Michael Dippel
Germany
Rheinhausen
Baden-Württemberg
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Rorke´s Drift:

Briefing:
British Troops: Lt. Chard; Lt. Bromhead
6 Command cards

Zulus: Dabulamanzi kaMpande
6 Command cards
Move first

Victory Conditions:
- British: At least 1 Unit (not LDR) must survive 3 attack waves of Zulus
- Zulus must destroy all British within 3 attack waves

Special Rules:

- Cross sabers hits only in melee

- Zulu Warriors: Move 0-1 hex and battle 3-2 dice OR
move 2 hex without battle

- Rorke´s Drift buildings are treated like Homestead

- Redoubt: Are treated like fieldworks

- Remove the CallForReinforcement, Short Supply
and ConstructFieldworks card, they are not used in this scenario.

- Retreats: The British can choose, to retreat up or down.
The Zulus on the top half battlemap retreats to top, the Zulus
on the bottom half retreats to bottom.
Zulus on the middle hex row (row with the british marker)
can decide, in which direction they retreat.

- Zulu Attack Waves: The Zulus starts each attack wave with
full strength units (a killed Zulu LDR will not replaced),
in the same hexes like on the first setup.
If they loose 4 units (not LDR´s), the wave retreat immediately
and the next wave is setup.

- British Reorganisation: The British can reorganisate there units
within Rorke´s Drift to any hex, before the Zulu player start his
next attack wave.

- British Recovery: Before the Zulu player start his next attack wave,
each British unit with lost figures, which is on a Hospital hex
(or is moved during British Reorganisation to a Hospital hex),
can roll 4 dice to recover units. For each INF symbol is rolled,
this unit recover 1 figure.
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Brent Fortner
United States
Fuquay-Varina
North Carolina
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Re: Rorke´s Drift
Hey Michael,

I really enjoy reading your variant rules - thanks for sharing! I hope to get them to table in the near future.
 
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Chris Roper
South Africa
Hout Bay
Western Cape
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Re: Rorke´s Drift
I will have to try it again tomorrow.
I had just finished setting it all up, turned my back for 5 minuets, and the cat decided it was a great place to sleep.
I am still plucking Zulu warriors out of her hair


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Michael Dippel
Germany
Rheinhausen
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Re: Rorke´s Drift
Hello all,
after a lot of hard testing games today, i have changed
the setup a little

See above.
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Chad K
United States
Pennsylvania
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Re: Rorke´s Drift
Awesome stuff!! Ive been thinking of a Rorkes Drift type game for a long time. I know of Zulus on the Ramparts game- but that is solo.

Do the Zulus have ranged attacks? Or only melee?
 
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Barks
Australia
Armidale
New South Wales
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Re: Rorke´s Drift
I've had a cracker with this scenario- read my AAR here.

Here's how I played it, with my simple tweaks, and a few untested suggestions for variants.

Solo rules

I played the Rorke's Drift game the same fashion as the Isandlwana game, i.e. AI vs AI. Each AI side draws two cards and plays the best one. 'Fightback' was removed from the deck.

Variant 1: Play the British 'properly' against an AI Zulu side. The Zulus draw and activate two cards per turn (no unit may be activated twice). Zulu 'Fightback' gets held in hand, and played at the first available opportunity.

Variant 2: Play the British 'properly' against an AI Zulu side. The Zulus get +1D for every attack. Zulu 'Fightback' gets held in hand, and played at the first available opportunity.

Minor scenario changes

I made the following changes and clarifications to the scenario as given (none of which should alter the game or outcome):

1Change the eight adjacent hill hexes to woods
2Remove the Kraal and outbuilding
3Each hex in the redoubt gives -1D to attacks from any direction except from the other redoubt hex.
4In the reorganisation between waves, the British player may not merge or create new units, nor may he redistribute men between units (I think I broke this between Waves 2 and 3)
5In a two-player game (or solo variant where the British player plays against an AI Zulu), the British player may return any or all of his hand to the deck, and redraw to a full hand. The Zulu player must replace his entire hand.

Optional Character rules

These have not been playtested and I didn't use them in my game. I just thought it would be fun to add a few more characters with special abilities to the British side. Each character replaces one infantryman in one element, and has a special ability that may be used at the player's discretion, so long as the character is still alive.

1Colour-Sergeant Bourne: May ignore all retreats.
Reverend Smith: May ignore one retreat.
2Acting Assistant Commissary Dalton: Once per game, this unit hits on Sabres in ranged combat.
3Private Hook: Hook can only be killed like a leader, i.e. if his unit is wiped out he will survive, and needs a second attack (with crossed sabres) to kill him.
4Leftenant Adendorff: Once per game, may force any Zulu unit to reroll any or all dice.

Other optional scenario rules

These are also unplaytested, but add a bit of flavour:

Fire!
If the Zulus end up in control of both halves of a building, they may attempt to set it alight. To do this, they must make an attack from inside the building against which they are attacking, hitting it as if it were artillery (including crossed sabres). It has three 'wounds', which can be represented with fire markers. Three wounds on each segment will destroy the building (cannot be subsequently entered). This prevents the British from recovering lost soldiers. Before it has been destroyed, British troops may attempt to save the building by entering it and fighting the fire- roll as if it were artillery, each hit (including crossed sabres) removes a fire counter. The British also get one attempt per building segment on fire during the between-wave intervals.

Build the redoubt.
The redoubt is only available for the third wave (leave it off the board for the first two waves), but reduces attacks by 2D.

That's all, my compliments to Bayernkini who has inspired me to go nuts with this project.
 
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Michael Dippel
Germany
Rheinhausen
Baden-Württemberg
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Re: Rorke´s Drift
Here a Setup with my new finished "GMT" style wooden blocks

Not so pretty, as painted miniatures, but much easier to create whistle



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Ralph B
United States
Granite Bay
California
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Michael, I love your blocks.

May I ask how you acquired or created the stickers?

Thanks,
Ralph
 
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Michael Dippel
Germany
Rheinhausen
Baden-Württemberg
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The labels are semi-selfmade with a grapic program,
and then glued onto special adhesive label paper (you can get such sheets from Amazon e.g.)

The wooden blocks are also selfmade from a game friend, and i used spray primer to colorize the blocks
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Ralph B
United States
Granite Bay
California
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Bayernkini wrote:
The labels are semi-selfmade with a grapic program,
and then glued onto special adhesive label paper (you can get such sheets from Amazon e.g.)

The wooden blocks are also selfmade from a game friend, and i used spray primer to colorize the blocks ;)
Your blocks are gorgeous, Michael! Good job.

Ralph
 
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Ralph B
United States
Granite Bay
California
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Michael, thank you so much for this fascinating scenario!

Chad K asked: "Do the Zulus have ranged attacks? Or only melee?"

I'm curious about that, too.

I assume that the Zulus can only melee, since most of them have only spears, and those who have gunpowder weapons have only muskets, neither of which would have much range.

Ralph
 
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