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Zulu Attack

Zulu Attack Rulebook

Table of Contents

Table of Contents

  • Description of Playing Pieces
  • Game Set-Up
  • Movement
  • Command Control
  • Stacking
  • Zone of Control
  • Combat
  • Line of Sight
  • New Units
  • Victory Points
  • Sequence of Play
  • Combat Results Table
    • Melee Table
    • Zulu Attack Table
    • British Fire Table
    • Range Modifiers (British only)
  • Terrain Effects Chart
  • Game Turn Track

Description of Playing Pieces

The sheet's piece key shows three example counters, labelled as follows: 4-4-6 is labelled Attack, 1-3-8 is labelled Melee, and 2-2-12 is labelled Movement.

Game Set-Up

  • 10-2-1(10) (Blue): The Artillery unit is placed on the hex marked (A).
  • 4-4-6 (Red): British infantry units are placed on any hex marked (I), six units to each side of the artillery.
  • 2-2-6 (Red): British colonial volunteers may be placed with any camp or supply wagon.
  • 3-2-6 (Tan): Natal Kaffir infantry units are placed on the hexes marked NK (1 per hex).
  • 2-2-12 (Blue): British cavalry units are placed together on the hex marked BC.
  • 2-2-12 (Tan): Natal Kaffir cavalry unit is placed on the hex marked KC.
  • 0-0-12: Col. Dunsford starts stacked with the British cavalry.
  • 0-0-12: Col. Pulleine may start stacked with any infantry unit.
  • 0-0-1: Supply wagon units are placed on the hexes marked S (1 per hex). Camp markers are placed 1 on each hex marked C.
  • 1-3-8: Zulu units start at the map edge on and between the hexes marked with a "Z", no more than two units per hex. Some units will enter the map as other units are moved from the starting hexes.

Movement

The Zulu player moves first. He may move some, all or none of his units, up to the printed movement allowance, and may not accumulate movement points for later turns. Refer to the terrain movement chart for additional cost for movement. The British player then moves.

Command Control

The British player may move his units only if a leader starts the turn stacked with the unit(s) he wishes to move. The cavalry units and supply wagon units may move without a leader present at the start of a turn. After Turn 6, all units may move regardless of command control.

Stacking

No more than two combat unit counters may be in the same hex at the end of the turn. Leaders, camp markers and supply wagon counters do not count for stacking purposes.

Zone of Control

A unit exerts a zone of control into the six (6) hexes surrounding the hex it occupies. A unit may never move through an enemy unit and must stop as soon as it enters the Z.O.C. of an enemy unit. A unit may move out of a Z.O.C. at the beginning of the Friendly Player turn, and may move into another unit's Z.O.C., but may never move directly from one Z.O.C. hex to another Z.O.C. of the same unit.

Combat

Fire: All units that have a fire factor may fire during their portion of the fire phase of the turn. Consult the British fire table for all units except Zulu units. Zulu units consult the Zulu fire table. No unit may fire or be fired upon more than once per turn. If two units are present in the hex and only one is eliminated, the attacker has his choice as to which unit is eliminated.

Ammo Depletion: Only units with Ammo Depl. printed on the back of the counter are subject to ammo depletion. When, during the fire portion of the combat phase, a die roll result is followed by an asterisk(*), the unit has run out of ammo and is turned with the ammo depl. side up. At the end of the following game turn, the unit is again placed face up. During the turn in which a unit has its Ammo Depl. side up, it may move subject to all previous movement restrictions and may have melee combat normally but may not fire.

Melee: Any unit that has a melee factor may now attack on the melee table any unit to which it is adjacent.

Artillery: The unit does not attack as other units do. Artillery is not effected by range and cannot attack during the melee, only defend. If the artillery wishes to move more than one hex, it may move up to 10 movement points but may not fire the turn it does so. It may move one hex and still fire during the combat phase.

Line of Sight

A unit may fire into a hex only if the target unit is not blocked by a unit or a brown hexside. There must be at least one clear hex (not containing a unit) on each side (front & back) of the unit to be fired over and there must be a yellow hexside between the unit firing and the unit being fired over.

Line of sight is also blocked if the target unit is in a donga dry riverbed hex or directly behind and adjacent to a cliff hexside.

New Units

The Zulu player is the only player who receives new units during the game. When a Zulu unit is eliminated during the combat phase, he places it on the Game Turn Chart for reappearance two turns later. Example: Units eliminated on Turn One would reappear on Turn Three at the map edge on or between the hexes marked "Z" and may move normally that turn.

Victory Points

On a scratch piece of paper, keep a record of the combat factors eliminated (not melee factors). One victory point is awarded per combat factor eliminated. Additional victory points are as follows:

Zulu Player

  1. Camp markers passed through (removed from play): 10 points each
  2. Supply wagon destroyed by passing through the hex: 10 points each
  3. Leaders killed*: 5 points each

*A leader is killed if all units he is stacked with are eliminated, either by fire or melee, or if he is alone in the hex and a Zulu unit moves through the hex.

British Player

  1. Zulu combat factor eliminated: 1 point each
  2. Col. Pulleine exiting off the map through the hex marked "E" after Turn 8: 10 points

Sequence of Play

  1. Movement A. Place new units on map B. Move
  2. Combat A. Fire B. Melee

Zulus move first each game turn.

Combat Results Table

The photographed table does not print a key for the result codes AE, DE and EX; they are transcribed here exactly as printed. "-" is printed as a dash in the source.

Melee Table

Die roll (rows) against the melee factor ratio (columns).

Die Roll1-31-21-12-13-14-1
1-DEDEDEDEDE
2AE-DEDEDEDE
3AE-EXDEDEDE
4AEAEDE

Zulu Attack Table

Die roll (columns) against the Zulu attack factors (rows). Range: 1-2 hexes. 3+ No Shot.

Factors12345678910Die Roll
1-2--------11
3-4-------

The Die Roll heading is printed at the right of the table with no entries beside the rows.

Range: 1-2 Hexes. 3+ No Shot.

British Fire Table

Die roll (columns, 1-10) against the British fire factors (rows). A number indicates the number of units eliminated in that hex only. An asterisk (*) represents ammo depletion to infantry.

Fire Factors12345678910
1-20*0*00111122
3-40*0*0111122

Notes to British Fire Table

  1. A number indicates the number of units eliminated in that hex only.
  2. The asterick represents ammo depleation to infantry.

Range Modifiers (British only)

Range (hexes)Effect
1-6Hexes: Full fire factors
7-12Hexes: 1/2 fire factors
13-16Hexes: 1/4 fire factors
17+Artillery only

Artillery has no range modifiers and may fire any distance as long as it has a line of sight. Drop all fractions.

Terrain Effects Chart

SymbolTypeColorEffect on MovementEffect on Combat
Hexagon, no shadingClear-1 MPNone
Hexagon, heavy edgeRough/SlopeYellow Hex Side+1 to cross hexside - Infantry and Zulu; +3 to cross all othersNone
Hexagon, shaded edgeCliffBrown+5 to cross hex sideMust be adjacent to fire into or out of
Hexagon, stippledDongaBrown* +5 to cross each brown hex side. Zulu and Infantry; All others ProhibitedMust be adjacent to fire into or out of

* Moving along the donga (dry river bed) is the same as other movement unless a brown hex side is crossed.

Game Turn Track

The Game Turn Track is printed as twelve boxes, numbered 1 through 12 in two rows: 1 to 6 across the top and 7 to 12 across the bottom.

EX
DE
DE
5AEAE-EXEXDE
6AEAE--EXEX
7AEAEAE--EX
8AEAEEXEX-EX
9AEEXAEAEEX-
10EXEXAEAEAEDE
1
1
1
5+------1112
2
5-60*0*11112222
7+0*111122222