<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Victoria Cross</title>
	<link>http://www.boardgamegeek.com/boardgame/10662</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 09:15:49 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 09:15:49 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: A Poor Man’s Rourke’s Drift Diorama</title>
	<description>&lt;i&gt; My friend, Bill, recommended shooting towards 22 January for completing a playable model because that is the anniversary of the battle.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;That's an excellent idea, Captain. I'm also going to use that deadline for my project. Keep up the good work.&lt;br&gt;&lt;br&gt;&lt;br&gt;&quot;Mr.Bourne, there should be twelve more men working on this redoubt.&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2796260#2796260</link>
	<pubDate>2008-11-06T14:33:50+00:00</pubDate>
	<dc:creator>Yugblad</dc:creator>
</item><item>
	<title>Thread: Re: A Poor Man’s Rourke’s Drift Diorama</title>
	<description>Thanks!&lt;br&gt;Next time in the produce section&lt;br&gt;I will be looking at beans.&lt;br&gt;Hopefully they keep well.&lt;br&gt;&lt;br&gt;Your neat photos were part of my inspiration.&lt;br&gt;Well done!</description>
	<link>http://www.boardgamegeek.com/article/2795057#2795057</link>
	<pubDate>2008-11-06T03:37:15+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: A Poor Man’s Rourke’s Drift Diorama</title>
	<description>Very good work thus far, keep the sit reports comming.&lt;br&gt;I did a 54mm version of this game and it was a big hit. I managed to fit it on a 4'x6' felt mat. It was fun to replicate the compound  and not as hard as I thought it would be.&lt;br&gt;For your 15mm mealy bag walls try glueing some dry beans together. Perhaps some small pintos or black-eyed peas would do the trick. The actual Mealies were quite large and they had a bunch of them to use.&lt;br&gt;I posted pictures of my set-up here on the geek check em out.&lt;br&gt;Good luck and enjoy.&lt;br&gt;Karl</description>
	<link>http://www.boardgamegeek.com/article/2795012#2795012</link>
	<pubDate>2008-11-06T03:24:49+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
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	<title>Thread: Re: A Poor Man’s Rourke’s Drift Diorama</title>
	<description>Very cool. I look forward to your updates.</description>
	<link>http://www.boardgamegeek.com/article/2794525#2794525</link>
	<pubDate>2008-11-05T23:58:49+00:00</pubDate>
	<dc:creator>anarchy</dc:creator>
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	<title>Thread: A Poor Man’s Rourke’s Drift Diorama</title>
	<description>11/02/08 Upon deciding to make a diorama of the heroic battle of Rourke’s Drift (Zulu Movie) I am discovering that many others also undertake this project. It has a natural irrational attraction like: 1. Sci-fi everything, 2. All vehicles, 3. Ren fairs, 4. Thinking about defending you home from zombie attack, 5. Lord of the Rings, etc. &lt;br&gt;(I seem to be compelled to do it like the guy in “Close Encounters of a third Kind” making models of the rock formation with his mashed potatoes; if ya’ know what I mean.)&lt;br&gt;&lt;br&gt;Sorry this is just a disorganized journal of my slow progress and many dead end ideas. Major update edits will be indicated with “+++++” to mark “lessons learned.” This is a living document; don’t expect perfection. My friend, Bill, recommended shooting towards 22 January for completing a playable model because that is the anniversary of the battle.&lt;br&gt;&lt;br&gt;Here is how I went about it:&lt;br&gt;The Victorious Cross game is a very exciting recreation that really captures the feel of this exciting battle. The hidden strengths on the blocks both make it a great game AND make it difficult to translate it into a miniatures version. The first idea was to place square magnets under each figure with dots on the edge towards the player indicating unit strength.&lt;br&gt;&lt;br&gt;Here is a player-aid where I clarified the hard-to-read map (the game’s main weak spot IMHO):&lt;br&gt;<![CDATA[<div style=''><a href="/image/387073"><img src="http://images.boardgamegeek.com/images/pic387073_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;UNITS&lt;br&gt;For multiple usage, I am reusing 15mm British figures on 20mm square metal bases; and making a Zulu army (4 figures, per base) that can also be used for De Bella Antiquatis (DBA). Issues include: &lt;br&gt;1. finding strong enough magnets (Litko’s flexmagnets are worthless, trying Gale Force 9’s//++11/04/08 Update – while nice [and heavy] the GF9 magnetic bases also are too weak to remain attached  to the figures – will try Velcro or stronger magnets if cheap enough++); &lt;br&gt;2. adapting magnets to the 40x15 Zulu bases (will use two 20x20 magnets per unit and have them extend 5mm in the back); &lt;br&gt;3. developing an easy code scheme to mark unit strength on the edge of the magnet (1-4 dots = strength, a bar = 5, two bars [2 magnets] = 10);&lt;br&gt;4. denoting leaders (copper=troops, silver=lower leaders, gold=top leaders)&lt;br&gt;&lt;br&gt;A picture is worth…(I know these are Rev War figures; remember, it is a poor man’s version)&lt;br&gt;<![CDATA[<div style=''><a href="/image/393433"><img src="http://images.boardgamegeek.com/images/pic393433_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;MAP&lt;br&gt;I have translated the VC game map to graph paper using a scale of 15mm per square.&lt;br&gt;This served multiple purposes:&lt;br&gt;1. Keeping the size of the compound somewhat in scale with the figures.&lt;br&gt;2. Providing enough space for a fair number of units in each area during game play.&lt;br&gt;3. Allowing the overall felt map (about 26”x28”) to fold in quadrants to fit in the storage box (13”x14”).&lt;br&gt;4. Creating a manageable size to fit on  a 30” wide table and be playable.&lt;br&gt;&lt;br&gt;Preliminary layout to be traced on felt to make play area:&lt;br&gt;<![CDATA[<div style=''><a href="/image/393449"><img src="http://images.boardgamegeek.com/images/pic393449_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Though a tan color map felt might be better, I am looking for a drab-khaki-green surface that blends better with the minis that are already based for the game “Hold the Line”.&lt;br&gt;Some problems I am facing:&lt;br&gt;A. How to subtly mark area boundaries.&lt;br&gt;B. How to label areas, also subtly.&lt;br&gt;&lt;br&gt;BUILDINGS/TERRAIN&lt;br&gt;Buildings – foamcore with removable “thatched” roof sections.&lt;br&gt;	Low slope roof so units (and fire markers) can be placed on them.&lt;br&gt;	Here are rough sketches of the two buildings:&lt;br&gt;<![CDATA[<div style=''><a href="/image/393450"><img src="http://images.boardgamegeek.com/images/pic393450_t.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="/image/393453"><img src="http://images.boardgamegeek.com/images/pic393453_t.jpg" border=0></a></div>]]>&lt;br&gt;Walls – How to make “cornmeal bag” walls (like sandbags)? Maybe some kind of clay?&lt;br&gt;Wagon – Watch movie Zulu and search for a 15mm wagon/water-cart.&lt;br&gt;	Put VP value underneath.&lt;br&gt;Fire – found nice set of six (need 5) from GF9!&lt;br&gt;&lt;br&gt;G2G, back to trial and error.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2794272#2794272</link>
	<pubDate>2008-11-05T22:33:54+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		VC Mapbd w/ areas clarified and labelled (for those of us who need to sqint) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic387073_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/387073</link>
	<pubDate>2008-10-25T04:25:41+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;b&gt;earthboot wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;What went wrong?&lt;br&gt;&lt;br&gt;British colonial arrogance?  Chelmsford's strategic blunder of splitting his forces?  Pulleine's incompetence or inexperience?  yes indeed the ammo problems....would a defensive laarger have realistically held off a force of 20,000 Zulus and saved the British forces that day? ZD touches on all of these questions.&lt;br&gt;&lt;br&gt;The thousands of Zulus streaming across the fields swamping the British, the dust &amp; haze,  the poor rocket battery, the very thin red line indeed...now you've got me started...what a great movie!&lt;/i&gt;&lt;br&gt;There would also have been a standard artillery doctrine of not opening fire until the 'savages' were in retreat in order that they were not 'dispersed' before getting to close range. Sorry, but I can't remember the book source for this - a study of various Victorian colonial wars is the best I can do.</description>
	<link>http://www.boardgamegeek.com/article/2704864#2704864</link>
	<pubDate>2008-10-06T18:27:15+00:00</pubDate>
	<dc:creator>misteralan</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>What's happened to the review that supposingly originated this thread? &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2702993#2702993</link>
	<pubDate>2008-10-06T00:33:28+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
</item><item>
	<title>Thread: Re: Water Cart Questions</title>
	<description>Thanks, that makes sense. It would be easy to destroy a water cart in real life.</description>
	<link>http://www.boardgamegeek.com/article/2681483#2681483</link>
	<pubDate>2008-09-27T16:30:13+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Water Cart Questions</title>
	<description>I believe the Zulu players receives the Points when capturing the Watercart zone K. The Watercart is then destroyed and the Brit Player has no recorse.&lt;br&gt;I don't have the rule book in front of me, but this is what I remember.&lt;br&gt;The point scoring for the Kraal area's A &amp; B are different as the Brit Player may recapture them and deny the Zulu Player these points.&lt;br&gt;Karl</description>
	<link>http://www.boardgamegeek.com/article/2681154#2681154</link>
	<pubDate>2008-09-27T12:39:30+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
</item><item>
	<title>Thread: Water Cart Questions</title>
	<description>This may be obvious, but there are no dumb  questions, right?&lt;br&gt;&lt;br&gt;The rules state that:&lt;br&gt;&quot;11.4.4.  Water Cart (zone J) - The Zulu player receives 5VP for occupying the water cart zone at the end of a turn before dark.  Once it is dark the watercart zone is worth a decreasing number of VP as shown on the bottom of each turn on the turn record chart.&quot; &lt;br&gt;&lt;br&gt;If the Zulus capture the water cart before dark it is worth 5;&lt;br&gt;but 1. Does this 5 points belong to the Zulus for the rest of the game?&lt;br&gt;2. Does it decrease during later night turns if captured in the day?&lt;br&gt;3. Does the 5 points disappear if they leave that space? &lt;br&gt;(can Brits recapture and reuse the cart or is it destroyed?)  </description>
	<link>http://www.boardgamegeek.com/article/2680746#2680746</link>
	<pubDate>2008-09-27T04:10:29+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
</item><item>
	<title>Thread: Re: Zulu!</title>
	<description>I've never played a board game version of Isandlwana but I did have a great DOS computer game, Age of Rifles, that had a scenario in it on the battle. Brought back memories of watching Zulu Dawn! Never even came close to winning (unlike the Little Big Horn scenario, which, if you took the gatlings you could win three out of four, maybe). But still fun. Had 3W's game but it was too complicated for my tastes.</description>
	<link>http://www.boardgamegeek.com/article/2435109#2435109</link>
	<pubDate>2008-06-30T02:57:38+00:00</pubDate>
	<dc:creator>Sokadr</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Zulu dawn is a great movie. The one part of the movie where they chase down the young zulu boy and kill him and over the ridge the thousands of zulu worriors standing there. The best part for me was when the camp was being over run and that huge zulu worrior was killing british soldiers left and right and the young british soldier fired his last shot and found a round off a dead soldier and killed the big zulu . Anyone remeber that?</description>
	<link>http://www.boardgamegeek.com/article/2423735#2423735</link>
	<pubDate>2008-06-25T03:51:03+00:00</pubDate>
	<dc:creator>greg1944</dc:creator>
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	<title>Image</title>
	<description>
		The British sucumb to the Zulu onslaught in turn 8. There backs to the Storehouse The Brave men of Harleich fight to the last man. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323460_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323460</link>
	<pubDate>2008-04-18T14:04:30+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		View of Rorke's Drift Mission Compound done in 54mm &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323457_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323457</link>
	<pubDate>2008-04-18T14:01:36+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		View of Rorke's Drift Storehouse and Kraal done in 54mm &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323455_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323455</link>
	<pubDate>2008-04-18T13:59:11+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
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	<title>Thread: Re: Victorious Rules and Strategies</title>
	<description>I always for the first Zulu move just move all 90 sp (either together or seperated onto the first zone on the edge of the board.  Two reasons for this, first it puts the British at the farthest range, two it allows the Zulu to hit the wall the next turn with the 4 leaders and 40 sp, gets the pressure and bleeding on the brits in a hurry.&lt;br&gt;&lt;br&gt;Grant Wylie</description>
	<link>http://www.boardgamegeek.com/article/2227764#2227764</link>
	<pubDate>2008-04-12T16:42:33+00:00</pubDate>
	<dc:creator>cartking24</dc:creator>
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	<title>Thread: Re: Volley Fire and Charts use</title>
	<description>Bill,&lt;br&gt;Ahhh, excellent point about the vollies each doing a random amount of damage. I think if you like the dice fest, rather than the chart use then that is the way you should roll.&lt;br&gt;I'll conduct a vote before play to determine if the players would like the chart use or the dice fest outcome.&lt;br&gt;Thanks,&lt;br&gt;Karl</description>
	<link>http://www.boardgamegeek.com/article/2135985#2135985</link>
	<pubDate>2008-03-06T00:48:11+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
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	<title>Thread: Re: Volley Fire and Charts use</title>
	<description>I think I see what you're saying. We have not used the charts yet; so far we have stuck with the basic dice fest rolling for each SP -- perhaps more luck -- perhaps not -- but it really makes things more suspenseful.&lt;br&gt;&lt;br&gt;Having said that, I would say that you should roll 3 times using 5 SP, not once using 15 SP. It is volley fire where each volley could have a differing degree of affectiveness. That's just my 2 cents worth. </description>
	<link>http://www.boardgamegeek.com/article/2124917#2124917</link>
	<pubDate>2008-03-01T16:07:39+00:00</pubDate>
	<dc:creator>Myrdin T Sasnak</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;I am amassive Zulu enthusiast,and would definetly be intrested in buying this game if it were to be reprinted!i used to own a (now sadly long demised)copy of the Defence of Rorkes Drift game with the Boer War on the flip side (anyone know it?),it would be great to have another game along those lines,perhaps a bit easier/quicker to teach to others.The Zulu film has the best soundtrack of any film by the way but very SHORT,why didn't they put the proper Zulu chants from the film on it?</description>
	<link>http://www.boardgamegeek.com/article/2112736#2112736</link>
	<pubDate>2008-02-26T14:41:29+00:00</pubDate>
	<dc:creator>valianttimdjango</dc:creator>
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	<title>Thread: Volley Fire and Charts use</title>
	<description>Question about Volley Fire and Charts use.&lt;br&gt;A 4sp unit acompanied by Leader Volley fires, that's 5sp x 3 = 15sp dice.&lt;br&gt;when the chart is used should the 15sp be used vs one 1d6 or the basic 5sp vs 3d6 to determine loses?&lt;br&gt;I do hope that is clear enough to understand.&lt;br&gt;at range one space the max losses caused could be 14 for the first example tossing 1d6 and 15 for the second tossing 3d6&lt;br&gt;Karl </description>
	<link>http://www.boardgamegeek.com/article/2105521#2105521</link>
	<pubDate>2008-02-23T15:22:21+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
</item><item>
	<title>Thread: Re: Reading the Charts</title>
	<description>Question about Volley Fire and Charts use.&lt;br&gt;A 4sp unit acompanied by Leader Volley fires, that's 5sp x 3 = 15sp dice.&lt;br&gt;when the chart is used should the 15sp be used vs one 1d6 or the basic 5sp vs 3d6 to determine loses?&lt;br&gt;I do hope that is clear enough to understand.&lt;br&gt;at range one space the max losses caused could be 14 for the first example tossing 1d6 and 15 for the second tossing 3d6&lt;br&gt;Karl</description>
	<link>http://www.boardgamegeek.com/article/2105510#2105510</link>
	<pubDate>2008-02-23T15:15:53+00:00</pubDate>
	<dc:creator>karl3967</dc:creator>
</item><item>
	<title>Thread: Re: Zulu!</title>
	<description>&lt;i&gt;&quot;I am probably speaking for a lot of people when I say that I'd be first in line to buy a revised edition with a modified mapboard and charts!!! The mechaincs are fantastic, the game is fantastic, but the board...&quot;&lt;/i&gt;&lt;br&gt;&lt;br&gt;If Worthington did a new print run and offered an updated board and charts as a &quot;kit&quot; for current owners, that would be fantastic.  </description>
	<link>http://www.boardgamegeek.com/article/2084109#2084109</link>
	<pubDate>2008-02-15T05:12:21+00:00</pubDate>
	<dc:creator>Bloodybucket</dc:creator>
</item><item>
	<title>Thread: Re: Zulu!</title>
	<description>&lt;b&gt;TheCollector wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;br&gt;I second the notion to see Zulu &lt;i&gt;and&lt;/i&gt; Zulu Dawn.  The latter is an overlooked gem (but mostly if you are a crazed colonial fanatic like me).  They over play the ammo problem but a fine flic.&lt;br&gt;&lt;br&gt;SPI did put out a rather fun game of Isandlhwana in S&amp;T issue #95 &quot;Soldiers of the Queen&quot;  Very fun.  Almost (totally?) impossible to win as the brits tho &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;    &lt;a class='gamelink' target='_blank' href=&quot;/game/6009&quot;&gt;Soldiers of the Queen&lt;/a&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes! Zulu Dawn *is* an overlooked gem.&lt;br&gt;&lt;br&gt;Although it takes while to 'set up' I would highly recommend watching it to those out there if you liked Zulu (although I realise that most of you reading about a game called 'Victoria Cross' will probably have already seen it!) &lt;br&gt;&lt;br&gt;Zulu Dawn is a more sobering film, and does not contain any of Zulu's 'rally 'round the flag' patriotism.  There won't be a contingent of rousing Welsh baritones or underdog British heroes (but Bob Hoskins almost manages to outdo the burly Colour Sergeant from Zulu, almost).   And yes, Burt Lancaster does bung on his best Oirish leprechaun accent. You've been warned.  Apart from these minor quibbles, if you haven't seen ZD and are interested in this conflict track it down!&lt;br&gt;&lt;br&gt;ZD has one of the more genuinely terrifying battle scenes I think I've ever seen in a film.  Considering it was filmed in the '70s, with no CGI it truly is impressive, and personally I find the final battle scene of Zulu Dawn more of an achievement than all of the LOTR's battle scenes.  &lt;br&gt;&lt;br&gt;I'd say the film is must for enthusiasts of this war and of military history in general.  It has so much to chew on and discuss in terms of retrospective strategy.  What went wrong?&lt;br&gt;&lt;br&gt;British colonial arrogance?  Chelmsford's strategic blunder of splitting his forces?  Pulleine's incompetence or inexperience?  yes indeed the ammo problems....would a defensive laarger have realistically held off a force of 20,000 Zulus and saved the British forces that day? ZD touches on all of these questions.&lt;br&gt;&lt;br&gt;The thousands of Zulus streaming across the fields swamping the British, the dust &amp; haze,  the poor rocket battery, the very thin red line indeed...now you've got me started...what a great movie! &lt;br&gt;&lt;br&gt;Oh and thank you kindly for the tip on &quot;Soldiers of the Queen&quot; I'll be tracking both of these down now.  My dad grew up in S.Africa and has visited Isandlwana, so I had the run down of the conflict (and the films of course) from a very early age.</description>
	<link>http://www.boardgamegeek.com/article/2083460#2083460</link>
	<pubDate>2008-02-14T22:51:09+00:00</pubDate>
	<dc:creator>earthboot</dc:creator>
</item><item>
	<title>Thread: Re: Zulu!</title>
	<description>Great Review... I own the game and love the subject area, but haven't played it yet !! Your review is lighting the fire!  Have been playing some Sword and the Flame minatures... we had a real nice game a couple of weeks back... the British won (which is rare)&lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2082935#2082935</link>
	<pubDate>2008-02-14T19:41:03+00:00</pubDate>
	<dc:creator>morpheous</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;b&gt;oi_you_nutter wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;great review, i can almost hear the 24th Foot singing &quot;Men of Harlech&quot;&lt;br&gt;&lt;br&gt;my concern is the subject of replayability...&lt;br&gt;&lt;br&gt;the Zulus attack, the Brits defend, it doesn't sound like there's masses of variation.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;If you would like to hear the 24th Foot singing &quot;Men of Harlech&quot;, check this site out: &lt;A target='_blank' href=&quot;http://soundboard.com/sb/Zulu_sounds.aspx&quot; rel=&quot;nofollow&quot;&gt;http://soundboard.com/sb/Zulu_sounds.aspx&lt;/A&gt;&lt;br&gt;&lt;br&gt;As for replayability, I think the game is vastly replayable. If you look at almost any wargame, can't you break it down simply and say someone attacks and someone defends? That is certainly true here, and to a certain extent the British player is reactionary here for a large part, but the hidden nature of the blocks make the games tense and help make the games different. I don't think there is a perfect winning strategy. Oh, and I haven't even gotten into trying out the optional rules yet. My guess is the alternate victory conditions based entirely on British losses makes for a very different gaming experience when it comes down to tactics.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;TheCollector wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Nice review.  Yep... the LOS questions just kept coming.  They should have just printed the stuff on the board if they weren't going to make it obvious.  Still, a pretty fun game even if I have great trouble overwhelming the redcoats &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Did you use Walt Mulder's LOS chart? Using that chart made all the problems go away for us. It really makes the game a lot easier and more fun to play.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;cartking24 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Great review.  It was our first game as a company and looking back there is much we would do different (and may).  Personally I still love this game as I love the movie.  We are currently Out of Print on this one and are discussing on doing an update with new art, fixing some of the rule (mainly line of sight situations), but leaving the core game there.  &lt;br&gt;&lt;br&gt;Thanks for the review and the comments, definitely gives us something to think about in the coming months.&lt;br&gt;&lt;br&gt;Grant Wylie&lt;br&gt;&lt;br&gt;Worthington Games&lt;/i&gt;&lt;br&gt;&lt;br&gt;Hey, thank-you for a really great game! &lt;br&gt;&lt;br&gt;I am probably speaking for a lot of people when I say that I'd be first in line to buy a revised edition with a modified mapboard and charts!!! The mechaincs are fantastic, the game is fantastic, but the board...&lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2082603#2082603</link>
	<pubDate>2008-02-14T17:46:33+00:00</pubDate>
	<dc:creator>Myrdin T Sasnak</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>I wonder how this is compared to &lt;a class='gamelink' target='_blank' href=&quot;/game/7840&quot;&gt;Defense of Rorke's Drift&lt;/a&gt;? I assume lighter, but seems more playable. I may have to give it a spin at some point. &lt;br&gt;&lt;br&gt;&lt;b&gt;oi_you_nutter wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;my concern is the subject of replayability...&lt;br&gt;&lt;br&gt;the Zulus attack, the Brits defend, it doesn't sound like there's masses of variation.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well, that describes things in Yaquinto's &lt;a class='gamelink' target='_blank' href=&quot;/game/1618&quot;&gt;French Foreign Legion&lt;/a&gt;, but that game was a blast to play over and over. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2082464#2082464</link>
	<pubDate>2008-02-14T16:59:13+00:00</pubDate>
	<dc:creator>Chanfan</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Nice review.  Yep... the LOS questions just kept coming.  They should have just printed the stuff on the board if they weren't going to make it obvious.  Still, a pretty fun game even if I have great trouble overwhelming the redcoats &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I second the notion to see Zulu &lt;i&gt;and&lt;/i&gt; Zulu Dawn.  The latter is an overlooked gem (but mostly if you are a crazed colonial fanatic like me).  They over play the ammo problem but a fine flic.&lt;br&gt;&lt;br&gt;SPI did put out a rather fun game of Isandlhwana in S&amp;T issue #95 &quot;Soldiers of the Queen&quot;  Very fun.  Almost (totally?) impossible to win as the brits tho &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;    &lt;a class='gamelink' target='_blank' href=&quot;/game/6009&quot;&gt;Soldiers of the Queen&lt;/a&gt;</description>
	<link>http://www.boardgamegeek.com/article/2082425#2082425</link>
	<pubDate>2008-02-14T16:48:45+00:00</pubDate>
	<dc:creator>TheCollector</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Great review.  It was our first game as a company and looking back there is much we would do different (and may).  Personally I still love this game as I love the movie.  We are currently Out of Print on this one and are discussing on doing an update with new art, fixing some of the rule (mainly line of sight situations), but leaving the core game there.  &lt;br&gt;&lt;br&gt;Thanks for the review and the comments, definitely gives us something to think about in the coming months.&lt;br&gt;&lt;br&gt;Grant Wylie&lt;br&gt;&lt;br&gt;Worthington Games</description>
	<link>http://www.boardgamegeek.com/article/2082319#2082319</link>
	<pubDate>2008-02-14T16:21:40+00:00</pubDate>
	<dc:creator>cartking24</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>great review, i can almost hear the 24th Foot singing &quot;Men of Harlech&quot;&lt;br&gt;&lt;br&gt;my concern is the subject of replayability...&lt;br&gt;&lt;br&gt;the Zulus attack, the Brits defend, it doesn't sound like there's masses of variation.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2082061#2082061</link>
	<pubDate>2008-02-14T15:05:30+00:00</pubDate>
	<dc:creator>oi_you_nutter</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Zulu!  Zulu!  GeneHackmangonnakickayouass!</description>
	<link>http://www.boardgamegeek.com/article/2081952#2081952</link>
	<pubDate>2008-02-14T14:21:08+00:00</pubDate>
	<dc:creator>joebelanger</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;i&gt;90 degrees off?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Hey, geometry is not my strong point. 45 degrees better? Maybe 8 degrees of Kevin Bacon? Perhaps the view from a camera strapped to a fully laden African Swallow not carrying coconuts? &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Seriously though, help out a geometry-impaired senile old fart - what degree should I have used or how should I have described the off-kilter 3d view point of the map? &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2081944#2081944</link>
	<pubDate>2008-02-14T14:17:02+00:00</pubDate>
	<dc:creator>Myrdin T Sasnak</dc:creator>
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	<title>Thread: Re: Victorious Rules and Strategies</title>
	<description>Great post, no wonder you always win.  Can't express enough how much easier and fun Walt Mulder's fire chart makes the game.&lt;br&gt;&lt;br&gt;Don't have anything to add about the British, but a couple things about the Zulus:&lt;br&gt;&lt;br&gt;Make use of the hidden blocks and the Zulu ability to redistribute strength points within the same area. An area with three blocks could be split up becoming an area with ten or more blocks. Confuse the British! &lt;br&gt;&lt;br&gt;In order to maximize the effectiveness of an initial two prong attack and keep the British guessing, place many blocks with small strength points in one area and in the other concentrate your leaders and 10 strength point blocks. The British will not know which is the main attack until it reaches the compound. &lt;br&gt;&lt;br&gt;Unless a golden oppurtunity develops, initially do not make use of the Zulu leader movement bonus until you reach the compound wall. This keeps the British player in the dark. Once there, you can swing a 40 SP force of Zulu along the compund exterior to strike at a weak point. Once this force is whittled down, use some of the leaders as much as possible to ferry in reinforcements quickly. &lt;br&gt;&lt;br&gt;Early on it is a game of artrition where the Zulu player must inflict casualties without regard to loss or even attaining victory points areas. Later on, a consolidated mass attack can stand a chance of overcoming the British firepower that will no doubt be centered in the store house / redoubt region of the map. &lt;br&gt;&lt;br&gt;If it is early in the game, during a turn where you suffer a small amount of casualties, consider holding the reinforcements off-board for a turn until a larger force can be built.&lt;br&gt;&lt;br&gt;The hospital area of the compound is the British player's hardest point to defend, the storehouse area and kraal the easiest.&lt;br&gt;&lt;br&gt;Protect your leaders! Lose them early and you will lose the game.   </description>
	<link>http://www.boardgamegeek.com/article/2081919#2081919</link>
	<pubDate>2008-02-14T14:02:30+00:00</pubDate>
	<dc:creator>Myrdin T Sasnak</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;b&gt;Myrdin T Sasnak wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The map is plainly drawn using mostly green and tan shades in a 3D-ish bird’s eye perspective style about 90 degrees off from a direct top-down view.&lt;/i&gt;&lt;br&gt;&lt;br&gt;90 degrees off?&lt;br&gt;&lt;br&gt;Otherwise, nice review.  Obviously a nicely balanced game if both sides always feel they have no chance of winning.  (Idle question - are there any games where both sides always feel they have no chance of losing? &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; )</description>
	<link>http://www.boardgamegeek.com/article/2081864#2081864</link>
	<pubDate>2008-02-14T13:28:13+00:00</pubDate>
	<dc:creator>Demoneyes</dc:creator>
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	<title>Thread: Victorious Rules and Strategies</title>
	<description>Rule Reminders/Strategy&lt;br&gt;This is just some brief notes; not a detailed analysis; maybe more of a self-reminder for  times  when needing a quick memory-jogger. I put more general “Rule Reminders” first (or details easy to get wrong) then minor “spoilers” or strategy “lessons learned” that you may prefer to learn yourself. (if so, only read to the ++++++)&lt;br&gt;&lt;br&gt;RULE REMINDERS&lt;br&gt;1. Zulu placement on their first space on the board edge count as a movement point.&lt;br&gt;2. Zulu leader movement bonus to move 2 spaces w/ 10 SPs cannot be used to cross walls.&lt;br&gt;3. Zulu sniper fire rolls 6 dice against one space (non-building interior) during the day; 4 dice at night.&lt;br&gt;4. Besides night reducing Zulu sniper fire, it reduces Brit range from 3 spaces to two.&lt;br&gt;5. Only 2 Brit leaders, Chard and Bromhead can direct volley fire; 3x strength of 4 SP each plus their 1 SP (but not over a wall or after moving- difficult to do!) May want to allow 3 of the 4 Brit leaders the Chard/Bromhead abilities.&lt;br&gt;6. Bayonet charges (additional Brit-initiated melee) allows a leader (1 SP) + 4 SP worth of infantry to  have additional rounds of melee (Zulus fight back simultaneously).&lt;br&gt;7. Units in bayonet charge occupy target area at their option. Though they do earn the +1 across a wall.&lt;br&gt;8. Only total of 8 SP factors can be in certain zones (i.e. H=storehouse roof; G=first aid station; D= last redoubt; L,M,N,O=hospital zones).&lt;br&gt;9. A maximum of 8 SP may melee OUT of any building zone; but 8 SP can attack INTO every door/window.&lt;br&gt;10. Hospital  fire starts on 1st turn that Zulus melee any hospital zone (successful or not) AND roll anything but a one in the following “fire start” phase.&lt;br&gt;11. Hospital has entries from the north and east.&lt;br&gt;12. Dalton and Bourne may only use leadership bonus abilities in the optional rules.  For the basic game they are 1 SP infantry units. Maybe giving one of them the special abilities (move 4 units two spaces; bayonet/volley leads) is more balanced?&lt;br&gt;13. The leader’s movement bonus does not apply to moving the VP units.&lt;br&gt;14. Melee (not direct fire) across a wall (or into OR out of a building) is +1 for Brits (hit on 4,5,6 not just 5,6).&lt;br&gt;15. Brit fire that crosses a space then a wall is penalized by one; across two walls is not allowed, except from storehouse roof (all accounted for on LOS chart).&lt;br&gt;16. Zones vacated by melee may be advanced into.&lt;br&gt;17.  Example of Zulu ways to achieve their 14 points for victory (assuming no points loss by having &gt;47 SPs eliminated in one turn):&lt;br&gt;a. Control both  parts of Kraal (4 points) + Final Redoubt ( 10)  or&lt;br&gt;b. Burn down hospital (6) + Water cart destroyed (5 if done during day) + three patients eliminated (3 – a point each). (Q1) Does a water cart destroyed during the day lose points during the night?&lt;br&gt;	Of course, reducing the Brits to &lt;10 SPs is another means for Zulu victory.&lt;br&gt;&lt;br&gt;Great idea from Peter Bogdasarian (jormungandr) for tracking losses during simultaneous melee:&lt;br&gt;&lt;br&gt;“Simply place a couple of different colored dice in the space to track losses by turning them.”&lt;br&gt;I use a couple of homemade numbered “loss tracks”.&lt;br&gt;&lt;br&gt;GMT’s website on Rourke’s Drift:&lt;br&gt;&lt;A target='_blank' href=&quot;http://members.cox.net/worthingtongames/VictoriaCross.html&quot; rel=&quot;nofollow&quot;&gt;http://members.cox.net/worthingtongames/VictoriaCross.html&lt;/A&gt;&lt;br&gt;&lt;br&gt;Which has links to the indispensable LOS chart (thanks Walt Mulder), Consimworld, FAQs, download of rules (better than trying to read the enclosed rules printed on a disruptive background). &lt;br&gt;&lt;br&gt;Hopefully, these rule reminders will help make your first games close to the “correct” rules; rather than having a couple of “learning” games flawed by missing  important points.&lt;br&gt;++++++++++++++++++++++++++&lt;br&gt;STRATEGY SPOILERS&lt;br&gt;&lt;br&gt;Similar to prematurely hearing the conclusion of a book or movie, the fun of game strategies is often in their discovery. Especially disheartening is discovering that there are set strategies for a game that will guarantee a win. Don’t think Victoria Cross has this problem, anyway these obvious strategy tips are very basic and surely subject to countermeasures.&lt;br&gt;&lt;br&gt;Since there are NO strategy articles for this game; just wanted to get this started and look forward to your thoughts and criticisms.&lt;br&gt;1. Brits should keep 8 SPs (4 1s + a couple of 2s) on the storehouse roof because they can shoot almost anywhere and if wounded by snipers can jump down to the first aid station to trade places for repair (2 SPs per turn). Remember, Zulus can’t melee the storehouse roof (H) from outside the compound but can from C and F; Brits can’t volley or bayonet charge from roof.&lt;br&gt;2. Brits could use a free leader to ferry wounded units to the last redoubt (D) then into first aid station (H) for repair. If a small group of reduced units is stuck in the open, include a 2 or 3 unit that can absorb sniping.&lt;br&gt;3. Conversely, Zulus should snipe at small groups with wounded units in hopes of getting an elimination.&lt;br&gt;4. Brits need to evacuate the 4 wounded from the hospital before it burns (requires 4 	SPs to carry) getting them to the storehouse.&lt;br&gt;5. Seems hard to get a chance to do a volley (triple firepower for 4 SPs if led by Chard or Bromhead) since it can’t be done over a wall or after moving.&lt;br&gt;6. Brit bayonet charges, however, can be very useful to finish off small pockets of Zulus if you charge with two leaders each directing 5 SPs for a 10 point attack. (Q1) Do they lose the +1 modifier from attacking behind a wall? Appears not)&lt;br&gt;7. Zulus could send some sacrificial groups forward at the beginning just to discover “where the British rifles are”; just like in the movie (and real life).&lt;br&gt;8. Zulu leaders should stay with a large enough group of SPs that can absorb losses so they survive possible withering attacks.&lt;br&gt;9. Zulu leaders can be used for surprise shifts of troops two spaces (but only 10 SP per leader); and ferrying troops up quickly.&lt;br&gt;10.  Zulu simultaneous attacks on opposite sides of the compound make it tough for the Brit to concentrate fire in just one area.&lt;br&gt;11. Brits might just do a delaying defense around the hospital but ready to evacuate.&lt;br&gt;12. Focus Zulu random fire into the area with the least units.&lt;br&gt;&lt;br&gt;Great game to relive the heroic defense vividly portrayed in the old movie. That is why it is on BOTH of my geeklists:&lt;br&gt;&lt;br&gt;Best games that capture a movie:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/geeklist/1967&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/geeklist/1967&lt;/A&gt;&lt;br&gt;and&lt;br&gt;best defensive games:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/geeklist/809&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/geeklist/809&lt;/A&gt;&lt;br&gt;&lt;br&gt;Originally this was supposed to be just highlights, sorry for going on so long. Hope to hear from you…&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2081311#2081311</link>
	<pubDate>2008-02-14T05:30:05+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>&lt;i&gt;I also enjoy 'Zulu Dawn' ( *not* Burt Lancaster's finest moment to be sure..) and would love to play an Isandlwana scenario/game? Do you know of any?&lt;/i&gt;&lt;br&gt;&lt;br&gt;I don't own any, nor have I played any. Somewhere in the depths of my memory I think SPI may have put something out. I remember seeing a game that I think covered the entire Anglo-Zulu conflict and maybe another that had scenarios that covered individual battles - or maybe the one had both - I don't know. It might just be that I am imagining things again... Nurse! Where's my medication?! I could be confusing this with a very old computer game I once had.</description>
	<link>http://www.boardgamegeek.com/article/2080769#2080769</link>
	<pubDate>2008-02-14T01:18:21+00:00</pubDate>
	<dc:creator>Myrdin T Sasnak</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Thank you for posting this most excellent review. I've been wanting to get a better idea about VC before I made a decision and this looks like the kind of game I could play with my ageing father. Tense and competitive, but not too detailed or finicky. We are both big fans of Zulu, so I appreciate the quotes from the film. &lt;br&gt;&lt;br&gt;I also enjoy 'Zulu Dawn' ( *not* Burt Lancaster's finest moment to be sure..) and would love to play an Isandlwana scenario/game? Do you know of any?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2080394#2080394</link>
	<pubDate>2008-02-13T22:23:43+00:00</pubDate>
	<dc:creator>earthboot</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Bill,&lt;br&gt;Another super excellent review full of thoughtful opinions and enlightening humor! &lt;br&gt;&lt;br&gt;A birds eye view map with all boundaries clearly delineated would be just what this game needs (i.e. Are there doors on the north and east sides of the hospital?)&lt;br&gt;&lt;br&gt;Also, tracking Zulu losses is a bit fiddly.&lt;br&gt;But a fun tense game with much replayability; really captures the movie!&lt;br&gt;&lt;br&gt;You beat me to it;&lt;br&gt;I am just finished and am posting a VC article under strategy.&lt;br&gt;&lt;br&gt;Gordon 2/13/08</description>
	<link>http://www.boardgamegeek.com/article/2079530#2079530</link>
	<pubDate>2008-02-13T18:13:13+00:00</pubDate>
	<dc:creator>capt yid</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Excellent review. I totally agree with your point about seeing the film; in fact I would say its a pre-requisite to playing the game.&lt;br&gt;&lt;br&gt;You certainly get a feeling of the Zulus swarming around the compound looking for a weak spot as the British deperately try to evacuate the hospital and set up a series of defensive lines in an atempt to hold back the hordes. Good stuff!&lt;br&gt;&lt;br&gt;&lt;b&gt;“A Prayer's as good as a bayonet on a day like this&quot;&lt;b&gt;&lt;br&gt;&lt;i&gt;Colour Sergeant Bourne&lt;i&gt;</description>
	<link>http://www.boardgamegeek.com/article/2078848#2078848</link>
	<pubDate>2008-02-13T14:06:31+00:00</pubDate>
	<dc:creator>bishuk</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>Aaaarrrhh...but I like ye style.&lt;br&gt;&lt;br&gt;Nicely laid out and ship-shape. There be a place for the likes o ye onboard my ship.&lt;img src=&quot;http://files.boardgamegeek.com/images/arrr.gif&quot; alt=&quot;:arrrh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2077969#2077969</link>
	<pubDate>2008-02-13T01:06:00+00:00</pubDate>
	<dc:creator>da pyrate</dc:creator>
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	<title>Thread: Re: Zulu!</title>
	<description>I'll second your low opinion of the map.  Worthington's production values have evolved, and the gulf between VC and &lt;a class='gamelink' target='_blank' href=&quot;/game/17465&quot;&gt;Cowboys: The Way of the Gun&lt;/a&gt; and &lt;a class='gamelink' target='_blank' href=&quot;/game/22472&quot;&gt;Prussia's Defiant Stand&lt;/a&gt; is noticable.  &lt;br&gt;&lt;br&gt;That said, it isn't a showstopper, and for anyone who loves the movie, VC is a very enjoyable treatment of the battle.  As the Brits I felt the waves of Zulus would never end, and as the Zulus you dread the toll that the thin red line takes on you.  </description>
	<link>http://www.boardgamegeek.com/article/2077748#2077748</link>
	<pubDate>2008-02-12T23:55:07+00:00</pubDate>
	<dc:creator>Bloodybucket</dc:creator>
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	<title>Thread: Re: Advance after melee, even when there is no melee?</title>
	<description>Here is the official answer from Worthington Games...&lt;br&gt;&lt;br&gt;&lt;i&gt;The answer to that one is no.  There must be units in a zone for the zulus to melee into.&lt;br&gt; &lt;br&gt;Thanks,&lt;br&gt;Grant&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;So Wulf and Kent, kudos to you!  Thanks for everyone's help!.</description>
	<link>http://www.boardgamegeek.com/article/1982496#1982496</link>
	<pubDate>2008-01-06T14:59:36+00:00</pubDate>
	<dc:creator>gamer-stu</dc:creator>
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	<title>Thread: Re: Advance after melee, even when there is no melee?</title>
	<description>&lt;b&gt;Wulf Corbett wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;gamer-stu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I can see your point, but that answer still seems kind of gamey to me.  If the Zulu could advance in to a contested space after a hard fought melee, why couldn't they advance were there no resistance at all? &lt;/i&gt;&lt;br&gt;It's easier to advance after (actually during) the press of melee when you were going that way anyway, rather than rush forward in the open making a clear and obvious target of yourself, while still potentially dangerous enemies are on the ground underfoot. &quot;Advance after melee&quot; actually represents the movement &lt;b&gt;OF&lt;/b&gt; melee, not a separate movement. If they advance into a killing zone of fire, they're advancing into the fire!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Now that you explain it that way, it's starting to make sense to me.  I suppose the British would not be willing to fire in to a melee and risk killing their brothers(though someone forgot to tell Cornwallis at Guilford Courthouse).  Zulus advancing unhindered however... </description>
	<link>http://www.boardgamegeek.com/article/1977854#1977854</link>
	<pubDate>2008-01-04T13:24:54+00:00</pubDate>
	<dc:creator>gamer-stu</dc:creator>
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	<title>Thread: Re: Advance after melee, even when there is no melee?</title>
	<description>&lt;b&gt;gamer-stu wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I can see your point, but that answer still seems kind of gamey to me.  If the Zulu could advance in to a contested space after a hard fought melee, why couldn't they advance were there no resistance at all? &lt;/i&gt;&lt;br&gt;It's easier to advance after (actually during) the press of melee when you were going that way anyway, rather than rush forward in the open making a clear and obvious target of yourself, while still potentially dangerous enemies are on the ground underfoot. &quot;Advance after melee&quot; actually represents the movement &lt;b&gt;OF&lt;/b&gt; melee, not a separate movement. If they advance into a killing zone of fire, they're advancing into the fire!</description>
	<link>http://www.boardgamegeek.com/article/1975964#1975964</link>
	<pubDate>2008-01-03T20:25:58+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Re: Advance after melee, even when there is no melee?</title>
	<description>&lt;b&gt;kentreuber wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;My opinion is no, they don't get to advance.  No melee, so no advance after melee.  The British player would have a chance to plug the hole in his movement phase.  If not, the Zulu player would be able to move into the zone during his movement phase.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I can see your point, but that answer still seems kind of gamey to me.  If the Zulu could advance in to a contested space after a hard fought melee, why couldn't they advance were there no resistance at all?  The counterpoint is that it would be, as you say, a free move for the Zulus. Anyway, I've emailed Worthington Games for a &quot;gospel&quot; answer.</description>
	<link>http://www.boardgamegeek.com/article/1975581#1975581</link>
	<pubDate>2008-01-03T18:39:32+00:00</pubDate>
	<dc:creator>gamer-stu</dc:creator>
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	<title>Thread: Re: Advance after melee, even when there is no melee?</title>
	<description>My opinion is no, they don't get to advance.  No melee, so no advance after melee.  The British player would have a chance to plug the hole in his movement phase.  If not, the Zulu player would be able to move into the zone during his movement phase.</description>
	<link>http://www.boardgamegeek.com/article/1974969#1974969</link>
	<pubDate>2008-01-03T15:04:30+00:00</pubDate>
	<dc:creator>kentreuber</dc:creator>
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	<title>Thread: Advance after melee, even when there is no melee?</title>
	<description>Situation: the Zulus got lucky and killed four British SPs during the random fire phase.  (It was daytime and I was using the solo rules that allow for the zulus to role 12 dice).  This eliminated the British units in the area.  Could the Zulus in the neighboring space advance in after melee, even though there are no units there to melee?  If yes, as I suspect, what prevents the Zulus from basically getting a free movement in zones outside of the compound?</description>
	<link>http://www.boardgamegeek.com/article/1974838#1974838</link>
	<pubDate>2008-01-03T14:02:32+00:00</pubDate>
	<dc:creator>gamer-stu</dc:creator>
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	<title>Thread: Re: Bayonet Charge</title>
	<description>Pierre,&lt;br&gt;&lt;br&gt;Yes it must be the same units for each round of the bayonet charge.  It is considered continuous combat and only ends when either one side is eliminated or the British stop the attack.&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;&lt;br&gt;Matt&lt;br&gt;&lt;br&gt;PS. In case you haven't gotten it already we have a line of site chart and a FAQ for Victoria Cross at &lt;A target='_blank' href=&quot;http://www.worthingtongames.com&quot; rel=&quot;nofollow&quot;&gt;www.worthingtongames.com&lt;/A&gt; through the Downloads link, or through the Victoria Cross game details page.</description>
	<link>http://www.boardgamegeek.com/article/1414883#1414883</link>
	<pubDate>2007-03-28T00:38:32+00:00</pubDate>
	<dc:creator>kingcujoI</dc:creator>
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	<title>Thread: Bayonet Charge</title>
	<description>Must it be the same 4SP which do the bayonet charge from round to round or can the british leader lead other units from his zone each round?&lt;br&gt;&lt;br&gt;Currently in my 1st game and enjoying it pretty much, despite initial mixed feelings.</description>
	<link>http://www.boardgamegeek.com/article/1408543#1408543</link>
	<pubDate>2007-03-24T15:26:02+00:00</pubDate>
	<dc:creator>pmiranda</dc:creator>
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	<title>Thread: Re: Any word on a comprehensive new rulebook?</title>
	<description>I'll second that. Very fun game with simple rules. They may seem a bit confusing as you read them the first time, but once you play through a turn, everything becomes quite clear. I was playing solo today when my 7 year old son came to peek over my shoulder and he was able to catch on very quickly to what was going on. Don't let rules questions scare you off...it just isn't that complicated.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1136015#1136015</link>
	<pubDate>2006-10-22T23:57:14+00:00</pubDate>
	<dc:creator>nix342</dc:creator>
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	<title>Thread: Re: Reading the Charts</title>
	<description>Wow, took a very long time for that one to be answered!  THANKS so much, sir.</description>
	<link>http://www.boardgamegeek.com/article/1136014#1136014</link>
	<pubDate>2006-10-22T23:56:44+00:00</pubDate>
	<dc:creator>medievalbanquet</dc:creator>
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	<title>Thread: Re: Reading the Charts</title>
	<description>I believe the fire charts are for those that prefer  CRT over the standard &quot;buckets-o-dice&quot; approach. If using the fire charts you roll a single die and cross reference that with the number of SP to determine how many hits are scored. </description>
	<link>http://www.boardgamegeek.com/article/1136007#1136007</link>
	<pubDate>2006-10-22T23:52:56+00:00</pubDate>
	<dc:creator>nix342</dc:creator>
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	<title>Thread: Re: Any word on a comprehensive new rulebook?</title>
	<description>Just get the game.  It's a LOT of fun!!!  The rules aren't that difficult.</description>
	<link>http://www.boardgamegeek.com/article/1116458#1116458</link>
	<pubDate>2006-10-10T00:36:18+00:00</pubDate>
	<dc:creator>dumpty</dc:creator>
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	<title>Thread: Re: Any word on a comprehensive new rulebook?</title>
	<description>Thanks for the reply, Matt.&lt;br&gt;&lt;br&gt;I think the Line-Of-Sight chart appeared to be the biggest vacuum in the rules from what I've been able to piece together.  The other errata just appears to be standard stuff for games of this level, and is expected to a degree, so it pleases me to read that the chart ships with the game now.&lt;br&gt;&lt;br&gt;I think I'll be giving this one a whirl.&lt;br&gt;&lt;br&gt;Thanks, again.&lt;br&gt;&lt;br&gt;-TF</description>
	<link>http://www.boardgamegeek.com/article/1116355#1116355</link>
	<pubDate>2006-10-09T23:28:59+00:00</pubDate>
	<dc:creator>Tumulorum Fossor</dc:creator>
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	<title>Image</title>
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	<link>http://www.boardgamegeek.com/image/140247</link>
	<pubDate>2006-08-18T01:57:02+00:00</pubDate>
	<dc:creator>Larry Welborn</dc:creator>
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		British &amp; Zulu Troop Sticker Sample &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/115209</link>
	<pubDate>2006-02-08T20:08:31+00:00</pubDate>
	<dc:creator>jyeackle</dc:creator>
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		Played at KoreaCon I, 12 Dec 04 &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/61469</link>
	<pubDate>2004-12-16T12:49:06+00:00</pubDate>
	<dc:creator>jahellen</dc:creator>
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	<pubDate>2004-11-29T12:58:50+00:00</pubDate>
	<dc:creator>cartking24</dc:creator>
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	<pubDate>2004-08-03T01:43:22+00:00</pubDate>
	<dc:creator>Walt Mulder</dc:creator>
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	<link>http://www.boardgamegeek.com/image/51381</link>
	<pubDate>2004-08-03T01:43:19+00:00</pubDate>
	<dc:creator>Walt Mulder</dc:creator>
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