Hi, Im going to run through the game again a few times in the next couple of weeks to tweak some of the rules.
The ammo rule even though, like I said in the report, the Quartermaster didnt give much ammo out, it could be adjusted to so he is more generous. But it gave the effect I wanted to give the Zulus a chance of coming into contact with the British. I had an additional rule about jamming but due to the British running out of ammo anyway, I decided not to use it.
The game ran for about three and half hours and I estimated
we would have finished it properly in another hour.
When I have finished tweaking it, I will put the rules on my blog for anybody who is interested to see.
The ammunition rule idea came from Chris Ferre rules on Isandlwana, but I dont like record keeping on rosters, and wanted something more visual. Each unit has a box with their name on it. They start with their max number of bullets.
British Infantry 8 max 4 min
Mounted Troops 6 max 3 min
N.N.C 3 max 1 min
they lose 1 bullet everytime they fire (they can fire twice in a turn). When they reach their mínimum, they may send a runner to fetch more ammo.
If the runner is contacted by Zulus he is automatically killed and the unit must send another runner.
when the runners reach the ammo wagon they line up in order and at the end of the turn throw to receive ammo or not
N.N.C tropos and Durnfords troops if their supply wagon hasnt turned up.
1-4 no ammo, get to the back of the line.
5-6 Receive ammo
British troops
1-3 no ammo (problem trying to unscrew the ammo boxes open)
4-6 Receive Ammo
I am going to alter the chances more favourably on this rule.
when the runner reaches the parent unit throw 1D6 to see how many bullets the unit receive, it may only receive upto its max.
Units that have no ammo left throw 1D6 if they want to fire
1-3 fire at half capacity . Throw again if firing again.
4-6 no more firing until replenished.
Thanks Phil