Zulus on the Ramparts Session Report 1

Zulus on the Ramparts! review

It was Sunday morning and I had the house to myself. I didn’t want to watch TV and I was not in the mood to paint some models so I thought I’d have a game and try my hand at another write up. Zulus on the Ramparts was getting a lot of attention on the Solo Wargames group recently and that made be keen to play it again.

Zulus on the Ramparts is a game based on the battle of Rourke’s Drift. A small military hospital, manned by a relatively small number of British soldiers is besieged by a much larger army of Zulu warriors. You take control of the British and need to survive until help arrives.

If you want more detail on how the game plays and what it’s about you can have a look at my review here.

Setup

I chose to play the basic game as I’ve not played in a while and I wasn’t in the mood to re-read the rules on how to setup the deck. Although I’m now itching to give that mode a go again; but maybe next month.

Zulus on the Ramparts Session Report 1

Turn 1.

Reaching into my chit bag I drew:

Zulus on the Ramparts Session Report 1

Both of the iButho (Units of Zulu Warriors) on the horns advanced 1 step closer.

Zulus on the Ramparts Session Report 1
Don’t worry I know I moved one of the wrong units, I picked up my mistake quickly and rectified it.

For my first action of the game I “Put Forth” (fancy way of saying deploy/play) Lt Merriott Chard.

Zulus on the Ramparts Session Report 1

My intention was to return him to my hand in the draw phase so that I can make use of his ability to draw an extra card. As my final action for the round I put forth Lt Bromhead as Chard’s ability only works if I can play 2 more cards from my hand and my hand was now full.

Zulus on the Ramparts Session Report 1

Turn 2.

Bromhead promptly decided to go back and have a chat with Chard over who should be running this outfit. I lost my next turn and the benefit of having a Lt in play.

Zulus on the Ramparts Session Report 1

Turn 3.

This time the iButho on the loins track advanced. This was where I noted my error in turn 1 and luckily it did not impact my game.

Zulus on the Ramparts Session Report 1

Zulus on the Ramparts Session Report 1
I rectified my earlier mistake here.

After the setback of the previous round (and knowing that the chit was gone) I decided to put both of my Lts into play. First Bromhead as my action for the round and then at the end of the round Chard.

Zulus on the Ramparts Session Report 1

Zulus on the Ramparts Session Report 1

Turn4.

Zulus on the Ramparts Session Report 1

ALL iBUTHO ADVANCE!!!! Now the pressure starts, but I’m almost ready. I’ve got a hand of volleys but I’ve not distributed ammo and water to the troops!!!!

Zulus on the Ramparts Session Report 1
This volley allows another action after it had been used.

I start by issuing a volley order which results in the ibutho retreating under the storm of bullets.

Zulus on the Ramparts Session Report 1
The lack of ammo means a -1 to all rolls, making the 6 a 5, which is a retreat.

Then realising that casualties would have been higher if the men had ammunition Chard rushes forward and sees to the troops.

Zulus on the Ramparts Session Report 1

Then he returns to active duty at the end of the round.

Turn 5.

Zulus on the Ramparts Session Report 1

Left horn advance!

Zulus on the Ramparts Session Report 1

They were getting dangerously close! However I did not have any volleys that were particularly effective at range 2 so I decided to shore up defences this round and then to hit them with a much larger volley when they hit range 1.

Zulus on the Ramparts Session Report 1

Chard once again steps up and builds the first 1/3 of the barricades.

Zulus on the Ramparts Session Report 1

Just my luck no more Heroes, another hand of volleys.

Turn 6.

Rifles overheat! This means that I have to draw another chit, if it’s an advance I have to resolve it but if not then it is returned. Additionally -1 to hit everything.

Zulus on the Ramparts Session Report 1
Luckily it’s not an advance.

I use the round to fire at the iButho on the right horn. They are not as close as the left but they are stronger. I’m confident that when either horn reaches range 1 I can do some decent damage.

Zulus on the Ramparts Session Report 1
Double miss!

With things getting a little desperate I return Bromhead to my hand so that I can take an extra action and built another 1/3 of the barricade.

Zulus on the Ramparts Session Report 1

Then after drawing yet another volley Bromhead is put forth once again.

Zulus on the Ramparts Session Report 1

Turn 7.

Both horns advance 2!

Zulus on the Ramparts Session Report 1

Oh, no!

Zulus on the Ramparts Session Report 1

The Zulu Warriors surge over the fences and into the compound slaughtering everyone in their way.

I lose.

Ah nuts! It was just getting interesting. Such is the game though. It can be very brutal. 1 more round and the barricade would have been finished which would have prevented this. In retrospect that particular iButho is comprised of young warriors with something to prove. As such they have their own special chit which makes them move twice anyway. I should have remembered that and fired at them instead. Not that my rolls were any good anyway 😉

I was tempted to not write up this game and play another but sometimes you lose. The States of Siege games are not meant to be easy, they are meant to be tooth and nail fights to the bitter end. This does mean that it’s possible to lose in turn 2, which happens, (thankfully it’s not often) but it does.

I did play another game straight afterwards. That’s one thing I love about it, reset is super quick, under a minute. In that game I survived all the way until the relief column arrived and the remaining Zulus scattered. I should say Zulu. I needed only 1 more hit to have destroyed them all!

Sharing is as simple as a click...Email this to someoneShare on FacebookShare on Google+Tweet about this on Twitter

Leave a Reply

Your email address will not be published. Required fields are marked *

one × 5 =