it takes to set the units up on the map! The components are up to a reasonable standard with the box cover art being of particular merit. A game turn commences with the Zulu player entering new units on a friendly map edge. Any Zulu unit climinated reappears two turns later as a fresh unit. Whilst Zulu units can and will be recycled in this way, each time a Zulu unit is eliminated the British player gets a victory point. All British units start on the map and consequently the British player skips this phase. Movement follows and sticks to standard wargame procedures. British units operate under some movement restrictions for the first six turns. After movement comes combat. Quite rightly for a game at this scale and simulating this period, it is split into fire and melee. British units can fire at a range of up to sixteen hexes but suffer a reduction in combat factors the greater the range. The exception to this is the sole British artillery unit that has unlimited range and suffers no such modifiers. A player simply totals the number of combat factors firing on a hex rolls a ten sided die, and checks the result. There are only eliminations, no retreats. Whilst fire is very effective some results can lead to the firing units becoming ammo depleted. Such units may only melee for the current and following turn. Zulu units follow the same procedure but have a range of only two hexes. Whatever the range, a clear line of sight is required. Melee comhat is based on traditional odds with the results being losses to either or both players, again no retreats. Victory points are earned by eliminating enemy units, British leaders, supply units and camps. I assume the player who has the highest victory point total at games end is the winner although this is not stated in the rules. Another interpretation worth noting is that I play that only units with combat factors have zones of control although once again this is not stated. At first it is difficult to use the British units to their optimum and you may feel the game is unbalanced. This is not the case, it just takes a little practice. Also, with the exceptions noted above, the rules are fairly complete. There is however one problem which cannot be overlooked. Zulu Attack is a simple, highly playable and accurate simulation of Isandlwana. The victory conditions also manage to make it a balanced game. Where it falls down is on its replay value. There are no real decisions for players to make , at either the tactical or strategic level. The Zulu units charge the Brits and the Brits shoot as many as possible before being overrun. Due to the tactics of the era, and the historic situation, that's the way the game pans out. It will only retain its appeal to those with an interest in this period and then possibly only as a solo exercise. One for Zulu war enthusiasts only I fear.