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The Sword and The Flame
20th Anniversary Edition

 

Every Man a Briton
  A Co-operative Variant of TSATF,

  Representing the Zulu War, 1879
  By Jay Stribling


In this game, every player is a British/Imperial/Boer player and commands one or more units fighting on that side. The Game mechanics will run their opposing units, all Zulu, with die rolls if necessary being made by the game-master or umpire. For simplicity, all British/Imperial/Boer units and players will be referred to as "British".

This game is designed to be used with "The Sword and the Flame" a set of colonial-period semi-skirmish rules written by Larry Brom. They might work with other rules but TSATF are the only ones that I have tried.


BRITISH PLAYERS' RULES and GAME TURNS

MOVEMENT CARD DECK
The main rule change is that there are only 6 move cards in the move deck Three are red and three are black. When a red card is drawn, the British player(s) may move any, all or none of their units. When a black card is drawn, the umpire will dice to see which Zulu units move. No unit may move more than once per turn, except cavalry units evading.

MOVEMENT LIMITATION
There is no limit to the number of British units that can move on either of the first two red cards drawn, but if you wait to move on the last card, you may not make it. The British commander will roll a D6 when the last red card is drawn. That is the number of British units that may move on the last card. Only the number of units equal to the D6 may move and any remaining units are stationary for the remainder of the turn.

"LOCKED"
British infantry or artillery units that are charged by Zulu units may not move on later cards, they are "Locked" into melee. Cavalry units may accept the charge, or evade if they wish or if they have not yet moved, countercharge, or dismount and accept the charge on foot if they so desire..

EVASION
Cavalry units may use "evasion" to escape charging Zulu units even if they have already moved. They may move up to 4 dice away from the attackers. Roll a D6 for each man. 1,2,3,4 he gets away cleanly, 5 or 6 and he must cut his way out, fighting hand to hand against two Zulus. If he beats them both, he escapes. If he does not; "Cest la Guerre". Cavalry units that have already evaded in one turn may evade again if attacked by a new Impi. On second or third evasions roll a D6 as above for each man. On a 1,2,3 each man gets away cleanly, 4,5,6 they must fight their way out.

FIRING
When firing units, you may use a full 52-card deck or you may use the 46 cards left over after the "Move Deck" (which has only 3 red and 3 black cards) has been created. The Zulu will do very little firing in this game. They will mainly attempt to come right at you.

WOUNDED
A non-wounded man may "carry" up to three of his wounded comrades. This applies to cavalry or infantry. This assumes that a certain percentage of wounded are "walking wounded" who are being led or assisted by the non-wounded soldier and who themselves are assisting other wounded. Wounded Zulu will not attack British units moving over them in this game. Treat all wounded Zulu as dead. Wounded British that fall into Zulu hands will not be tortured, they will be killed.

WHERE ARE THEY?
At the start of the game there are no Zulu on the field. As the game progresses Zulu units may come on from the edge of the table top or may be created at certain terrain features on the field.

FACING DIRECTION
Normal facing rules apply to the British but the Zulus have no facing. They are always assumed to be facing in the most favorable direction for them. They can shoot or throw spears in any direction. Exception! Zulu regiments that have moved into a close combat with British units are "locked" facing towards the British units they are fighting. Other British units that attack from a "rear" direction" do require the Zulu to roll close combat dice as in "attacked in rear".

PHASED MOVEMENT
I personally have never cared for this rule, but it will work with this game. If the British wish to use phased movement, they must tell the umpire at the start of the game. All phased movement must be completed on card #3 and is included in the limit of only a D6 of units moving on card #3 for the British.

A WARNING & BEST WISHES!
"Remember that you don't know how many of the Zulu there are or where they may come from. Good luck old man! Go out and accomplish your mission. We will see you at mess tonight, eh?"

Terms:

Appearance Point - A point designated and numbered by the umpire on the field where Zulu units may or may not appear as determined by random die roll. Should be significant enough in size to hold an Impi.

British Player - Any player who is participating in the game by moving a British, Imperial, Boer, or native auxiliary unit.

British Unit - A standard S & F unit of British, Imperial or Boer nationality, to include all native auxiliaries. The term "units" does not usually include "guns" for scenario force levels but it does include "guns" for movement purposes.

Creation - The process by which Zulu units or Impis are added to the game.

Conversion - The replacement of a Lone Zulu by an Impi

Field - The playing field, including all terrain, set up by the umpire.(see also Table top)

Force Pool - The total number of Zulu units immediately available to the umpire for use in the game. Note that this number may include units hat have been destroyed but "recycled" by being placed back into the "force pool" as well as units that have not yet been committed into the battle.

Gun - An artillery piece or Gatling gun, starting with a 4-man crew. Hand - The designation of a Zulu Impi as to whether it will move to the right or left in an attempt to move around an obstacle. Each Impi has a "hand" designated when it is created. "right-hand" or "left-hand".

Impi - 3 to 6 Zulu regiments that come on the table at the same time and will move together for the remainder of the game.

Induna - A Zulu leader not attached to any unit, who commands an Impi. In the game he will replace a dead Zulu leader of one of the regiments that make up his Impi.

Leader - Any British officer or NCO or Zulu leader.

Lone Zulu - A single Zulu figure placed on the table by the umpire as a signal to the British players that there might or might not be more Zulus located there.

Move Deck - 3 red and 3 black cards shuffled together and placed face-down

Movement Limitation - On the last British move card, only a D6 of units may move.

Perimeter Point - A point on the edge of the table designated and numbered by the umpire where Zulu units may or may not appear as determined by a random dice roll.

Regiment - (Zulu Regiment) A standard unit of Zulu infantry (20 men including a leader in the rules)

Rifle Armed Regiment - A unit of Zulus armed with rifles. They occupy a terrain feature and will shoot at the British from it. They will not usually leave this terrain feature unless driven out of it.

Skirmishing Regiment - A unit of Zulus that will move to within 4" of the nearest British unit and throw spears. They will not normally charge unless converted.

Special Impi - An Impi, which will probably be of lesser strength than a normal Impi. It would be created on the Special Impi creation table.

Table Top - The playing field, including all terrain, set up by the umpire. (see also Field)

TSATF - The Sword and the Flame rule set.

Total Zulu Forces - The total number of units that may be committed by the umpire to fight on the Zulu side. They will almost certainly not all be on the field at the same time so this number may be greater than the number of units in the force pool.

Umpire - The person who sets up the terrain, decides on the scenario and victory conditions, and moves the Zulu units according to random dice rolls.

Unit - A standard unit according to the rules, made up of infantry or cavalry.

UMPIRE'S MANUAL
Zulu Control Rules and Notes

This is a variant for miniatures war games between the Zulu nation and the British Empire set in 1879 using The Sword and The Flame miniatures rules set. Every player in the game is a British player. The Zulu forces run by themselves, with a little assistance from the umpire. The umpire is not playing against the British. Instead, the umpire should be considered to be the neutral and omnipotent hand of fate.

This Umpire's manual contains the tables and charts to regulate Zulu movement. A separate document contains information for the British players.

When hand to hand combat takes place the umpire can roll the Zulu dice or he may designate another British player to roll for the Zulu units.

Changes to the rules:

Move Card Deck: There are only 3 red cards and 3 black cards in the movement deck. When a red card comes up, the British players may move at their option, any unit that has not already moved. When a black card comes up, the umpire dices to see if Zulu Impis that have not already move do so on that card.

Wounded natives: For simplicity all wounded Zulus are hors de combat and are treated as dead.

Facing Direction: Normal facing rules apply to the British but the Zulus have no facing. They are always assumed to be facing in the most favorable direction for them. They can shoot or throw spears in any direction. Exception! Zulu regiments that have moved into a close combat with British units are "locked" facing towards the British units they are fighting. Other British units that attack from a "rear" direction" do require the Zulu to roll close combat dice as in "attacked in rear".

Before the game starts, the umpire must do the following.

1) Designate 10 points around the edges of the table top, numbered 1 through 10. These are called perimeter points. (I place a small marker or piece of tape at each point with the number written on them.) One point should be where the British forces will enter the game. The other 9 points are possible Zulu entry points. If the scenario begins with the British forces already on the field, then all 10 perimeter points are for Zulu entry.

2) Designate 10 or more points on the table top where a single Zulu figure or one skirmishing Zulu unit might possibly appear. These should be hills, small patches of scrub or woods. These must be large enough to hold a Zulu unit. These are called appearance points. Number these points. (I place a small numbered marker at each of these points.) The numbers are so that the umpire may "cross them off" once they have been investigated by the British. Appearance points may be hidden or visible to the British at the Umpire's choice. Small rocks with a number on the bottom may work well.

General Principles:

SCENARIO DESIGN: The best games involve the British players being given a task to accomplish. They could be moving a convoy across the table top, rescuing a garrison or farm's occupants, or scouting certain terrain features. This causes victory to be determined by the success or failure to complete the task.

Only the umpire knows the strength of the Zulu forces. He should structure the scenario being played so that the Zulu have a strength of about 2.5 to 3 Zulus for each British figure in the game. It is not necessary to actually have that many Zulus, since units may be "recycled" into the force pool as they are removed from the field. A ratio of 1.75 or 2 Zulu painted figures to each British painted figure may work.

The umpire must keep a good track of how many Zulu units have been pushed onto the table top, so as not go over the total units available. NOTE: It is demoralizing for the British players to see the umpire returning to the field entire units of Zulu that they have just "killed". It fosters a certain "fog of war" mentality which is desirable.

Example: The scenario calls for 24 Zulu units vs. 9 British units. The number of Zulu units actually painted and available for the game is only 16. The umpire makes a note of each Zulu unit committed to the table top, recycling Zulu units from the dead ones and when his tally reaches 24, no more Zulu units may be "created".

ZULU CREATION: At the start of the game, no Zulu units are placed on the field. As the British players move, they will discover Zulus. Zulus may appear in four ways:

  • Single figure: (generated by the Random Chance on-field table) place one Zulu figure on the table top at an Appearance point.
  • Skirmishing regiment: (generated by the Random Chance table-edge table) place one Zulu regiment on the table top at a Perimeter point. Only two of these may be on the field at any one time.
  • Rifle-armed regiment: (generated by the Random Chance on-field table) place one Zulu regiment armed with rifles on the table top at an Appearance point. This will always be in some terrain feature such as a patch of scrub, a hill, a copse of woods or a Boer farm. Only one of these may be on the field at any one time.
  • Impi: (Generated by either of the Random Chance tables or Converted from a Lone Zulu) Place a group of 3-6 Zulu units led by an Induna, on the table top at either an Appearance point, or a Perimeter point.

Two events can cause Zulu units to appear on the table top:

  1. At the start of the turn the Umpire may roll on the Random Chance table-edge table. See item (2) under At Start of Turn below.
  2. During movement, the British may move onto or near an Appearance point and the umpire must test on the Random Chance On-Field table. See item (1) under During Movement below.

In addition, a Lone Zulu, Skirmishing Regiments, or Rifle-Armed regiment may Convert to an Impi (be removed from the table and replaced by a group of regiments) if fired on or attacked in close combat by the British. See tables below with the titles "Conversion"

AT START OF TURN:

  1. Remove all "Next turn" markers at Perimeter points and replace them with "this turn" markers. Announce to the British players that a Zulu force will enter at that point during movement on the current turn.
  2. At the start of each turn after the second turn: The umpire counts the number of Impis on the field. If there are less than 4 Impis on or already marked to come on, roll on the table called: Random chance table-edge.
  3. If a skirmishing unit or Impi is created roll a D10 to determine at what Perimeter point the Zulus will enter. Mark this entry point with a marker labeled "next turn" and announce to the British player that a Zulu force will enter at that point on the next turn. This cannot be the Perimeter point at which the British enter. If so, roll again.

DURING MOVEMENT:

  1. If the British players at any time move to within 6" of an appearance point that has not previously been tested for random chance, roll on the Random chance on-field table. Inform the British player immediately. Any units that have been moved may not have their movement adjusted. If a lone Zulu is created, place it at the appearance point. If a Skirmishing unit is created place it on the table. If an Impi is created, roll a D6 on the Impi Creation table and place the appropriate units on the field. Assign a "hand" to the Impi. These units will move during Zulu movement unless all Zulu cards have already been drawn. Lone Zulu do not move.
  2. When the first Zulu movement card is drawn, test each "this turn" marker at a perimeter point to see if the Impi comes on during this card. If so, roll for strength on Impi creation table and assign a "hand" to the unit. Do this on each Zulu movement card. The units will come on the table on the last Zulu movement card if they have not come on before.
  3. When a Zulu movement card is drawn, test each Impi to see if it moves: 1,2,3 = move later; 4,5,6 = move now. Impis within 24" of a British unit will roll 4 D6 and attempt to charge. Other units will move 3 D6 straight towards their previous target unit or if no previous target unit, the nearest British unit.
  4. Any Zulu units or Impis that did not move during the first two cards will move during the last Zulu card.

IMPI CREATION

When an Impi is created, either due to creation or coming on from the edge, it's strength will be determined from either the Impi Creation table, or the Special Impi Creation table. After the units are placed on the field, before they move, determine the "hand" of the Impi and its target. (See below for "hand"). The target unit is always the nearest British unit. The target will never change unless:

  1. The target unit is destroyed or moves off the table top.
  2. Another British unit gets in the way
  3. Another Impi gets in the way
  4. The Zulu unit is "tempted" to change its target (see below).

If the target unit is destroyed or moves off the tabletop, the Impi will choose the nearest British unit as the new target. If there are two British units equally distant, the umpire may dice for the target. Red-coated units will be given priority over non red-coats.

If another British unit gets in the way, it becomes the new target unit.

NOTES ON ZULU MOVEMENT

A Zulu Impi with no target (cannot see it for some reason) and no other British unit in sight will move towards the last known position of its target. If for some reason an Impi does not have a target (pretty rare) it will remain stationary till it sees a British unit which will then become it's target.

Zulu units which cannot move straight towards their targets due to some obstacle will move around the obstacle in the direction of their hand.

Unforeseen difficulties which would keep the Zulu units from moving should be resolved by the umpire with the following points in mind:

  1. Zulu units should always move so as to try to close into hand-to-hand combat.
  2. Zulu movement is preferable to non-movement.
  3. If two courses of action are open to the Zulu, use a random die roll to resolve questions of targeting or move direction. 1,2,3 = left; 4,5,6 = right.

If another Impi gets in the way, the Impi will attempt to move around the other Zulus in the direction of its "hand". If the Impi cannot reach the target unit while moving in the direction of its hand and there is another British unit that could be reached in that same move distance then the Impi will be tempted to change its target. The umpire will roll a D6: 1,2,3 = Impi remains faithful to original target. 4,5,6 = change target to nearer unit.

+1 to the die roll if the tempting unit fired on the tempted Impi last turn.

If the target unit is not within 24" when the Impi moves and there is another British unit within 24" the Impi will be tempted as above.

ZULU MORALE: If a Zulu unit fails morale or becomes pinned and then later recovers morale it will move to rejoin its Impi. If its Impi has been destroyed the unit will become a small Impi by itself. It will choose the nearest British unit as its target.

If a Zulu unit fails morale after being reduce to less than 50% and begins withdrawing from the field, the umpire may remove it from the table top to remove an encumbrance from the game.

NOTES ON APPEARANCE POINTS Once an appearance point has generated an Impi, it will never generate anything else. Once the British have occupied an appearance point it will never generate anything else.

DURING THE FIRE PHASE

When a Zulu fire card is turned, dice to see which Zulu unit fires (if there is more than 1 unit on table capable of firing). Only the "rifle armed" Zulu regiment or a "skirmishing" Zulu regiment may fire. All Zulu units that are part of an Impi will never fire, they will always be attempting to close into hand-to-hand combat.

SKIRMISHING ZULU REGIMENTS
Notes: This is a Zulu unit which will always move 3 dice towards the nearest British unit and will throw spears if in range. It will not close into close combat (unless converted to an Impi). It will remain at 1" from its target unit but will move during the turn on a Zulu move card 3 D6 in the direction of it's hand. If blocked and cannot move, it remains stationary.

Conversion: If charged by the British, it will test "to stand". If it stands, it coverts instantly to a Special Impi. If it fails to stand, it falls back and becomes pinned.

RIFLE ARMED ZULU REGIMENT
Notes: If a Rifle armed Zulu regiment is fired at and reduced to less than 50% it is required to test morale as in the regular rules. If it passes, it remains in place and continues to fire every turn. If it fails, it melts away and is removed from the field.

Conversion: If a Rifle-armed Zulu regiment is charged, it should test "to stand" as in the regular rules. If it stands it is converted to a Special Impi. (See Special Impi creation) If it does not stand, it "Melts away" skulking and is removed from the table top. Once it becomes an Impi, it no longer will fire and is no longer considered to be rifle-armed.

RANDOM CHANCE ON-FIELD (APPEARANCE POINT)
1,2 = Create Lone Zulu
3 = Create Rifle-armed Zulu regiment. Must be in a class 3 or 4 terrain feature. If the terrain is not suitable or there is already a rifle-armed regiment on the table, treat as 4 below.
4 = Keep Status Quo - no creation
5,6 = Create Impi, roll on IMPI CREATION table (below).

    Modifiers:
  • +1 to die if only 2 Impis on board or marked to come on.
  • +2 to die if only 1 Impi on board or marked to come on.

RANDOM CHANCE FROM TABLE EDGE (PERIMETER POINT)
1 = Create Skirmishing single Zulu regiment.
2,3,4= Keep Status Quo - no creation
5,6 = Create Impi, roll on IMPI CREATION table (below).

    Modifiers:
  • +1 to die if only 2 Impis on board or marked to come on
  • +2 to die if only 1 Impi on board or marked to come on

Note: No more than two Skirmishing Zulu regiments may be on the table. If there are two already on the table and the result above calls for the creation of another, re-roll the D6.

CONVERSION OF LONE ZULU

Lone Zulu fired at and missed: Roll D6
1 = Figure vanishes
2 = Figure remains in same location
3 = Figure moves 1D6 in random direction (if this movement takes the Zulu out of sight, the figure is removed)
4 = Convert to Skirmishing Regiment unless already 2 Skirmishing regiments on field, then treat as 5,6 below.
5,6 = Convert to Impi if force pool allows at current location or 3D6 from British if within 6". If force pool does not allow Impi or Special Impi creation, figure vanishes.

Lone Zulu fired at and hit: Roll D6
1,2,3,4= Figure vanishes
5,6 = Convert to Impi if force pool allows at current location or 3D6 from British if within 6". If force pool does not allow Impi use Special Impi creation. If force pool does not allow that, figure vanishes.

Lone Zulu attacked in close combat: Roll D6
1,2,3,4= Figure vanishes
5,6 = Convert to Impi if force pool allows at current location or 3D6 from British if within 6". If force pool does not allow Impi use Special Impi creation. If force pool does not allow that, figure vanishes.

IMPI CREATION TABLE - Check available force pool, if not more than 2 units, create Lone Zulu instead. If size of Impi created exceeds force pool, use what is in pool. Roll a D6:
1 = 3 regiments
2,3,4 = 4 regiments
5 = 5 regiments
6 = 6 regiments

    Modifiers:
  • +1 if 8 or more regiments in force pool
  • -1 if this is first Impi created in game.

SPECIAL IMPI CREATION TABLE - Check available force pool. Must be at least 1 unit. Roll a D6:

  • 1,2,3 = 1 regiment
  • 4,5,6 = 2 regiments (if available in force pool, otherwise use 1 regiment)

Note: Use this table for Rifle Armed Regiment conversion.

"HAND": Test each Impi and Skirmishing regiment at creation. Roll a D6:

  • 1,2,3 = Left handed.
  • 4,5,6 = Right handed.

The "Hand" of the Zulu Impi is used to determine which way it moves if it cannot move directly towards its target.

TEMPTATION: 1,2,3 = Impi remains faithful to original target. 4,5,6 = change target to nearer unit.

+1 to the die roll if the tempting unit fired on the tempted Impi last turn.

 

EXAMPLE OF MOVEMENT PROCEDURE

There are 6 British units on the field, (two cavalry and four infantry) along with two Zulu Impis and one "This turn" marker at perimeter point #3. In the movement phase, the cards are drawn in the following order:

First card drawn is a British one. The British players elect to move no units at this time.

Second card drawn is a Zulu card. The umpire rolls a D6 for each Zulu unit on the field and the "This turn" marker: on perimeter point #3. The first Impi rolls a "1" and so will move later. The second Impi rolls a "4" and so the umpire rolls movement dice and moves the unit maximum distance towards its target. The perimeter point rolls a "2" so will move later.

Third card drawn is also a Zulu card. The umpire rolls a D6 again for the Impi that did not move on the first card. The result is "4" and so that Impi is also moved maximum distance towards its target. The perimeter point's die roll is "1" and so will move later.

Fourth card is another British card. The British players move their four infantry units but decide to let the cavalry wait till the last card for their movement.

Fifth Card is the third Zulu move. Any remaining unmoved Zulu units will move at this time. Only the perimeter point is left, so the umpire rolls on the Random Chance from Table-edge (Perimeter Point) table. The D6 is a "4" so he consults the Impi Creation table. Here the D6 is a "5" and an Impi of 5 regiments is placed on the field. On the Hand table a D6 roll with a "3" result means the Impi is "Left-handed" and will move to the left if it encounters any blocking terrain or units. The new Impi is over 24" from any British units, so three D6 are rolled and the Impi moves that distance towards the nearest British unit which will be its target from now on..

Sixth (the last) movement card drawn is the last British card. Any unmoved British units may now move but the British players roll a D6 (Movement limitation) to see how many units can move on this last card. The roll is "3" so three British units could move. However, there are only the two cavalry units left unmoved, so they now move. (IF the D6 result had been a "1" only one of the cavalry units could have moved.

During movement, the first cavalry unit moves to within 6" of the Appearance point located at the ford through the shallow river. The Umpire rolls a D6 and consults the Random Chance On-Field table. The D6 is a "1" and a Lone Zulu figure is placed at the ford.

The second cavalry unit moves to within 6" of and occupies a Rocky depression that contains another Appearance point. Again the Random Chance On-Field table is consulted and this time the D6 roll is "3" so nothing is created. Since the British have occupied this appearance point, it will never create anything else.

The appearance point located at the river ford mentioned above, will be tested each time the British move within 6" or remain within 6" of it since the British did not occupy it.

EXAMPLE OF FIRE PROCEDURE

If we use the above game, since there are no rifle-armed regiments or Skirmishing Regiments on the field, there is no Zulu fire. During the British fire phase, they naturally concentrate on the Impis. Their fire reduces one of the Regiments in the closest Impi to less than 50% strength and it tests "Critical" morale. It fails this test, so will fall back. The umpire will remove it from the table top and return it to the force pool.

The second British cavalry unit (as mentioned above), having no other target, fires at the Lone Zulu that appeared at the river ford. A hit is obtained so the umpire rolls on the Conversion of Lone Zulu table. The D6 is a "5" which reads "Convert to Impi". The Umpire consults the Impi Creation Table and the die roll is "4". At this point he places an Impi of 4 Zulu regiments on the field at the point where the Lone Zulu was. This represents hidden or prone units suddenly becoming visible.

Terms:

Appearance Point - A point designated and numbered by the umpire on the field where Zulu units may or may not appear as determined by random die roll. Should be significant enough in size to hold an Impi.

British Player - Any player who is participating in the game by moving a British, Imperial, Boer, or native auxiliary unit.

British Unit - A standard S & F unit of British, Imperial or Boer nationality, to include all native auxiliaries. The term "units" does not usually include "guns" for scenario force levels but it does include "guns" for movement purposes.

Creation - The process by which Zulu units or Impis are added to the game.

Conversion - The replacement of a Lone Zulu by an Impi

Field - The playing field, including all terrain, set up by the umpire.(see also Table top)

Force Pool - The total number of Zulu units immediately available to the umpire for use in the game. Note that this number may include units hat have been destroyed but "recycled" by being placed back into the "force pool" as well as units that have not yet been committed into the battle.

Gun - An artillery piece or Gatling gun, starting with a 4-man crew. Hand - The designation of a Zulu Impi as to whether it will move to the right or left in an attempt to move around an obstacle. Each Impi has a "hand" designated when it is created. "right-hand" or "left-hand".

Impi - 3 to 6 Zulu regiments that come on the table at the same time and will move together for the remainder of the game.

Induna - A Zulu leader not attached to any unit, who commands an Impi. In the game he will replace a dead Zulu leader of one of the regiments that make up his Impi.

Leader - Any British officer or NCO or Zulu leader.

Lone Zulu - A single Zulu figure placed on the table by the umpire as a signal to the British players that there might or might not be more Zulus located there.

Move Deck - 3 red and 3 black cards shuffled together and placed face-down

Movement Limitation - On the last British move card, only a D6 of units may move.

Perimeter Point - A point on the edge of the table designated and numbered by the umpire where Zulu units may or may not appear as determined by a random dice roll.

Regiment - (Zulu Regiment) A standard unit of Zulu infantry (20 men including a leader in the rules)

Rifle Armed Regiment - A unit of Zulus armed with rifles. They occupy a terrain feature and will shoot at the British from it. They will not usually leave this terrain feature unless driven out of it.

Skirmishing Regiment - A unit of Zulus that will move to within 4" of the nearest British unit and throw spears. They will not normally charge unless converted.

Special Impi - An Impi, which will probably be of lesser strength than a normal Impi. It would be created on the Special Impi creation table.

Table Top - The playing field, including all terrain, set up by the umpire. (see also Field)

TSATF - The Sword and the Flame rule set.

Total Zulu Forces - The total number of units that may be committed by the umpire to fight on the Zulu side. They will almost certainly not all be on the field at the same time so this number may be greater than the number of units in the force pool.

Umpire - The person who sets up the terrain, decides on the scenario and victory conditions, and moves the Zulu units according to random dice rolls.

Unit - A standard unit according to the rules, made up of infantry or cavalry.

 

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EVERY MAN A BRITON
Scenarios and Miscellaneous Information

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