Durban Gamer,
Per the scenario the Zulu have 39 war bands divided between 4 IMPI(Regiments). They only get to attack with 8 the first active phase (plus 8 fake units) to start the game and then 12 war bands each active phase after (Plus 4 fake units). there are only a total of 6 active phases in the 12 phase game. The British player does not know how many war bands are coming each phase.
A Phase can be several black powder turns until the Zulu opt to withdraw. The reason they would withdraw is the committed war bands have taken too many casualties (at stamina or broken).
Like standard BP force morale also comes into play so if more than half an IMPI is at stamina or broken they must withdraw and if 2/4 IMPI are broken the Zulu will automatically lose so they must manage that and make sure they heal their units which can be done during active phase, but best done in passive phase.
once the Zulu withdraw all forces are removed from the table, they can then attack the next active phase with completely different war bands or enter a passive phase. The British units stay where they are unless there is a passive phase. There can only be 2 active phases in a row and then have to have a passive phase.
In a passive phase it is equivalent to 1 Black Powder turn and both sides get to reset (British can also redeploy all remaining forces) and do one round of morale checks (1 each per commander) to remove existing hits. You can have multiple passive phases in a row, the Zulu player decides.
This is the third time I have run this scenario and each time it has been a very close run affair with some very tense situations. The Zulu start with a higher morale in the first two active phases. Once dark sets in it also impact the game.
Hope that makes sense.