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Brigade level miniatures rules between 1870 to 1910. https://how-to-play-fl-studio-through-discord70.peatix.com. It is also known as Remember Gordon and it was originally published by Hoplite Games. They cover the Sudan, Zulu Wars, Ashanti Wars, Northwest Frontier, and the Boer War. The Gatling's Jammed by Stephen Danes. Designed for huge battles this set is based on the General de Brigade Napoleonic. May 31, 2017 Finally, while the author has an absolutely exceptional list with commentary for both available rules sets and miniature lines supporting the Anglo-Zulu War, adding in Internet URLs would have been extremely beneficial. As an example why, Old Glory 15 mm figures are neither owned nor produced by Old Glory, and they have not been for years.
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©1994-2020 Bill Armintrout
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©1994-2020 Bill Armintrout
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Buckeye AKA Darryl | 15 Jun 2020 4:39 p.m. PST |
I just picked up 250 10mm painted Zulus, and am looking for some rules and basing ideas. There are 200 melee types, and 50 with rifles. I do not plan on buying more Zulus, except maybe a few more leader types and dead/casualties. I do not like The Sword and the Flame, and was hoping to mount the Zulus maybe five or ten to a round stand, making it a bit easier for them to be moved on the board. Blufftitler. So, a system that looks at number of figs on the base to determine combat power, or a base system of rules, both of those might be options. As for the Brits, I plan on picking up maybe 100 of the Steve Barber figures. Would like to mount them perhaps six or eight to the base, two ranks lines. I know with most rules I can play around with basing…but are there any existing (and simple) rules that capture flavor as well as my basing parameters? Thanks! | |
Col Durnford | 15 Jun 2020 4:53 p.m. PST |
I seem to recall that Little Wars TV had few videos on the Zulu War in 10mm including one of a full battle. I can't remember what rules they used. There was also a painting guide. You may want to start there. | |
nnascati | 15 Jun 2020 5:24 p.m. PST |
Wackmole9 | 15 Jun 2020 6:19 p.m. PST |
Hi Black powder would be fine for large battles. | |
Legionarius | 15 Jun 2020 6:21 p.m. PST |
You can't go wrong with The Sword and the Flame. It is a classic. Another very smooth set of rules is The Men Who Would Be Kings. | |
Legionarius | 15 Jun 2020 6:25 p.m. PST |
Sorry, I'm my enthusiasm I did not remember that you mentioned that you don't like The Sword and the Flame. Perhaps Eight Hundred Fighting Englishmen by Larry Brom/ Sergeants Three would fit the bill. Free youtube to mp3 converter for pc and mac malware. There's always The Men Who Would be Kings. | |
79thPA | 15 Jun 2020 6:31 p.m. PST |
I know there's a DBx colonial version or two out there. I used Volley and Bayonet many years ago to relight Adowa. You can use half stands, and modify the rules to many different periods. | |
Henry Martini | 15 Jun 2020 6:35 p.m. PST |
'Battles for Empire' 2nd edition covers the Zulu War F&F-style. | |
Buckeye AKA Darryl | 16 Jun 2020 3:34 a.m. PST |
Kinda thinking something a bit more low level than Batles for Empire. I think four stands there make a battalion or something? 800 FE is a larger version of TSATF, yes? Same sort of mechanics, or different? I've seen some mention about Black Powder not being ideal for colonials. Can someone give a bit of an overview of BP? Looks like Portable Wargame is a grid system. Any way of playing it sans grids? | |
Dexter Ward | 16 Jun 2020 3:56 a.m. PST |
Death in the Dark Continent is very good. Uses multi-based figures, and is purpose designed for colonial stuff. | |
Captain Bob | 16 Jun 2020 4:29 a.m. PST |
leidang | 16 Jun 2020 6:52 a.m. PST |
1994 2018 isuzu npr nkr nhr n series workshop repair manual. I used to use the old 'Fields of Honor' rules. They play pretty well and capture the feel and would work well for 10mm. I eventually went to using my own fire and fury mods. This is what I use to run my Isandlwana game. | |
79thPA | 16 Jun 2020 7:42 a.m. PST |
Battles for Empire is 4 bases to the company, if that makes any difference to you. Skybox wifi drivers for mac. | |
BillyNM | 16 Jun 2020 9:10 a.m. PST |
I would opt for Pony Wars – modified for the Zulu War in the same the Sands Of Sudan is a variant of those rules – immense fun. | |
Buckeye AKA Darryl | 16 Jun 2020 9:50 a.m. PST |
Leidang…do you have those mods in electronic form that you might care to share? Four bases to a company might work! Looks like BFE2 though is only in pdf? Acpi sny5001 driver windows 10. If there is a copy of Pony Wars out there, and if there is a mod out there as well, I'd love to see them! | |
Ragbones | 16 Jun 2020 10:38 a.m. PST |
Extra Crispy | 16 Jun 2020 10:55 a.m. PST |
I have played Men Who would be Kings and Black Powder. Both have Zulus in units so you can multi-base, both gave very fun games. | |
MajorB | 16 Jun 2020 11:49 a.m. PST |
The Men Who Would Be Kings are good for the Zulu War | |
Buckeye AKA Darryl | 16 Jun 2020 1:21 p.m. PST |
The fine folks here have been very helpful! I need to dig out my copy of BP (forgot that I had it) and take a gander, and perhaps TMWWBK is a future purchase! Hmmm, I also think I might have a copy of Washing the Spears (yeah, I kinda collect rules). Thanks, all! Autocom keygen download. | |
Mad Guru | 16 Jun 2020 1:46 p.m. PST |
Just to answer your follow-up question re: 800 Fighting Englishmen -- it is related to The Sword And The Flame but also significantly different. It's the official 'Big Battle' variant of the rules set but uses different systems for fire, melee, and command & control/morale. | |
thecanadian | 25 Jun 2020 10:40 a.m. PST |
BFEII is available from OMM as a printed book. It is at the company level although can be played at the platoon/section level. There is a free scenario book available through the Hotz Arts site. It has 5 Zulu War (Nyzane, Isandlwana, Rorkes Drift, Khambula and Myer's Drift) scenarios that will give an impression of the game organizations. Even if you don't get the rules, the scenarios are easily applied to other games. Have fun! |
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To make the game fit better onto a 6x4 table, the size of the units has been halved and also distances. British infantry units were 12 figures strong and 6 for the cavalry. The British gun was an empty base - I have lost the gun models for the time being. Zulu main units were 20 figures.
Zulu War Wargames Rules And Regulations
So Mark and I divided up my small Zulu War forces as follows.Mark (Zulus)
2 brigades of 2 units of Zulus
Best Free Wargame Rules
1 brigade of 1 unit of Zulus and 2 units of Zulu skirmishersAs the game was later to prove 2 units in a brigade is suicidal - more on that later.
Justin (British)
1 brigade of 2 units of infantry with 1 gun
1 brigade of 2 units of cavalry
We played to a scenario devised by John Holroyd (who also did the map). A disabled gun with the infantry is crossing the board and the cavalry are off doing something else, when they hear the sound of gunfire and return to aid the column. The gun needs a 5,6 to be brought into action and likewise the cavalry (although they can only start rolling on the second turn).
The British rolled first turn and deployed from column of march into firing line, ready for the Zulus. Now in BP, you roll for each brigade (or unit in a brigade) to be able to move, if you roll really well, then you can make up to 3 moves and the Zulus rolled well. At the end of the first turn, the Zulus were in range to charge the British in the next turn, with more forces swinging round the flanks. British rifle fire was largely ineffective.
The Zulus charge and the battle hots up (we used Gale Force 9 blue wound markers to record the damage on units). 3 wounds means that a unit is shaken, fights at reduced effectiveness and cannot be given any orders, it is really useless until rallied. The British rolled well, getting the (imaginary) gun into action and the cavalry arrived on table, moving the 3 move maximum allowed. The Border horse had a special rule allowing them to operate well away from their brigade commander. So a unit of cavalry was sent against each flanking force of Zulus.
The British infantry fought hand-to-hand vs the Zulus and although hard hit managed to win one of the combats and drive the Zulus off (and destroy them).
With incredible dice rolls the British cavalry suffered no damage from the Zulu skirmishers but neither could they pass a roll to charge (our fault not the rules, the rules actually allow an Initiative move if the enemy is close enough).
Freed of their enemy to the front, a unit of British infantry, wheels round to add their firepower to the Border Horse. The Zulus are held (shaken) but not broken.
On the other flank, with an insanely good dice roll, one of the Zulu units hits a unit of British infantry who were rallying after their last combat. Hit in the flank is bad news and the British have no chance to fire as the Zulus sweep in.
On the right flank, the Zulus also charge, into the Border horse and against the British infantry. The infantry are too far away and the Zulus fail to charge in. Although the Zulus contact the Border horse, they are shaken by the shooting as they go in and their fighting ability is greatly reduced.
Short range fire from the British infantry.
The lancers finally charge into the flank of the Zulus. This is lethal but helped by the British infantry (needing 5 or more to get hits) rolling 6 out of 6 hits. Nothing the Zulus can do will match that and the last Zulu impi on the left is destroyed.
The Zulu skirmishers take on the 'easy meat' of the artillery crew, get a few hits with close range fire but the artillery roll well and no serious harm is done.
And on the right an advance by the Border horse and a unit of British infantry finished off the Zulus.
Conclusions
Certainly it was a fun game. It was also very fast once we had learnt the basics of the game. Finding the rule you wanted was not easy. I had forgotten my copy of the rules, so I have not yet marked it as I am wont to do with a set of rules.
![Free naval wargame rules Free naval wargame rules](https://www.wargamer.com/assets/Uploads/_resampled/ResizedImageWzgyMCw0NjRd/capture20170530073415608.png)
The Zulus might have won in the centre if the attack line had been supported (with more units behind), so a lesson for the next game?
Also brigades of 2 units are crazy. Lose one of the two units and the other will withdraw. So bigger tougher brigades are needed.
Now the big problem seems to be with the stats of the British infantry - don't get me wrong they are as hard as nails - but in this game, their shooting merely tickled the Zulus and they out-fought the Zulus in combat. So for the next game we plan to reverse the stats for the British infantry, they will get 6 attacks for shooting and 3 for combat. Lets see how that works.
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