ZULU
Tabletop variant for 2mm tabletop
UNIVERSAL
Units:
Units represent a group of Infantry, Cavalry, Artillery or a Leader and consist of one or more bases.
Szenario rules should state this.
Units have following values/descriptions.
• A combat value (CV), which is usual „7".
• Die number of hit points (TP), the unit can suffer, before they are removed from play.
• The weapon equipment, which provides information, if and how far the unit can range combat and if the unit have other
bonuses-malus regulation in combat.
• Special skills, which provides information, if the unit and which special action the unit can do.
Leaders have no own combat value or equipment.
If they are attached to a unit, they fight as part of this unit.
Single Leaders are especially vulnerable and can eliminated in range and close combat.
Leaders may have special skills, which provides attached units some bonus or malus.
Line of Sight (LoS):
All units have a 360° panoramic view.
SETUP
You need a few D6 and D10 to play.
Certainly a nice gameboard with differten terrain and a scenario idea, which contain the scenario rules, deployment zones e.g.
TURN
1. Player 1 rolls his order dice.
2. Order units and Combat (Ranged attack and melee)
3. Opponents Turn
1. Player 1 rolls his order dice:
Determine the start player, if the scenario rules don´t do this. This player is the „active" player now.
He rolls a number of D6 (number is determined by the scenario and may be different from both players)
The score is the number of units, which can be ordered now.
2. Order units and Combat (Ranged attack and melee):
For each order point the active player may now activate an unit or leader.
The units/leaders act one at a time.
The unit/leader may be moved and/or may combat.
Leader with a own order point may use their movement to attach or detach a friendly unit.
(attached leaders may provide some bonus skills to the attached unit).
Leaders who attach to an unit with his movement, may be moved again with the attached unit, if those get a own order point.
Units which move in contact with an enemy are in close combat.
If a ordered unit is already in contact with an enemy because of a close combat in a earlier turn, may continue the melee or move away straight on.
Units/Leader can´t move through enemy units or impassabel terrain. They may move through friendly units if movement allows a complete transition.
Some terrain may affect the movement and/or combat.
Movement distances:
Infantry: = 8cm
Cavalry: rules following
Artillery: rules following
Leader: = 8cm (on foot), = 16cm (mounted).
Attached to an unit, he moves the same distance as the unit.
After moving one unit, this one may now do ranged or close combat (if moving in contact with an enemy unit).
Note: Some units have special skills, which allows both in same order, ranged and close combat.
Combat between units (including attached Leaders).
• For ranged combat, determine the range and LoS. Measure from any point of the front side of the ranged combat unit to
any point of the target.
The LoS may be restricted by any terrain and/or enemy and friendly units.
• The close combat is done simultaneously.
• For the combat result (ranged and close combat) a D10 is rolled and the score including any positive or negative modifications,
greater or equal the combat value (CV) of the unit.
• For each hit, the target unit rolls now a D6 and apply the result of the damage chart.
Note: Attached leaders battle with the unit and suffers the same damage result.
• If no of both fighting units is eliminated or must retreat, they stay in contact and the close combat may continued with following
orders/turns of the units.
Note: If the close combat will be continued, it´s possible, that any positive modifications are canceled (additional battle dice e.g)
Combat between units and single Leaders.
• For ranged combat, determine the range and LoS. Measure from any point of the front side of the ranged combat unit to
any point of the target.
The LoS may be restricted by any terrain and/or enemy and friendly units.
• In close combat only the attacher fights, not the leader (single leaders are very vulnerable).
• For the combat result (ranged and close combat) a D10 is rolled and the score including any positive or negative modifications,
greater or equal the combat value (CV) of the unit.
• For each hit, the target unit rolls now a D6 and apply the result of the damage chart.
• If the leader is not eliminated, he retreat toward to the next friendly unit and is attached to this, if his movement is enough.
Eliminated: Unit is removed from play
Wounded: Unit is removed from play (but special scenario rules may apply).
Retreat: Unit/Leader retreats a normal movement value (without any additional special allowance).
WEAPON SPECIAL RULES
Throwing Spear:
Units equipped with throwing spears may use these as part of a charge move.
The unit stops 5cm short of the target unit and perform a ranged combat, using their throwing spears.
If any hits are scored, resolve the damage result as normal.
After this, the attacker complete the charge movement.
If the target was not eliminated or forced to retreat, the close combat is now done.
Reload:
Some old weapons (muskets e.g.), may reloaded and can be used only each 2nd turn/activation.
If a unit with such weapons shoot, mark it with any counter, to remember it can´t shoot again in the next turn/activation. With the next activation, only the marker can removed and the unit may shoot again in the turn.
3. Opponents Turn.
If the active player has ordered all his allowed units/leaders and resolved any combat, the turn change now to the opponent and he is now the active player.
LEADER SKILLS
Some leaders may have special skills, which can affect an attached unit and/or units nearby.
Charge:
If an unit with such attached leader charge, they get +1 attack die in the first close combat phase.
Forward!:
If such leader is activated, all units within 6cm may activated also, without own order points.
UNIT SKILLS
Manche Einheiten können spezielle Fähigkeiten besitzen, die sie beeinflussen können.
Defensive Fire:
This unit shoot a defensive fire, if they are charged. The charging unit must stop 5cm before the target.
Then the unit ranged combat their defensive fire with a -1 modification.
If any hits are scored, resolve the damage result as normal.
After this, the attacker complete the charge movement.
Note: If the attacking unit has it own special skill (throwing spears e.g.), both ranged combat is done simultaneously.
Note: The hit roll on defensive fire may not rerolled with the volley fire skill.
Aggressive:
The unit get +1 attack die when they charge.
If the close combat continue, this bonus is dropped.
High Mobility:
The unit adds + half movement distance to the basic value.
Volley Fire:
If the unit doesn´t move, they can reroll the hit roll in ranged combat.
Inexpert Shooters:
The unit is inexpert with firearms and get a -1 modification on the combat value.
TERRAIN
The terrain will classified following.
Difficult Terrain:
E.g. rough terrain, scrublands, woods et cetera.
If a unit moves also particulary, the movement is halved.
Obstacles (linear):
E.g. fences, walls, but even so deep streams et cetera.
The unit moves in contact with an obstacle and must stop.
With next activation/turn they may cross the obstacle with full movement.
Note: Difficult terrain on the other side may still halve the movement again.
Impassable Terrain:
E.g. rivers, lakes et cetera.
May not entered by units/leaders (rivers only across bridges or fords).
Cover:
Some terrain give the target cover in ranged combat.
The unit must be complete in cover, to get this advantage.
If the scenario rules don´t specifate any cover, the players should always agree upon all terrain on the gameboard.
Not only for cover, also for LoS, movement restrictions et cetera.