The Battle of Roark's Drift
The Battle of Roark's Drift Rulebook
Table of Contents
Table of Contents
1.0 Introduction
The game scale is 10 seconds per turn and 10 feet per hex.
Each counter represents one British soldier or five Zulus.
2.0 Counters
2.1 Unit Colors
| Nationality | Colors |
|---|---|
| British | White on red |
| Zulu | White on black |
2.2 Sample British Unit
The sample British unit is labelled "Victoria Cross Winner" and shows the name PVT HOOK, Unit ID 2/24, with Fire Factors 3, Melee Factors 5 and Movement Points 4.
Units without names are men who were not awarded the Victoria Cross.
2.3 Sample Zulu Unit
The sample Zulu unit is labelled "Regimental Name" and shows the name YENGWE, with Fire Factors 8, Melee Factors 8 and Movement Points 5.
Zulu units with only two numbers have melee factors but no fire factors. (They are not rifled units, so do not display a rifle image.)
3.0 Turn Sequence
A. The game is played in four phases.
B. Each phase is made up of complete turns, their number to be determined by the Zulu mandatory retreat rule. (3.7, 9.3)
C. Each turn is made up of several segments in the order below.
3.1 Zulu Movement Segment
A. The Zulu side moves none, some, or all its units.
B. Each unit may move none, some, or all its movement points.
C. Zulu units may fall prone (4.0.F).
3.2 British Movement Segment
A. The British side moves none, some, or all its units.
B. Each unit may move none, some, or all its movement points.
3.3 British Fire Segment
British units with the ability to fire may do so (6.1).
3.4 Zulu Fire Segment
A. Zulu units with the ability to fire may do so (6.2.1).
B. The Zulu side may use Oskarburg fire (6.2.2.1).
3.5 Zulu Melee Segment
Zulu units must attack all adjacent British units (7.0).
3.6 British Melee Segment
British units may attack adjacent Zulu units, but are not required to do so (7.0).
3.7 End Segment
A. After all melees are complete the Zulu side determines if it has lost at least one-third of any regiment.
B. Regiments losing at least one-third of its units retire from the field, leaving at their normal movement rate.
C. When all three regiments have retired, the phase ends.
D. Each regiment may be renewed at full strength three times, thus four phases.
4.0 Movement
A. Units move a hex to an adjacent hex, expending movement points (MPs) per the Terrain Effects Chart, until the unit has no more MPs or the desired location is reached.
B. The movement allowance (MA) for Zulu units is 5 MPs per turn and 4 MPs per turn for British units.
C. Units move one at a time. When a second unit begins moving, the first unit's movement ceases, even if it has MPs remaining.
D. A unit may not enter a hex if it lacks sufficient MPs.
E. MPs may neither be accumulated not shared with other units.
F. Zulu units may fall prone at the end of their movement segment by expending 1 MP in their hex. They have no melee attack strength, ½ melee defense, and 3 Fire Defense Factors (instead of the FDF of their hex).
G. Light wounds reduce a unit's MA by 1 MP per turn, and heavy wounds by 2 MPs per turn.
5.0 Stacking
A. Stacking limits apply at the end of each movement segment.
B. During a movement segment, as many units of one side may move through a hex.
C. At the end of the Zulu Movement Segment, only one Zulu unit may be in a hex.
D. At the end of the British Movement Segment, five British units may be stacked in one hex.
E. Stacking limits apply to advances after combat.
F. If there are units in excess of the stacking limit, the owning side must remove (eliminate) the excess.
6.0 Fire Combat
Fire factors may not be accumulated nor passed from unit to unit.
6.1 British Fire
6.1.1 Aimed Fire
A. Once every other turn, British units may take aim and fire at target hexes.
B. Sum the Fire Factors aimed at the target hex. Divide by the target hex's Fire Defense Factor to yield a ratio, dropping fractions.
C. Find the column corresponding to the ratio on the Fire Chart, roll two dice, find the result, and apply it immediately the defending units.
D. After a unit has performed aimed fire turn it over to show that it may not fire next turn. Flip it right side up at the end of this segment in the next turn to show it may fire the following turn.
E. Being flipped upside down does not limit the normal functioning of the unit in any way except to show that it may not fire.
6.1.2 Volley Fire
A. Volley fire means firing without taking the time to aim. Volley fire may only be done under the direct orders of one of the two Lieutenants: Chard or Bromhead. An officer must take one turn to line up the volley line. The units cannot fire during the turn they are lining up.
B. Units within three hexes of a Lieutenant, inclusive (i.e., the hex the Lieutenant is on, the adjacent hex, and the hex adjacent to the adjacent hex), may fire Volley Fire.
C. The units using Volley Fire must be divided between the hexes as evenly as possible.
D. Volley fire may not occur unless there are at least ten men firing volley fire under the same officer. The officer himself does not fire.
E. Volley fire may only be issued in a straight line from those doing the volley fire. The fire issues from one of the six hexsides the units are facing.
-
Take a straight line from each end of the volleying units.
-
The two lines must be parallel to each other and perpendicular to the firing line.
-
Volley Fire between these lines may take place every turn instead of every other turn since aiming does not occur and so takes up no time.
-
The target for each hex using Volley Fire is the unit directly in the path of the fire.
-
Sum the Fire Factors aimed at the target hex. Divide by the target hex's Fire Defense Factor to yield a ratio, dropping fractions.
-
Find the column corresponding to the ratio on the Fire Chart, roll two dice, find the result, and apply it immediately the defending unit.
6.2 Zulu Fire
6.2.1 Aimed Fire
A. Each Zulu regiment has two units which may fire every other turn, taking the in between turn to reload, during which time they may not move.
B. Flip a unit over after firing to show it may not move or fire the next turn.
C. Flip it back at the end of this segment in the next turn to show it may move and fire the following turn.
D. Use the same procedure as British Aimed Fire (6.1.1).
6.2.2 Oskarberg Fire
6.2.2.1 Zulu Attacks
A. If the Zulus make no attack from the south edge of the map the Zulus stationed on the Oskarberg (off map to the south, to the side of the ditch) armed with rifles may fire.
B. Oskarberg fire affects defenders on roofs or in the main area of the perimeter (between the hospital and the storage area).
C. Oskarberg fire may not be used when a Zulu occupies the main perimeter. If the main perimeter is vacant of Zulu units, Oskarberg fire may resume.
D. Roll two dice for this fire. On a 9-12, a hit is scored.
E. If a hit is scored, roll one die to determine the number of units wounded:
-
A 1-2 wounds one British unit.
-
A 3-4 wounds two British units.
-
A 5-6 wounds three British units.
F. For each wounded unit, find the 4:1 column on the Fire Chart and roll two dice to determine the damage. If a miss is rolled roll again until a hit is rolled.
6.2.2.2 British Suppression of Oskarberg Fire
A. The British may suppress the Oskarberg fire. Every other turn the British may apply 60 Fire Factors against the Oskarberg.
B. The 60 Fire Factors may not be used anywhere else that turn nor may those units aim fire at anyone the following turn (though they may use volley fire). Roll two dice are rolled for the 60 Fire Factors applied to the Oskarberg.
C. Suppression succeeds on a 9-12.
D. The first successful suppression attempt reduces the Zulu roll to hit from 9-12 to 10-12.
E. If the British maintain the 60 Fire Factors on subsequent alternating turns, the Zulu fire remains partially suppressed and the British may roll to suppress it further. Subsequent successful attempts by the British reduce the Zulu roll to hit to 11-12, 12, then fully suppressed.
6.3 Lines of Sight (LOS)
A. LOS are paths from the center of one hex to the center of another with no interrupting terrain.
B. Interrupting terrain includes woods, bush, stone walls, mealy bag walls, biscuit boxes, buildings, trenches, and units (four British or one Zulu).
C. One British unit in front of a volley line blocks the LOS for the entire line.
D. The Water Closet (WC) and Cook House (CH) block the LOS as other buildings do.
E. To determine whether there interruption of the LOS, lay a straight edge from hex center to hex center. Blocking terrain which intersects the straight edge blocks fire.
7.0 Melee
A. Zulu units adjacent to British units the Zulus must attack during the Zulu Melee Segment.
B. Each adjacent British unit must be attacked.
C. Zulu units may combine to attack the same hex as along as adjacent British unit is attacked.
D. Sum the attacking melee factors. Divide by the defender's Melee Factors (sum all defenders in a hex) to yield a ratio, dropping fractions.
E. Use applicable terrain effects for either side.
F. Find the column corresponding to the ratio on the Melee Chart, roll two dice, find the result, but do not apply it until after British melee results.
G. After all Zulu attacks are resolved, the British carry out any melees they desire to, attacking in the same manner as the Zulu units, except that the British units do not have to attack every adjacent Zulu unit.
H. Apply all damage results simultaneously.
I. When defenders in a hex are eliminated, the attacker may move into the vacated hex with some, none, or all of its units.
Example: One Zulu unit is attacking from a ridge hex against a wall hex defended by three British units. The Zulu unit is halved (its melee factor is reduced from 10 to 5); the British units defending a wall are doubled (from 9 melee factors to 18). The odds are 5:18 or 1:4 (the nearest numbers on the chart). If the dice roll gives L (Light wound) all three British units are lightly wounded. Then the British attack. They have 9 MF vs 10 MF for the Zulu unit which are halved for defending on a ridge (downslope from the enemy), so 9:5, which becomes 1:1 odds.
8.0 Damage
8.1 In General
A. Melee damage applies it to every unit in a defending hex.
B. Fire damage applies only to the top unit in a hex.
8.2 Effect of Subsequent Damage
A. A unit with a light wound that receives a second light wound becomes serious wounded.
B. A unit with two serious wounds becomes mortally wounded (killed, eliminated).
C. A unit with a light and serious wound is treated as seriously wounded, but a second light wound makes the unit mortally wounded.
8.3 Healing Wounds (British)
A. Wounded British may move to the Storeroom (where Surgeon Major Reynolds is operating) for healing.
-
Those with light wounds are cured at the beginning of the next phase.
-
For those with serious wounds, roll two dice.
a. A roll of a 3-12 represents the turn of the next phase when they are cured and ready for combat.
b. On a 2, the man dies.
B. Major Reynolds can heal people by stacking with them or being adjacent.
C. If Major Reynolds receives light wounds the those units with serious wounds in the interphase die on a 2-4. Otherwise they return to play on a 5-12 (that number of turns).
D. If Major Reynolds is seriously wounded, he cannot heal anyone and those units with serious wounds in the interphase die in interphases on a roll of 2-7. Those with light wounds die on a roll of a 2.
9.0 Off Board Zones/Placement/Phasing
9.1 British Placement
A. At the beginning of each phase the British set up their units first. In later phases, wounded soldiers must be deployed as close to the storeroom as possible.
B. These units must be placed in the hospital for historical accuracy: Hitch, Hook, Fielding, both Joneses, a 1/24 3-4-4, the four Royal Art., and the three NMP (Natal Military Police).
C. Major Reynolds must be placed in the storehouse.
D. All other units may be placed anywhere.
9.2 Zulu Placement
A. There are eight off-board zones, one in each corner and four more, one in between each of the corner zones.
B. After British setup, the Zulu side selects the off-board zones to bring its regiments onto the map.
C. Each regiment may enter the board from one or two zones, but if entering from two zones, the zones must be adjacent to each other.
D. One regiment may not completely enter the map from the same zone as another regiment, but parts of regiments may.
Example: The Udloko Regiment may enter from Zones 1 and 2. The Uthulu Regiment may then enter the map from Zones 2 and 3, or Zones 8 and 1, but not from Zones 1 and 2. The Yengwe Regiment may then enter from Zones 3 and 4 or 7 and 8.
9.3 Phasing
A. A phase ends either when all Zulu regiments have retreated due to losses of one-third loss of their units, or at any time the Zulu side desires to do so before those losses occur. (Loss requirements are in units killed not wounded.)
B. At the beginning of each phase, all Zulu regiments are brought up to full strength regardless of the number of losses totaled previously. However, losses (killed Zulu units) must be kept track of as when the total Zulu units killed equals 100 or higher the game ends.
C. Rifled Zulu units once lost are not replaced.
10.0 Fires
10.1 Starting a Fire
A. There are several ways to start a fire.
B. Rifle units can fire down through the roof setting fire on a 2-7 (if not damaged), 2-6 (if lightly wounded), and 2-4 (if severely wounded). They cannot move the turn they attempt to set fire.
C. A Zulu unit can start a roof on fire on a roll of 12 if not moving or firing that turn.
D. A Zulu unit can bring a fire counter from an existing fires (torches) to try to set a building on fire. When trying to start a fire with a torch, roll two dice:
| Successful Roll | Zulu Condition |
|---|---|
| 2-6 | Not wounded |
| 2-5 | Lightly wounded |
| 2-3 | Severely wounded |
10.2 Fire Effects
A. When Zulus direct fire down thru the roof of a building, a fire will start the following turn, in the room where the fire was directed.
B. On a roll of a 2-7, the fire will spread to all adjacent rooms (and their roofs) the following turn.
C. Each following turn it will spread out to the next adjacent rooms/roofs on a roll of 2-7.
D. No one can enter a room or roof area on fire.
E. If a British unit is caught in a room on fire, it suffers per the following schedule:
| Turn* | Damage |
|---|---|
| 1 | None |
| 2 | Light |
| 3 | Severe |
| 4 | Severe + Light |
| 5 | Mortal |
* Number of turns after unit remains in a room on fire.
11.0 Buildings
A. British can shoot through the hospital walls (loop holes) from the start, and through windows and doors in the storehouse.
B. Both sides may tunnel (dig) through walls, including those between the rooms in the hospital. Use a blank black counter to indicate such openings.
C. Once an opening is made, both sides may shoot through it and melee through it.
D. Treat windows the same as openings made by units.
12.0 Victory Conditions
If the Zulus lose 100 units (keep track of Zulu losses during the game), the game ends immediately. Otherwise the victory depends on the number of British dead at the end of the fourth phase.
| # of British dead | Victory Level |
|---|---|
| 0-20 | British Smashing |
| 21-25 | British Great |
| 26-30 | British Spiritual |
| 31-35 | British Tactical |
| 39-40 | British Marginal |
| 41-49 | Draw |
| 50-54 | Zulu Marginal |
| 55-59 | Zulu Tactical |
| 60-74 | Zulu Spiritual |
| 75-99 | Zulu Great |
| 100+ | Zulu Smashing |
Note: the printed table has no row for 36-38 British dead; reproduced as printed.
13.0 Historical Commentary and Designers' Notes
Historical Commentary
Roughly 4,000 Zulus ran completely around the battle of Isandhlwana. These three Regiments (the Undi Corps) chased the few survivors of Isandhlwana just across the Buffalo River. Seeing them fairly on their way they turned upon the trading post at Roark's Drift where in the past Zulus related to each other but not on the best of terms had tussled. One Zulu relative had called in British Law to back him up. It was for the reason of eliminating this small bastion of- British interference that Roark's Drift was attacked by the Uthulu, the Yengwe, and the Udloko (or Odloko) Regiments.
The attack commenced about 16:00. About 18:00, the hospital was set alight, and by its light, the Zulus continued the attack through the final hours of January 22, 1879. Finally, the embers of the hospital shed so little light that the attack ended a 2:00 the next morning.
500 Zulus died at Roark's Drift and an unknown number were wounded. The British defenders fired 20,000 rounds of ammunition, and had not used all on hand.
The Undi Corps
The Indluyengwe Regiment was about seven hundred strong, made up of 33-year old bachelors, whose feats in battle would determine how large a dowry from the tribal chief each would obtain. They had never been in battle. The Uthulwana Regiment was made up of 45-year olds who had seen some civil disturbances, but who were past their prime. Some 1,400 of these men filled out the regiment. But the Udloko Regiment contained 2.100 41-year olds, men in their peak battle condition. Furthermore, they were commanded by Debulamanzi, second only to Cetshwayo in the leadership pyramid of the Zulu nation.
British Losses (Actual)
At Roark's Drift, the British suffered seventeen killed and eight severely wounded. The Book, The Washing of the Spears, gave nine Victoria Cross winners:
- Lt. Bromhead
- Lt. Chard
- Allan
- Surgeon Maj. Reynolds
- Hitch
- Hook
- R. Jones
- W. Jones
- Fielding*
* used the name Williams
Designers' Notes
We were very surprised how will this game went together! Seeing as it was our first effort, we really didn't know what to expect out of this. The first game design went very well together and seemed to give a feel for the ballet, just like the movie Zulu did. There was very little changing of anything after the first playtest sessions with this game. The phases represent the act of regrouping and getting ready for an attack. The attacks themselves are very short with each turn ten seconds long and each hex ten feet across, thus you get very concentrated effort in the attack phases with the natural lulls that are in all battles. The rifles of the British, of course, could shoot very long distances, bt we figured that the Zulus would make the best of cover, slowly moving within point blank range, and then charging. This, of course, is only a guess, but it is hard to fit within the limits of our map, and this is why it was done this way.
We have given the Victoria Cross winners higher factors to reflect their skill and fortune. Sgt. Milne fought so well in the movie that we felt he deserved a higher melee value. Also, Pvt. Dunbar in real life picked off nine Zulus in nine shots, so he has higher Fire Factor.
Chard, a Lt. of Engineers, senior in rank to Lt. Bromhead by a couple of months, took command when he heard of the disaster to the main force, and quickly established the perimeters you see on the map, made from sandfilled mealy bags (once holding meal for food) and biscuit boxes. The north wall was six feet high, plus two feet of ridge. Past the dog-leg, the wall was four feet high, plus two feet of ridge. The south wall was four feet high as were the inner and kraal walls. The redoubt was seven feet high. The whole perimeter was something under three hundred yards.
Zulu Strategy
We've found through playing this game that the Zulus have little real chance of completely overrunning the Roark's Drift station as they did European/native force at Isandhlwana. So the victory conditions were set up to reflect this: the Zulus have to do better than they did historically, and they have some good things going for them. The rifles on the heights can do a lot. The rifled units with the ground troops can be effective also, though one must not waste them. Melee is where the Zulus have it all over the British. They can really hurt the British if they can get in close enough to attack with good effects. If the Zulus attack the large stacks and without time, all are wounded and this hurts the British greatly. Once in hand combat, the Zulus will carry the day due to numbers.
British Strategy
As the British, one must be aware of the fire power available, especially the volley fire as it is so deadly, that retreating to the redoubt will mean certain death to any Zulu attacking it. But beware that regular fire is every other turn and that can really hurt. Above all, the British side does not want to melee except on its own terms, and this can be done because the British movement is after Zulu movement but before combat. There are time when the British must melee for sections of the wall or they will die by giving it up, so beware of which sides can be held and which can be left.
We feel that this game should be a lot of fun and still a good contest of wits. The conclusion is not foregone and with careful play on the part of the Zulu side, it can win here according to the conditions given. In the near future, we should have more games coming out on different subjects, so be looking for them.