Raid On Dabulamanzi
Raid On Dabulamanzi
Raid On Dabulamanzi
by Bob Giglio
What follows is one of the many upcoming Colonial scenarios you will see in the new
British magazine devoted solely to historical minuature scenarios, BATTLEFIELDS, as
well as the British magazine devoted solely to the Colonial period, Colonial Conquest
(both are available from On Military Matters, 55 Taylor Terr., Hopewell, NJ. 08525;
Phone: 609-466-2329).
Permission has been given by the publishers of BATTLEFIELDS and Colonial Conquest
(Partizan Press) for this scenario to be printed for Heliograph readers to enjoy. Although,
I strongly urge those interested in the historical miniatures gaming to subscribe to
BATTLEFIELDS and Colonial Conquest (you'll be glad you did!).
The other reason that I am finally writing for The Heliograph, is firstly it is now much
better under the guidance of its current editor, and secondly, Richard bugged the hell out
of me at Cold Wars!
The scenario was designed for a 6'x12' game table, but could be played on a smaller table
(5'x8') if movement rates and ranges are reduced accordingly, else the Zulus would be on
top of the British in no time. Figure scale is 1 figure equals 5 men, with officer and NCO
figures at 1 figure equals 1 man scale (Soldier's Companion rules have figure scale of
1:10, but using 1:5 works fine, even without changing ranges, movement, etc.). While the
scenario was designed for 25mm scale, 15mm will work equally as well, but will not look
as visually appealing for this type of scenario and period on the tabletop. Ground scale is
1 " = 20 yards, with 1 turn = 5 minutes.
Terrain
Terrain required is relatively simple, as the area in which the scenario takes place has a
hil1 on each side of the board and the kraal in the middle with areas of thick bush and a
ravine (donga) to one side. There is a small umizi (1 hut with a small cattle kraal) on
another hill about 500 yards (25") from where the British enter. Dabulamanzi's own
umuzi (1 large hut, 3 smaller huts and a cattle kraal) lies between the donga and the base
of eNtumeni Hill.
A small wide hill, covered with long wet grass (mealie), lies about 300 yards (15") from
the hill on which the British forces first deploy and about 800 yards (40") from the kraal.
About 300 yards (15") from one end of this hill is the bush covered donga. There are a
couple of rocky outcroppings as well, especially on eNtumeni Hill, whicll Zulus can take
cover in.
There is a listing for each side's total forces available in the scenario, as well as a
breakdown for each player per side. The scenario is disigned to handle up to 4-8 players
(2-4 Zulu players, and 2-4 British players).
Soldier's Companion rules rates units according to Unit Value. If another set of rules is
used then these can easily be adapted. Unit values are as follows in decending order: E =
Elite, V = Veteran, X = Experienced, T = Trained, G = Green. Note that Irr = Irregulars,
which under Soldier's Companion have certain restrictions.
All Zulu units, no matter what the Unit Value, are to be considered rated as 'Green' when
using firearms (i.e. -1 To Hit under Soldier's Companion rules). This reflects the Zulus'
untrained ability with firearms as well as their method of firing, which was usually done
by holding the rifle away from their shoulder due to the recoil.
This scenario is based on historical incidents, but since no exact numbers of Zulus
engaged are known, these have been added from regiments that may have been
massing in the area to form another impi for an attack on Fort Eshowe.
The scenario will require the British to take the offensive quickly, beforc the rest of
the Zulu regiments arrive from off-board and subsequently start to surrond the British
positons. It is great to finally have a Zulu scenario where the British must be
aggressive instead of sitting back and waiting for the Zulu hordes to throw themselves
against the superior firepower of the British, which unfortunately happens in most
Zulu games.
Naturally, as in both of the playtest games, the British can elect to take a defensive
posture once the Zulus start to appear, which will lead to a British defeat due to the
fact that they will probably be forced to withdraw without being able to destroy the
kraal. This would then do nothing for the low morale at Fort Eshowe!
For example: at Cold Wars '96 the British commander advanced halfway to the kraal,
was unable to stop the Zulu figure running to warn the kraal, and once the Zulus
spilled out from the kraal like "a swarm of angry bees" as one of the players put it, he
ordered a complete withdrawal back to his initial position on the hill to await the
Zulus.
Even after I urged him that he only had 24 turns to accomplish his mission, so that his
forces did not have to retreat at night, he was confident that "once the Zulus come to
us we can finish them off and still have time to advance and burn the kraals
unhindered." He was wrong, as the Zulus waited to fully develop their horns, totally
surrounding the British, and it was a very messy affair, where only the mounted
troops escaped.
The one good result was that the British commander stated that "well, I now leartned
something for next time." Therefore, it wasn't a total loss.... By the way, for those
interested, I will be running a North-West Frontier scenario at Histoncon '96 on
Friday evening titled "Frontier in Flames! " (or young Winston and the Malakand
Field Force). This will involve my usual large 8'x24' platform table with excellent
terrain!
Notes:
1) The kraal gives medium cover to any just inside (i.e. behind outer wall), and gives
soft cover to any inside the huts in the kraal or fighting amongst the kraal. The
smaller umizi give soft cover to any inside the huts/area.
2) Areas of bmsh are thick shrub, and the long wet mealie grass is at least waist
height. Both can easily hide figures/units, except mounted, and give soft cover. 3)
Rocky outcroppings give medium cover, as well as using the edge of the ravine,
which is really a donga. The donga is a barrier to cross (i.e. takes half of original
movement to cross), and a unit may not charge across the donga, but may charge out
of it if the unit started the turn already in the donga. The ravine is covered with brush
for most of its length, especially on the plain proper.
4) At start of game have each Zulu player roll 1D6 for those ibuthos which are not on
the board yet. This is the Zulu Offensive Turn in which the ibutho arrives, but this is
not to be known to the other Zulu players.
5) Zulu ibuthos enter at random points on the board, as follows: (roll 2D6 for each
ibutho) 2-4 = NW corner, 5-6 = From N just below hill thru brush/grass, 78 = On hill
NE corner, 9-10 = On E side of hill, 8D6" from the NE corner, 1112 = n hill SE
corner.
Note that ibuthos entering from off-board may not be hidden unless there has been
some firing AND the off-board ibuthos have heard the firing (Zulu rolls 1D6; 1-5 =
hear firing if artillery or 1-2 hear firing if small arms). If firing has been heard then
ibuthos may enter board hidden (player's option) if concealing terrain is within 12" of
their entry point.
6) British Commander (Col. Pearson) is a + 1 Commander (+ 1 to initiative roll), and
British get +1 to iniative roll since they are facing irregulars. Total this means British
have +2 to iniative roll each turn, and when they do not have initiative, they can move
l unit a half move or half charge (declare charge after any Zulu charges are declared).
Adjutant Commander (Lt-Col. Walker) is also + l Commander, if he assumes
command British initiative will remain the same.
8) Army Morale:
When number of units stated above are either Demoralized or Broken/Routed, the
Army Commander must roll 1D6 to keep his forces from dispersing, as follows:
British Commanders:
1 = British units remain on field
2-6 = All British rout from field
Zulu Commanders:
1-2 = Zulus War Bands remain on field
3-6 = All Zulus rout from field
Once Army Commander is required to check Army Morale, and if successful, another
check will be required whenever an additional unit or War Bandis demoralized or
Broken/Routed. This Army Morale check reflects an Army Commander's presense to
inspire his troops to fight on no matte.
9) The British mission is simple. Capture and burn all Zulu dwellings, especially the
kraal, after dealing with whatever resistance is encountered, then retire off-board
from same edge (Southeast) entered from. If British lose 50% or more casualties, then
it is a loss.
10) Zulu mission is also simple. Protect the kraal, umizi and cattlc, while destroying
as many white pigs as possible!
The No. 1 (right flank) Column of the British invasion of Zululand had been at their
base, Eshowe (a disused Norwegian mission station), for nbont two months after the
battle of iNyezane River (22 January 1879). They had made the mission into the first
major fortified site, called Fort Eshowe, to be used as a staging post for the final push
on Ulundi, the Zulu capital.
Although, after receiving the news of both the No.3 and No.2 Column's disaster at
Isandhlwana, and that they "could expect the whole Zulu impi at any time", and that
"no reinforcements were to be expected", the troops were forced, to endure a siege.
Over the past couple months the Zulu impi has not appeared yet, but bodies of Zulus
(probably from independent inDunas in the area) have kept the fort under an almost
total siege of sorts. The only daily activity was for the mounted troops to patrol and
scout the surrounding countryside (sometimes up to seventeen miles away) for Zulu
movements, and to harass any bodies of Zulus they found.
In a recent heliograph signal word was received that Lord Chelmsford would push
through with relief for Fort Eshowe, but would not be there until at least April/May
(which would be the second invasion of Zululand led Lord Chelmsford.
During the last month or so the Zulus have keep an almost constant siege of Fort
Eschowe, and supplies are very low. Subsequently, the garrison has sent back most of
its Native troops, and is on half rations.
At the end of Feburary 1879, one of the mounted patrols from Fort Eschowe reported
that a large kraal, reported to be of Prince Dabulamanzi kaMpande, who is the
popular Cliief induna of the area and King Cetshway's brother (and led the impi that
attacked Rorke's Drift), was only about seven miles away.
The No.1 Column, and subsequently Fort Eshowe's commander, Colonel Charles
Knight Pearson (C.O. 2nd Batt./3rd Regt. "The Buffs" East Kent Regt.), decided to
personally lead a force from the garrison to Dabulamanzi's kraal. Then after dealing
with the expected warriors there or encountered on the way (about 12000), to burn it
to the ground. This should then cause considerable problems for Dabulamaulzi, and
possibly lead him into being dishearted from sending his forces to Ulundi when the
King so ordered, or at the very least cause him to attempt an all out assault on Fort
Eshowe, which would be quite bloody for the Zulus (Fort Eshowe was remarked to be
"Zulu proof"!).
At 2 a.m. on the 1st of March, 1879, Colonel Pearson set off with his force, which
included four companies of the 2nd Battalion/3rd Regiment "The Buffs" (East Kent
Regt.) and one company of the 1st Battalion/99th Regiment "Duke of Edinburgh's
Lanarkshires", along with 1 gun of the Royal Artillery, a detachment of the Naval
Brigade from H.M.S. Tenedos, some mounted infantry and other mounted troops
(called "Uhlans"), as well as a half company of Royal Engineers and a company of
Natal Native Contingent Pioneer Corps.
Arriving about dawn in the area where reportedly Dabulamanzi's kraal was located, a
couple of Vedettes were sent out to scout the area and locate the kraal. About 6 a.m.
Dabulamanzi's kraal was located. It is rather large, about 60 huts in size, and nestled
just below a rocky hill, known as eNtumeni. The area, like most in Zululand, is of
dense bush with patches of tall (at least waist height) mealie grass. There are also
some rocky outcroppings, as well as a ravine (donga) which between the far hills.
No Zulus were encountered during the night's march, but they could be either asleep
in the kraal or already aware of your presense. Although, all seems quiet at this time.
The British forces, being tired after a hard march, are currently resting in the plain
just below the hill, Colonel Pearson and his staff discuss plans to proceed quickly
with the mission and get back to the safety of Fort Eshowe. Your troops are both tired
and hungry, and the Natal Native Contingent wants to get through with this mission,
as you are sending the rest of these back to Natal after the mission, due to having
even less supplies now.
Basically, although your force is sufficient to handle a small Zulu force, it would not
want to be caught by the entire Zulu army!
Notes:
1) Set-up forces within 12" of Western edge of board, in any formation desired, even
column.
2) You may, if you wish, send out Vedettes from the mounted units to Scout the area
more closely. A Vedette is 2 figs (1 NCO/ 1 Pvt).
3) Areas of brush (thick shrub) and long wet mealie grass (at least waist height) both
give soft cover. Rocky outcroppings give medium cover. The kraal also gives
medium cover, but in umuzis or amongst huts of kraal, then only gives soft cover.
5) Your mission is simple. Capture and burn all Zulu dwellings in the area after
dealing with whatever slight resistance is encountered. Then retire off-board from
same edge (Southwest) that you have just entered.
British Staff/Other
Unit #Ofcs #NCO's/Men Description
Staff 4 0 Col. Charles Knight Pearson, Commander [+ 1] (C.O.
2nd/3rd)
Lt-Col. Frederick W.E.F. Walker, Adjutant Commander
[+ 1] (2nd/3rd)
Maj. C. Coates (1st/99th)
Surgeon H.F. Norburg (Royal Navy, H.M.S. Active)
10 2nd 3rd Bandsmen (stretcherbearers)
10 Orderlies (stretcherbearers)
11th Battery/7th Brigade, Royal Artillery
Unit #Ofcs #NCO's/Men Description
10 Lt. Wilford N. Lloyde
Art. 1
Battery-Commander (17-pder gun)
Royal Marine Light Infantry, H.M.S. Active
Unit #Ofcs #NCO's/Men Description
Marines 1 40 Lt. T.W. Dowding, C.O.
2nd Battalion/3rd Regiment
"The Buffs" (East Kent Regiment)
Unit #Ofcs #NCO's/Men Description
4 Companies 6 280 Capt. H.J.N. Williams & Lt. Martin, Coy 'A'
Capt. H.D.Harrison, Coy 'F'
Capt. W.H. Wylde & Lt. C.E. Mason, Coy 'H'
Capt. J.E. Forster, Coy 'I'.
99th Regiment
"Duke of Edinburgh's Lanarkshires"
Unit #Ofcs #NCO's/Men Description
Company 'B' 2 118 Capt. F.L. Stroy & Lt. A.W. Turner
Colour-Sgt. J.W. Burnett
No.2 (Field) Company, Royal Engineers
Unit #Ofcs #NCO's/Men Description
Half Company 2 60 Capt.Warren Richard Colvin Wynne
Lt. D.C. Courtenay
Sgt. Tuckett, Senior-NCO
Natal Native Contingent Pioneer Corps
Unit #Ofcs #NCO's/Men Description
No. 2 Company 2 60 Capt. G.K.E. Beddoes & Lt. Porrington
Natal Native Contingent Pioneer Corps
Unit #Ofcs #NCO's/Men Description
No. 2 Company 2 60 Capt. G.K.E. Beddoes & Lt. Porrington
"Uhlans"
(Imperial Mounted Infantry
from the 99th Regt. and Natal Volunteers)
Unit #Ofcs #NCO's/Men Description
No. 2 Company 2 30 Capt. Charles Shervinton
(1st/2nd NNC)
Lt. Rowden (99th Regt.)
It is the 1st of March, 1879, and you are part of the smaller Impi (about 7,000 strong)
that had been sent south when the main Impi had left Ulundi on the 17th (and
eventually destroyed the British at Isandhlwana, and attacked Rorke's Drift on this
same day!).
You had unsuccessfully tried to stop the advance of the British forces at the
iNyezane River. Subsequently the British marched to Eshowe (a disused
Norwegiau1 mission station), and have turned it into a well fortified fort. Most of the
impi has returned to their home kraals.
Over the past month or so the popular local Chief induna of the area, Prince
Dabulamanzi kaMpande, Ki:ng Cetshwayo's brother (who personally led the attack
on Rorke's Drift), has continually kept the fort under siege, although various
mounted troops of white men have ridden out each day (some as far as seventeen
miles!) to harass your forces, and to scout the surrounding area.
Dabulamanzi's kraal is only seven miles away, and is rather large, being about 62
huts in size. Currently the local forces of the area have been called together by
Prince Dabulamanzi for an attack on the white's fort at Eshowe. Presently, only 600
Zulu warriors of the uDukuza Corps (uDukuza and Iqua ibuthos) are at the kraal, but
about 3500 more warriors are also expected this morning (3000 Zulus and about
1000 irregulars of the amaBhutu & amaNtuli's). Due to the severe defeat the Zulu
impi had put on the British at Isandhlwana (22 January 1879), the Zulu units will
now have a lot more rifles then at iNyezane.
It is about 5 a.m., and the warriors are waking, while some ibubi boys are already
starting to herd a few stray cattle that got away from the kraal during the night. The
rest of the impi will soon be arriving to gather into a fighting force to deal with the
whites. The terrain around Dabulamanzi's kraal mainly has areas of thick brush and
long(at least waist height) wet mealie grass. The ravine is actually a large (5' deep)
donga that also has a small stream running through it. At the bottom of eNtumeni
Hill the stream runs through a heavy cluster of rocks, and turns into a bush-filled
donga beyond this as it stretches out onto the plain. There is also an areas of rocky
outcroppings, mainly on eNtumeni Hill.
Notes:
1. Only some of your forces are currently on board, but currently asleep either
in the eSiquakeni (royal military kraal) and 1 war band in the umizi (civilian
homestead). The cattle from the eSiquakeni are currently out grazing as well.
2. The kraal gives medium cover to any just inside (i.e. behind outer wall), and
gives soft cover to any inside the huts or fighting amongst the kraal. The
smaller umizi gives soft cover to any inside the huts/area.
3. After being alerted of whites, which is either when an ibubi boy alerts the
kraal or firing occurs, then those war bands currently on-board may become
active and form-up in the kraal or umizi on your 1st turn (lst turn Disordered
before moving out (lst turn Disordered).
4. War bands appear in lD6 Offensive Zulu turns, and will enter anyway from
the North, South, or Western edge, being random as follows: (roll 2D6 for
each ibutho)
Note: If firing is heard war bands may enter hidden (player's option) if
concealing terrain (mealie grass, brush) within 12" of entry point, else all war
bands enter non-hidden.
5. Any war bands that are on the board before firing is noticed, MUST move to
the kraal area (or the Chief induna may move to them) to find out what to do.
All war bands on-board before firing is noticed, may ONLY attack AFTER
forming (you decide which units are where) the traditional 'Chest', 'Horns',
and 'Loins', AND begin to attack that way.
6. Prince Dabulamanzi is a popular Chief induna, and +2 Commander (+2 to
initiative roll). When Zulus do not have initiative, they can move 2 units a
half move or half charge (declare charges after British charges are declared).
All adjutant commanders are +1 Commanders, so if one assumes command,
Zulus will have +1 to initiative roll, and can only move 1 unit a half move or
half charge when they do not have the initiative.
7. Remember - protect the kraal, umizi and cattle, and destroy the white pigs at
all costs!
Zulu
#
Ibutho/ Unit Date
Meaning Age Warriors/ Shield Color
Regiment Value Formed
#Figs
amaBhutu X (2) 1864 Black with
Loiterers 32 400/80
white spots
amaNtuli - T (2) - - 600/120 Mixed
iQwa X (2) 1860 Black, with
Frost 35 400/80
white spots
Nsugamgelli Starters from the X (2) 1862 Black, with
35 800/160
Umgeni River white spots
Ngulubi V (3) 1844 White
Pigs 55 400/80
(headringed)
uDukuza Wanderers V (3) 1823 73 200/40 White
uMzinyati V (3) 1856 Red with 1
- 43 400/80
white spot
umHlanga Reeds X (2) 1867 28 800/160 Black with 1
white spot
umXhapo (4 X (2) 1861 Black with
Shower of Shot 35 400/80
coys.) white spots
Notes:
2) Each Zulu ibutho (regiment) has a Chief induna, Senior induna (2nd in
command). Each War Band (company) within a regiment has 1 induna and 2 junior
induna's (NCO's).
3) A war band has +1 morale modifier (superior officer present with unit) if Chief
induna is attached. Note that if Prince Dabulamanzi attaches to a war band it gets a
+2 modifier.
4) When a war band losses its induna, it takes a morale check at - 1 modifier (no
officer present), and when the regiment loses its Chief induna then all War Bands
must take a morale checkwith the same -1 modifier, but this modifier ONLY remains
until next Zulu initiative turn, as a new leader will step forwards from one of the
induna's of a war band to assume the duties as the new Chief induna.
Zulu Regiment/Player 1
Note: Both war bands have breechloading rifles; 4 dice if in open order, else 2 dice.
Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die
Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die
Zulu Regiment/Player 2
Note: 2 war bands have smoothbore muskets; 2 dice if in open order, else 1 die
Bulawayo Corps
Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die
Zulu Regiment/Player 3
uDlambedhlu Corps
Note: 2 war bands have smoothbore muskets; 2 dice in open order, else 1 die
Note: 1 war band has smoothbore muskets; 2 dice if in open order, else I die
Zulu Regiment/Player 4
Note: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die
Note: 1 war band has breechloading rifles; 2 dice if in open order, else 1 die.
Map
Raid on Dabulamanzi's Kraal
Addendum
After seeing my scenario in print (see issue #94), I noticed the final version of my
scenario was not used (I instead sent the next to last version!). What follows is the
correct information for the number of Zulus for the scenario, plus a few notes to
replace the corresponding earlier ones, which were overlooked as well. For the notes.
To any who have already run the scenario (and if to any British who may have
gotten whacked by too many Zulus!), I apologize for the mix-up.
On the first Zulu initiative (during Charge Declaration phase), 1 lone Zulu figure is
comes out of the umuzi on the NW hill, and after turning to see the British forces,
immediately charges towards the main kraal to warn the ibutho there (then proceed
to the Prince's kraal).
Move the figure in as straight a line as possible towards the main kraal, while trying
to avoid any British pursuit. The British players will attempt either a charge by their
mounted, vedettes fire at the lone figure, or both. Naturally the fire will go a long
way towards alerting the rest of the Zulus!
In the following notes I have used italic for the specific changes from the earlier
version:
2) Set-up forces within 12" of West edge of board on SW hill (i.e. hill without
umuzi), in any formation desired, even column.
3) You may (optional) send out mounted Vedettes (2 figures) to scout area more
closely.
The Natal Pioneers were not used as infantry in this action, but instead were used as
additional stretcherbearers. Therefore, replace the following players' forces to be:
Zulu Forces
Zulu forces have been reduced. Therefore, use following listing for players:
Zulu Regiment/Plaver 1
uDukuza Corps - Entire uDukuza Corps start with Dabulamanzi in his umuzi
uDukuza Corps
Ibutho/Regiment Unit Date Approx.
#Figs Shield Color
(Meaning) Value Formed Age
uDukuza V (3) 1823
73 40 White
(Wanderers)
Notes: Both war bands have breechloading rifles; 4 dice if in open order, else 2 dice.
iQwa X (2) 1860 Black, with white
35 80
(Frost) spots
Notes: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die.
Unattached Ibutho
Ibutho/Regiment Unit Date Approx.
#Figs Shield Color
(Meaning) Value Formed Age
umHlanga X (2) 1867 Black with 1 White
28 80
(Reeds) spot
Notes: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die.
Zulu Regiment/Plaver 2
Chief Ibutho (Adjutant) Commander [+ 1] - Chief induna Zimema
Senior Ibutho (Assistant) Commander [+0]
WarCry- "Usuthu!"
uMhlambongwenya Corps
Ibutho/Regiment Unit Date Approx.
#Figs Shield Color
(Meaning) Value Formed Age
umXhapo X (2) 1861
Black with White
(Shower of Shot) 35 80
spots
(4 coys)
Notes: 2 war bands have smoothbore muskets; 2 dice if in open order, else 1 die.
Bulawayo Corps
Ibutho/Regiment Unit Date Approx.
#Figs Shield Color
(Meaning) Value Formed Age
Nsugamgeni X (2) 1862
Black (starters) with
(from the Umgeni 34 80
White spots
River)
Notes: 1 war band has smoothbore muskets; 2 dice if in open order, else 1 die.
uDlambedhlu Corps
Ibutho/Regiment
Unit Value Date Formed Approx. Age #Figs Shield Color
(Meaning)
Ngulubi V (3) 1844
55 40 White headring
(Pigs)
Notes: 2 war bands have smoothbore muskets; 2 dice if in open order, else 1 die.
Zulu Regiment/Plaver 4
Unattached Ibutho
Ibutho/Regiment Unit Date Approx.
#Figs Shield Color
(Meaning) Value Formed Age
uMzinyati V (3) 1856 Red, with 1 white
43 80
(-) spot
Notes: 1 war band have smoothbore muskets; 2 dice if in open order, else 1 die.