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David McKenna


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The following is an AAR of a game of “Zulus on the Ramparts”. It’s also my first ever session report, so be kind!

Set-up

The four iButhos are randomly placed as follows:

The strength 3 inDluyengwe on the Left Horn track
The strength 5 uThulwana on the Chest track
The strength 4 inDlondo on the Right Horn track
The strength 2 uDloko on the Loins track

The Zulu victory marker is placed on the Outer Perimeter space, and we’re ready to begin!

Turn 1

The Prince DabulazikaMpande chit is the first to be drawn. As there are no other chits to be returned to the cup, this really only provides a bit of breathing room for Lieutenant Chard to be ‘put forth’ (i.e. becomes available). A “Volley fire; Present … fire!” card is drawn, and Lieutenant Bromhead is also ‘put forth’ during the Hero phase

Turn 2

The ‘Loins forward 1’ chit is drawn, moving the strength 2 uDloko forward. As there are still no enemies in range, Lieutenant Chard uses this opportunity to hand out ammo. Another “Volley fire; Present … fire!” card is drawn, and Chard is again ‘put forth’ during the Hero phase

Turn 3

The ‘Chest forward 1’ chit is drawn, moving the strength 5 uThulwana forward. Lieutenant Bromhead starts work on the first barricade, and a “Pot that chap!” card is drawn. No heroes are in hand, so the Hero phase is skipped.

Turn 4

The ‘Loins forward 3’(!) chit is drawn, moving the strength 2 uDloko up to the kraal. Before the action phase, Lieutenant Chard is sacrificed to allow three actions. The first of these three is used by Lieutenant Bromhead to continue work on the barricades (= 2/3 done), the second is used to Volley fire at the uDloko (3 dice), leading to a result of 1 retreat. The third, and final, action is again used to Volley fire (with 2 dice this time), leading to a result of 1 casualty.

The Sergeant Windridge card is drawn, and immediately ‘put forth’ during the Hero phase

Turn 5

The ‘seniority debate’ chit is drawn. Although he has only become available, Sergeant Windridge has to be returned to hand. Bromhead does not, as he is still working on the barricades. The rest of the turn is then skipped.

Turn 6

A ‘R’ marker is drawn. There are no iButho to rally, and the uDloko (Loins) retreat 1 space. As no volleys may be fired this turn, Lieutenant Bromhead finishes work on the barricades (moving Zulu victory marker back to the Inner Perimeter) and is returned to hand. Colour Sergeant Bourne is drawn, and immediately ‘put forth’ as while he is available there is no limit on hand size.

Turn 7

The ‘Chest forward 2’ chit is drawn, moving the strength 5 uThulwana forward. Lieutenant Bromhead is ‘put forth’ during the action phase, and a “commit the reserve” card is drawn. Sergeant Windridge is also ‘put forth’ during the Hero phase

Turn 8

Disaster (or is it?): the Storehouse catches on fire! Some poor fool was obviously trying to have a quick smoke …

Lieutenant Bromhead and Sergeant Windridge create the reserves during the action phase, then an “Independent! Fire at will!” (poor Will!) card is drawn. There are no heroes in hand, so the Hero phase is skipped.

Turn 9

The ‘All forward 1’ chit is drawn: the Zulus were obviously hoping the fire would cover their approach! The “Independent! Fire at will!” card is played to allow 2 dice to be rolled against the strength 5 uThulwana, but with no effect. Lieutenant Adendorff is drawn, and immediately ‘put forth’ during the Hero phase.

Turn 10

Luckily for the defenders, the ‘Washing of the Spears’ chit is drawn. Luckily, as this moves the strength 5 uThalwana (on the chest) back one space. Lieutenant Adendorff takes advantage of this break to start work on another barricade, and a “Hark the Orders” card is drawn.

Turn 11

The ‘Left Horn forward 1’ chit is drawn, moving the strength 3 inDluyengwe forward. Lieutenant Adendorff continues work on the barricades (now 2/3 done), and a “Volley fire by ranks!” card is drawn.

Turn 12

Another ‘Left Horn forward 1’ chit is drawn, again moving the strength 3 inDluyengwe forward. Lieutenant Adendorff finishes work on the barricades, being returned to hand and moving the Zulu victory marker back to the Final Redoubt. Another “Volley fire; Present … fire” card is drawn, and Lieutenant Adendorff is again ‘put forth’ during the Hero phase.

Turn 13

‘Both Horns forward 2’ results in the strength 3 inDluyengwe reaching the outer perimeter, and the strength 1 uDloko reaching the kraal. During the action phase, the “Volley fire by ranks” card (5 dice) is played against the inDluyengwe, resulting in only 1 hit and low ammo for the defenders (cripes!). Night then falls …

Turn 14

Seeing their compatriots near victory, Zulu snipers on the hills provide cover for the strength 5 uThulwana on the Chest track to move forward 1 space. The defenders let loose with another “Volley fire; present … fire” against the now strength 2 inDluyengwe in the outer perimeter (who are lit up by the still burning Storehouse), but with no effect. Surgeon Reynolds is drawn, ‘put forth’ during the Hero phase and used to recover Lieutenant Chard (who immediately becomes available) during the discard phase. He himself, however, is no longer in play (= discarded).

Turn 15

A second ‘R’ marker is drawn. Again, there are no iButhos to either rally or regroup, and both the Horns and the Chest move one space back. The newly recovered Lieutenant Chard uses this opportunity to hand out more ammo, and a “Mark your target as he comes” card is drawn. Chard is then ‘put forth’ again during the Hero phase.

Turn 16

This turn sees another concerted rush by the Zulus (‘all forward 1’). The defenders commit their reserves (5 dice) against the strength 2 inDluyengwe, but with no discernable effect. The sheer volume of fire, however, forces the inDluyengwe back one space, but ammo is low again. Another “Mark your target as he comes” card is then drawn.

Turn 17

The ‘Chest forward 1’ chit is drawn. moving the strength 5 uThulwana up to the Hospital. Lieutenant Chard is again sacrificed for a 3 dice volley against them, leading to 1 hit that becomes a retreat due to low ammo. Another “Independent! Fire at will!” card is drawn.

Turn 18

The ‘Loins forward 2’ chit is drawn, moving the strength 1 uDloko up to the Inner Barricades. An “Independent! Fire at will” card is played (for 2 dice), but there’s obviously no Zulu called Will as this is ineffective, regardless of the low ammo modifier. Amusingly, the next card drawn is titled “Ready … En Garde!” (a portent of things to come?).

Turn 19

‘Chest forward 2’ sees the strength 5 uThulwana breach the Outer Perimeter. The defenders at the Final Redoubt try to play the Zulus at their own game (“Ready! En Garde” for 4 dice), but again with no effect. Private Hook is drawn, and immediately ‘put forth’ during the Hero phase.

Things are looking grim for the beleaguered defenders …

Turn 20

‘Right Horns forward 2’ sees the strength 4 inDlondo reach the (still burning) Storehouse. Lieutenant Bromhead is returned to hand to allow two actions. The first of these is used to play the “Here they come” card for 1 die against strength 1 uDloko, but with no effect due to low ammo. The second is used by Lieutenat Adendorff to hand out ammo.

[In retrospect, I probably should have handed out the ammo first, which would have then resulted in 1 retreat]

A “Fix … Bayonets!” card is drawn, and Lieutenant Bromhead is ‘put forth’ during the Hero phase

Turn 21

‘All forward 1’. Yikes! Private Hook is discarded to stop that happening, so nobody may move due to the current bottleneck situation. A Bayonet charge (“Fix Bayonets!” for 4 dice) is launched against the uDloko in the Inner Barricades, finally destroying that iButho. Another “Commit the Reserves” card is drawn, and Lieutenant Adendorff is ‘put forth’ during the Hero phase.

Victory is short-lived, however …

Turn 22

‘All forward 2’ = the strength 5 uThulwana over-run the defenders!

Final VP

After tallying up the final VPs, we reach a total of 17 = an ignoble defeat! It all started out so well, too …
Joe Donnelly
Canada
Unspecified
BC
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Thanks for this. My three plays so far all ended in rapid Zulu victories, by about turn 5. I thought I was playing something wrong, but your report validates my understanding of the mechanics. I guess I was just unlucky in drawing a lot of "advance 2" markers.
Lance McMillan
United States
Lakebay
Washington
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Nice AAR.

My understanding is that the design intent for most of VPG's solo games the player is supposed to lose about 75-80% of the time! So between you and Joe, with four games lost, one of you is about due for a victory. After my first play through of "Soviet Dawn," which I won, it took me another 11 tries before I finally got my second victory. Don't give up hope.
Joe Donnelly
Canada
Unspecified
BC
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I don't mind losing, but in none of my plays thus far have I even felt like I was in the game. The Zulus sprinted into the victory space before I could muster any sort of defence. I'm passing out ammo, and they're standing in the queue! :D
Claude Stone
United States
New Paltz
New York
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Great report. I have played this game 4 times and have had 2 wins and 2 loses. All were exciting and fun games.
David McKenna


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Thanks guys!

Quote:
My understanding is that the design intent for most of VPG's solo games the player is supposed to lose about 75-80% of the time!


I've only played about three 'proper' (i.e. excluding a single learning game) so far, and have had 1 tragic defeat [the shame!], 1 epic victory and that ignoble defeat, so it looks like I'm on track with the design intent.

The learning game was over in about 4 turns: I never even got the chance to build my first barricade before the Zulus were swarming all over me!
Arnold Daly
United States
Harrisburg
North Carolina
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patron0810
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Great Report.


And yes I have played this wonderful game 6 times all defeat.


I have felt the cold hard steel against my chest to to often:cry:
Last edited on 2009-04-27 15:43:52 CST (Total Number of Edits: 1)
Joe Donnelly
Canada
Unspecified
BC
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Lance was right. In my next game I was able to "put forth" some more leaders, get some rhythm going, and I won! I really enjoyed the ebb and flow of the action. Very much looking forward to the next game.
Paul Dobbins
United States
Herndon
Virginia
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patron07
Nice AAR.So far I've played twice. First game was a Zulu win in 4 turns, as the Zulu Loins advanced four straight turns; my volleys were ineffective. My second game was a Zulu win early after the fall of night. An unfortunate "command debate" disorganized the defense just before a both horns advance 2 was pulled. Geez. The reserve platoon had been formed in the final redoubt and the appropriate reserve cards were available. But the command debate chit puts Chard, Bromhead and friends cards back into a player's hand, and the rest of the British player turn is skipped (yikes no hero phase!).
Jared C


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Out of 4 plays I've had a Standoff, 2 Tragic Defeats, and one 60 point victory! I love this game and will probably be purchasing another solo VPG in the future...

I don't think I've ever "hated" dice as much as I have when I play this game...it can be sooooo frustrating to keep firing ineffective volleys while they keep advancing.

Thanks for the great AAR!
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