Thursday, December 21, 2017

Rorke's Drift Refight -Part 2

This week saw the epic conclusion to a truly great game of Black Powder Using the BP basic rules along with scenario specifics I found courtesy of another gamers blog (Eric The Shed).


You can find the scenario here:
Rorke's Drift Scenario


If you missed part 1 you can find it here:
Rorke's Drift Refight-Part 1


To remind you we had completed two back to back active phases with the Zulu inflicting some damage on the British defenders taking out three of twelve British units along with Color Sergeant Borne at the cost of only three of thirty nine war bands lost. 
British take advantage of the lull to regroup
The group reassembled with eight players total.  Mark, Rob Justin and Jared commanded the Zulu and Brian P., Brian C, Scott and Curt resumed command of the British.
Hospital set ablaze
This week started with Phase 3of 12 which had to be a passive phase per the scenario rules.  The Zulu recovered some morale, as did the British.  The British also redeployed consolidating their defenses and going back to work on some barricades.  The respite would not last long though as Zulu immediately returned after only one passive phase for a active phase.
Threat looms from the road
The Zulu attacked toward the hospital and up the main road in an attempt to gain the advantage.  a small contingent also broke off and came through the karal.  Again, the British found they had their hands full and had to abandon the work on the barricade wall to pick up their rifles and pitch into the battle.
Zulu close with British in the open
It was a close run affair and the Zulu were not able to gain a clear advantage.  As it was the third active phase the Zulu morale had lost the +1  and they quickly realized that breaking British units would be a tough road from here on out.
"To the angle Lads"
Two British units were put at  stamina and most had used their free break test, but the Zulu were quickly stacking up casualties as well.
"Drive em back Boys"
When it was clear that the steam was completely gone the Zulu wisely decided to withdraw.  In the process the defenders were able to pour in a galling fire causing even more carnage to the beaten down attackers.  When the smoke cleared it was realized that one of the four IMPI were broken and now out of the fight.
Reconsolidation during the lull
The Zulu now needed to take their time to reorganize and tend to the wounded.  As a result three passive phases were played in a row.  The British took full advantage in caring for their casualties as well as resuming building.  In the three phases that passed they constructed the redoubt and again went to work on the wall.
To Arms!  They are still out there
In was the start of phase eight and approaching midnight in the game.  The Zulu came back from three directions under the cover of darkness.  Visibility was limited to 12" and command was -1 for both sides.  The Hospital was still burning which provided some visibility, but otherwise the British were blind.
Zulu cautiously advance under the cover of darkness
The phase developed very slowly as the Zulu seemed a bit skittish to step off  with their attack as only one of the three IMPI involved made their command rolls the first three turns of this phase.  The British hearing noises took advantage to again abandon building barricades and redeploy to the yard outside the store house and around the redoubt.
Here they come again......steady....steady ......FIRE!
Just when we thought it was becoming anticlimactic all three Zulu IMPI rushed forward to engage the Red Coats.  The store house was set ablaze and the Zulu swung around to attack again from the Karal, road, north wall, and through the store house simultaneoulsy.
Stout hearts can still win the day
Closing fire was limited to one round due to visibility and the Zulu were able to close.  The Queen's stout defenders held firm until a fatal chink in the armor revealed itself and a Zulu war band achieved an unlikely win.  To make matters worse the British defenders broke and ran when they rolled snake eyes.  Seeing this calamity unfold next to them the unit in support also broke and ran.  Bringing the total British units lost up to six.  The Zulu knowing they only needed one more unit to break or go to stamina were like sharks with blood in the water.
Weakness Exposed!
HUZZAHHH! (Justin, Rob, Mark, Jared)
The very next attack resulted in the already wounded British defender taking a third hit and going to stamina.  The British now knew the game was up.  Seeing as though it was already past normal quitting time three of them expressed their gratitude and left for the evening.  Kurt being a good sport decided to play it out for the remaining attacks to see the final bloody result.
Run Away...run Away!
Enough Already! (Scott, Brian C., Brian P.)
At this point the game looked very cinematic as the Defenders were pushed back to the redoubt with Zulu all around them.
Hold to the Last Lads....hold to the Last!
The remaining attacks were played out and in the end the British lost a total of seven units and had another at stamina giving  the Zulu a decisive clear cut victory by routing the British force per the scenario conditions.  There was a cost though as the Zulu lost a total of fifteen war bands which included the entire IMPI that was routed.
It was a good fight...there are just to many of them
All in all this was a tremendous game.  It was very back and forth with both sides at one point or another claiming the deck was unfairly stacked against them.  It is not often that we get to play a game out to clear cut victory conditions, so this was a very satisfying result for all involved, well OK maybe not all the British players.
Roll Call of the lost (7 Units + Borne, Chard, and Bromhead)
Full Credit to Eric who designed this scenario.   It is extremely well done and feels good while you are playing as it is equally tough for both sides.  This was by far the best the Zulu had done.  Both sides managed their troops well, setting the conditions for either side to obtain victory.  If not for a horrible break test we may not have been able to call this one a Zulu victory.
Turn the tracker I designed to keep track of the phases and 6 active phases
If you have the troops and the time I encourage everyone to give this scenario a try.  As I have all the terrain I know we will be coming back to it for future conventions or just a private game.






7 comments:

  1. Great game report, highly entertaining.

    One question though, where would British routers rout to? They are surrounded by Zulus who are not taking prisoners. 😀

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  2. Good Point, make a run for it in the dark of night.

    One could make it a fight to the last, but sticking to the original BP victory conditions of breaking or putting more than half of the units at stamina made for an entertaining engagement.

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  3. From the Zulu perspective it seems almost impossible at times but several die rolls in our favor gave us a chance, thanks to Aaron for a very memorable game his 2 sons (Justin & Jared) became royalty in the land of the Zulu. Well done!

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  4. Great series of posts and an awesome set up!

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  5. Hugely enjoyed this. Inspiring painting of my 15mm Zulu war figs here in Durban!

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  6. Superb! Lovely terrain and figures, a great looking game!

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