Good Afternoon All
Monday night saw the return to the Anglo Zulu War for an entirely ficticious battle titled 'A Hasty Retreat from Zululand'.
In terms of background the players were informed that following the defeat at Isandlwhana the Commander of the 6th column (did not exist) Sir Reginald Smythe elected to return to the safety from where he had come. Fearing that his column might suffer the same treatment as his compatriots forces he turned around his force and march straight out of Zululand.
The Crossings of the Easyane (rather appropriately the Zulu poster is in the background) |
In the confusion of this sudden retreat his forces became spread out across the veldt and only began to converge when they neared the crossings of the Easyane Rive. The British forces comprised of
Infantry Force 1 - Commanded by Captain James Pringle (CR 9)
2 x Companies of British Infantry (standard BP units)
Infantry Force 2 - Commanded by Captain Harry Styles (CR9)
2 x Companies of British Infantry (standard BP units)
Cavalry Force 1 - Commanded by Major Timothy Nesbitt (CR9)
1 x Lancer Unit (standard BP)
1 x Sikhali Horse (sml unit)
1 x Natal Police (sml unit)
1 x RHA Horse Battety
Cavalry Force 2 commanded by Pieter van Engels (CR9)
1 x Boer Infantry Unit (mounted std unit)
1 x Mounted Infantry Unit (small unit)
1 x RHA horse Battery
Naval Forces Defending Fords commanded by Lieutenant Gerald Trump (CR9)
1 x Royal Marine unit (sml)
1 x Royal Naval Sailors (sml)
1 x Gatling Gun
Wagon Train commanded by Captain John Black (Cr8)
4 x Ox drawn wagons
1 x Rocket Battery (in wagons but can be deployed)
Notes on Wagons - Each wagon has a stamina of 3 and morale save of 4+ - when shaken wagon is destroyed. Wagons may move once per turn at 6" or the wagon train commander can roll for orders - a failure means wagons don't move. A blunder means one wagon has lost a wheel and is lost from game. Wagons may only move on tracks. At ford a wagon gets stuck on a 6 (d6 roll) - this causes a disorder and wagon must reroll again next turn
The British Force has no break but any unit driven off the table is lost permanently.
Looking across the 17ft table - Zulus enter from the right |
Unbeknownst to Colonel Smythe is the fact that a Zulus impi has already crossed the Easyane river and has set a classic ambush on the retreating allied forces. Commanded by Prince Inyasi (ficticious cousin to the Zulu King) the Zulus want to inflict a bloody nose on the invaders and most importantly capture/destroy their supplies.
The Zulu Forces are quite simple
6 War parties each consisting of five warbands - the sum total of 30 units. These are all regular warriors with the bloodthirsty trait. Each War party has its own commander (CR8). Prince Inyasi has a Command Rating of 8.
Objectives of the Game
The British win if they rout the Zulu army (achieving 16 units shaken or routed at any time), the Zulus win if they destroy all the wagons.
The game started with the Naval forces deployed in three redoubts at the fords and the Wagon train entering at the road. Attached to the wagon train is a rocket battery.
As the firefights and melees concluded a tally was made. The Zulus had two wagons to destroy but their break point had been reached. A victory for the British but only just !!
A cracking game and one enjoyed by all - a big thank you to Glen, Vince, Mark, Sven and Tony for participating.
More soon
The new shed looks deluxe!
ReplyDeletestill waiting for you to visit
DeleteSplendid looking battle 👍
ReplyDeleteGreat to see a game that was so awesome and looked so balanced. The use of the mounted units was well played. Poor gatling crew and heliogaph party.
ReplyDeleteWhat a stirring sight of a battle and so close. A joy to see the Shed back in action on a grand scale!
ReplyDeleteA great game and a highly disputed victory. It is a joy to see a well-arranged table, in which to be able to play games like this. Congratulations
ReplyDeleteA great looking bash!
ReplyDeleteFantastic looking game
ReplyDeleteWhat a great looking game- loved your post- thanks for sharing!
ReplyDelete