(See my February 11 Battle Report)
The Portable Wargame and One Hour Wargames. They look like they are a good match. |
The Zulu's won both of the initial tests but this time the British lost. ......OK so 3 straight losses for the British including two where they beat the Zulus but took too long and failed to exit enough units by the deadline in which case something drastic no doubt happens, the arrival of the main Impi perhaps. I strongly suspect that the British just haven't been focusing on escaping as much as they should have. They probably need to be less concerned about their flank and rear (which tend to get hit anyway) and more concerned about time. I'm going to try again before I decide that its not a suitable scenario as an introductory primer. After all, all of the games have been enjoyable to play and felt close so maybe I'll drop an occasional reminder about victory conditions. I might add one or two more British infantry units though or at least boost their Exhaustion Point and their activation deck.
The rules include an optional solo card draw system of the right sort, always something but not always enough but it allows for a run of cards on one side. In a scenario like this such a run could end the game after 10 or 15 minutes. After a bit of thought I decided to give each player their own deck and play igougo but with the card draw indicating how many units to activate. To make life easier I used an idea I have been using and made each deck 15 cards so that when the cards run out, the game is over without having to track turns. I also inserted face cards to mark when the Zulu Horns and Loins arrive.
It worked like a charm but with one little wrinkle. I don't have any matching decks so I increased the range of cards selected. As fickle fate would have it, both sides drew a lot of low cards when they only had a small force on table then a lot of high cards when they had their maximum units available then the rest of the small cards when they only had a few units left. There were some exceptions and over all it will work just fine, even if I don't get around to picking up some new decks of cards.
Time's up! Turn 15 and only 1 unit has exited with one more on the edge and the rest several turns away. |
Having thought about it I am going to go as far as interpreting the rule on page 46, where it describes a move away from an enemy as "withdrawing", to mean that a unit cannot withdraw from and then attack the same enemy unit in the same turn, even if it becomes a flank attack.
More painting and terrain building will be done before the next test game though.
Nice looking game, love these Zulus!
ReplyDeleteThanks Phil, Theoretically I don't "do" Zulu Wars games but these Call to Arms Zulus found me in a hobby store years ago and made me take them home!
DeleteRoss,
ReplyDeleteInasmuch as the do-se-do from the front to the side to gain the flank attack bonus can occur with any set of rules, we specify that the bonus is not awarded unless the advance to the flank began from behind a line extending out from the front of the target stand. Our rationale is that the target would see the swing-around and refuse its flank sufficiently to ward off the usual devastating results. Considering the other generalizations and assumptions we have to make when we play, it does not seem like much of a stretch.
For what it's worth--
Chris
Thanks Chris, I have similar wording in my own rules.
Delete