Col Evelyn Wood's Column |
Setup
The date is the 29th June 1879 and a large British Scouting force is pushing deep into Zulu territory looking for the enemy. They know the Zulus are out there but have no idea where they are. This is the second invasion of the Zulu Nation and this time the British have learnt a few lessons form the disastrous first invasion (of Isandlwana and Rourke's Drift fame). The force under the command of Colonel Evelyn Wood is supported by lancers a battery of guns and a Gatling gun. Facing them are over 10,000 Zulu's.
Order of Battle
British Forces - 2,500 men
c/o Col Evelyn Wood
90th Foot - 8 Companies c/o Maj Tucker (800 men)
80th Foot - 4 Companies c/o Maj Rodgers VC (400 men)
NNC - 5 Companies (500 men)
2iC Lt Col Buller
17th lancers - 4 Squadrons (600 men)
Frontier Light Horse - 2 Troops (100 men)
Bakers Horse - 2 Troops (100 men)
11/7 Royal Artillery - 2 Sections (4 Guns)
10/7 Royal Artillery - 1 Gatling Gun c/o Maj Tremlett
6 Wagons
Zulus - 10,700 Warriors
c/o Ntshingwayo Kamanole
2iC Prince Kampande
Left Horn
Umsikaba - 2 Bases (500 warriors)
Ngwekwe - 4 Bases (1000 warriors) - Veterans
Umkapo - 4 Bases (1000 warriors)
Imbube - 2 Bases (500 warriors)
Head/Loins
Umhlonga - 4 Bases (1000 warriors)
Nkankone - 2 Bases (500 warriors) - Veterans
Igwa - 2 Bases (500 warriors)
Umbonambi - 8 Bases (2000 warriors)
Right Horn
Indlondlo - 4 Bases (1000 warriors)
Nsugamgeni - 4 Bases (1000 warriors)
Isangqu - 6 Bases (1500 Warriors) - Veterans
Unit of Riflemen - Skirmishers - Decoy - 4 Bases (200 Warriors)
The Action
Both Surjit and I were gutted to see the game end like this. I was especially miffed as this is the second game in a row where an army Moral Check has brought the game to a premature end. Sujit very gentlemanly suggested we pretend I'd passed the test and continue to play on. A higher category on the army test list was "play on for 4 turns and check again" so we decided to run with that result instead to see what would happen.
I moved the chief just a fraction too close to a front line unit and when it took casualties I had to roll to see if the chief was also hit. I rolled badly and the chief went down in a hail of bullets. With intense fire from the British forcing unit tests on all the front rank regiments, and without their leader to maintain order the Zulu units either broke or were driven to ground right under the guns of the British. There would be no recovering from this so I conceded defeat for the second time in the same game.
Analysis
Well that could have gone better for the Zulu's. My plan was to confound the British by appearing where they didn't expect me. Before the game started I had to declare to Postie where my regiments would appear so I couldn't change my mind once the game started. But instead of consolidating his army in the centre and waiting to see where I appeared Surjit almost immediately started moving everything away from my deployment zone. This was a very risky move because he had no idea where I was and if I had deployed in front of him I would have caught his forces in the open several turns quicker than I actually did. Instead I spent the whole game running across the open ground trying to catch up with the British, taking casualties all the while. By the time I was within charge range my weakened forces were in no state to resist that final volley of fire. Of course moving my Chief into such a vulnerable position didn't help matters at all. Such a silly mistake to make and ultimately it cost me the battle.
The Action
Col Evelyn Wood's column strung out along the road with no idea which direction the Zulu's would attack from. Eight companies of infantry lead the column with guns and resupply wagons in the center and more infantry (including the Natal Native Contingent) in the rear. Frontier light horse and Lancers form a cavalry screen making this a very formidable British army for the Zulu's to attack. |
The British begin to redeploy their forces, sending troops of horsemen out in all directions to act as a skirmish screen. Infantry begin to form lines and at first it looks as if the British are scattering all directions. |
Eventually the Zulu's appear...behind the British, cutting their escape route home. This is the 'Head' of the Impi containing 4000 warriors, two thousand of which are in the Umbonambi regiment. |
The right horn consists of 3700 Warriors, with the large (6 base, 1500 warrior) Isangqu regiment in the centre. Their white shields show their veteran status. |
The left horn has 3000 warriors including the veteran Ngwekwe regiment. |
Towards the other end of the British column Sujit starts positioning his troops for the 'end game'. |
Both Surjit and I were gutted to see the game end like this. I was especially miffed as this is the second game in a row where an army Moral Check has brought the game to a premature end. Sujit very gentlemanly suggested we pretend I'd passed the test and continue to play on. A higher category on the army test list was "play on for 4 turns and check again" so we decided to run with that result instead to see what would happen.
I moved the chief just a fraction too close to a front line unit and when it took casualties I had to roll to see if the chief was also hit. I rolled badly and the chief went down in a hail of bullets. With intense fire from the British forcing unit tests on all the front rank regiments, and without their leader to maintain order the Zulu units either broke or were driven to ground right under the guns of the British. There would be no recovering from this so I conceded defeat for the second time in the same game.
Analysis
Well that could have gone better for the Zulu's. My plan was to confound the British by appearing where they didn't expect me. Before the game started I had to declare to Postie where my regiments would appear so I couldn't change my mind once the game started. But instead of consolidating his army in the centre and waiting to see where I appeared Surjit almost immediately started moving everything away from my deployment zone. This was a very risky move because he had no idea where I was and if I had deployed in front of him I would have caught his forces in the open several turns quicker than I actually did. Instead I spent the whole game running across the open ground trying to catch up with the British, taking casualties all the while. By the time I was within charge range my weakened forces were in no state to resist that final volley of fire. Of course moving my Chief into such a vulnerable position didn't help matters at all. Such a silly mistake to make and ultimately it cost me the battle.
I have never played this period, but this kind of beautiful report is so tempting...great pictures, terrain and armies!
ReplyDeleteThanks Phil. Despite loosing I enjoyed the game. This is an interesting period to play and the massive disparity in forces make every game a nail biter.
DeleteGreat looking game!!
ReplyDeleteIt was good...but I blame you for starting a trend with awful moral checks.
DeleteMate, you need to have some serious words with the Dice Gods, your reputation for bad dice precedes you by a country mile! Great looking game in a period I've read about but have no playing experience. In 6mm it looked the dogs!
ReplyDeleteMy consistently crappy duce rolling is so bad its almost a supernatural ability!
DeleteDice rolling!!!
DeleteGreat report and wonderful looking game!
ReplyDeleteNice AAR and good looking game. We've all experienced runs of dice dearth like this. For a while I rolled so many low dice I got the nick name 'The One'. The answer, however, is a pleasant one. Play lots more games and your average will inevitably get better!
ReplyDeleteMy dice rolling was particularly bad this game. My army didn't do any shooting so I only had 12 dice rolls during the whole game - 2 Army Tests, 3 melee rolls, 2 command saves and 5 unit tests. 9 were utter dismal failures, one was borderline even after modifiers and only 3 were unequivocal success.
ReplyDeleteMy dice rolling is so bad that other players on my side refuse to use dice that I have touched! Next game I am in, I plan to have my opponent throw my dice for me. My reputation with dice started in the late 60's when, in a Quatre-Bras game, I managed to get both British Guard Bdes to retreat from the table in one turn!
ReplyDeleteBack in the 70's I knew this bloke in our club whose dice rolling was so bad he had the unfortunate nickname of Routing Austrian -RA for short. He could almost roll 1's to order!
ReplyDeleteThe vast expansiveness of the battle layout is striking. Outnumbering an opponent like this cannot ensure victory even after a Mulligan. Great BatRep!
ReplyDeleteThat 6mm really makes the game impressive!
ReplyDelete