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Other Gaming => AARs => Topic started by: judgedredd on November 30, 2020, 03:54:49 PM

Title: Victoria Cross II - Rorke's Drift
Post by: judgedredd on November 30, 2020, 03:54:49 PM
I'm not sure what detail I'm going to go into here...not a lot hopefully so I don't get dragged down in the minutiae

Setup Basics
British Forces setup in the compound. Anywhere they want, but only 8 SPs (strength points) to a zone. The 4 VP units (with a Red Cross on them) are wounded at the start of the battle and 1 each needs to be placed in the Hospital (above Zone P).

(https://live.staticflickr.com/65535/50666227386_0fc643dc1f_o.jpg) (https://flic.kr/p/2kccEdA)

British Movement
As I don't know where the Zulu are coming from, I disperse them equally with Bromhead and Chard  in sections available to move SPs from other sections  - np - all units can only move 1 location except officers and up to 4 SPs of infantry...so I've placed them where I think they may be able to move 4 SPs quickly to other sections if the need arises.

(https://live.staticflickr.com/65535/50665482008_114df6fc8b_o.jpg) (https://flic.kr/p/2kc8QDf)

Setting up the British counts as their movement turn.

Zulu Movement
I roll  for the Zulu entry. They can bring in 90 SPs of units + up to 4 leaders. I roll for the number of leaders and 2 was rolled. So they are to enter with 90 SPs (9x10 SPs) and 2 leaders.

The chart shows how to determine where they enter
(https://live.staticflickr.com/65535/50666227331_a1a4d5d5e6_o.jpg) (https://flic.kr/p/2kccEcD)

I roll a 6. I split the forces into 40 SPs and 50 SPs.

I roll a 1 for the 40 SPs so 10 SPs move 1 into Zone 18 and the leader takes the other 30 SPs with him and moves another zone into Zone 12.
I roll a 2 for the 50 SPs and I move 2x10SPs into Zone 19 and 30 SPs I move with a leader another zone into Zone 13.

(https://live.staticflickr.com/65535/50666227316_de9b159eb4_o.jpg) (https://flic.kr/p/2kccEco)

The battle is set.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on November 30, 2020, 04:13:12 PM
I've looked at that a couple of times and wondered how well it plays  :bigthumb:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on November 30, 2020, 05:36:42 PM
Basics on Combat

Each compound zone has a set of Zones it can fire into and at certain ranges. These are all very handily shown on the map

So on the image below, from Zone H in the compound, the British Troops there can fire into zones [1,2,10,11 and 12] at range 1, zones [3,9,13,16,17 and 18] at range 2 and zones [6,7,8,21] at range 3
(https://live.staticflickr.com/65535/50665748448_d551064a82_o.jpg) (https://flic.kr/p/2kcacR3)

The range has an effect on combat. So at range 3, the die roll has to be 5 or 6 for a hit, range 2 needs a roll of 4,5 or 6 for a hit and range 1 requires rolls of 3,4,5 and 6 for a hit.
(https://live.staticflickr.com/65535/50665718363_205cbd765d_o.jpg) (https://flic.kr/p/2kca3Uk)

Also, there is either a CRT to use or die roll. With the CRT, you roll one die, look up the range and apply the result. With the die roll combat, you roll 1 die for each SP. I preferred the die roll mechanic...there's something rather satisfying about rolling 8 dice. It might seem silly, but it feels like a load of guns firing. With Volley fire, you roll 3 dice for each SP...that's a lot of dice but very satisfying.

Also worthy of note here is that Zulu wounded are removed and set aside and when there are 30 casualties, they come on as replacements.

British Combat Phase
British troops in Zone P and Zone N open fire on the assaulting Zulu. This attack is at range 2 so they need to roll 4s, 5s and 6s to hit.
(https://live.staticflickr.com/65535/50666541847_8ce105ce02_o.jpg) (https://flic.kr/p/2kcegGk)
They roll and score 3 hits. Pretty poor considering there's 30 marauding Zulu heading their way.
(https://live.staticflickr.com/65535/50666464071_46fe65c918_o.jpg) (https://flic.kr/p/2kcdSzn)

(https://live.staticflickr.com/65535/50666464056_2eca96359a_o.jpg) (https://flic.kr/p/2kcdSz7)

British troops in Zones I, L and O led by Chard open fire on the Zulu attacking from Zone 12. Again, this is range 2 and so 4s, 5s and 6s are needed.
(https://live.staticflickr.com/65535/50666541797_27a0698bac_o.jpg) (https://flic.kr/p/2kcegFt)

They roll and score 6 hits.
(https://live.staticflickr.com/65535/50666464026_0a16faff44_o.jpg) (https://flic.kr/p/2kcdSyA)

(https://live.staticflickr.com/65535/50665718248_d0e22f1b91_o.jpg) (https://flic.kr/p/2kca3Sm)

And finally British troops in Zone H open fire at the Zulu in Zone 18
(https://live.staticflickr.com/65535/50666541797_27a0698bac_o.jpg) (https://flic.kr/p/2kcegFt)

Again, range 2 and requires 4s, 5s and 6s to hit. They score 6 hits
(https://live.staticflickr.com/65535/50665718223_d30f351be4_o.jpg) (https://flic.kr/p/2kca3RV)

(https://live.staticflickr.com/65535/50666463986_f2ae060e7b_o.jpg) (https://flic.kr/p/2kcdSxU)

That's the British Combat phase over. It's a fairly simple way to perform combat - but I think indicative of the time. When the British next get a movement phase, they can move troops...and I think I may have to bolster the eastern part of the compound. Also, the next British combat phase will be at range 1 and so hits on rolls of 3,4,5 and 6 - so much more deadly. Also, at range 1,  Chard and Bromhead can perform Volley Fire which allows 3 rolls per SP...turn a section of 8 SP (and normally 8 die rolls) into 24 die rolls.

As mentioned earlier, the Zulu casualties are set aside and when I accumulate 30 SPs, I'll bring them on as replacements.

The next phase is Zulu Random Fire.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: thecommandtent on November 30, 2020, 07:41:34 PM
Very interesting. I like the style and look of the map.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on November 30, 2020, 07:53:08 PM
Any limit to ammo JD?
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 01, 2020, 01:39:47 AM
Very interesting. I like the style and look of the map.
It's a superb looking game.

Any limit to ammo JD?
There are Depleted Ammo counters...but the only rules reference I could see regarding Depleted Ammo was in relation to the Isandwala battle. It doesn't seem to be a thing for Rorke's Drift.

So in Isandwala for every 1 rolled,  you roll again and if it's a 1 again, then the unit is marked with a Depleted Ammo marker.

Like I said the rule seems to be Isandwala specific. The rules are setup so that if a rule is specific to Rorke's Drift, it is surrounded by a red border and if it's specific to Isandwala, it's surrounded by a brown chequered box and if the rule is applicable to both battles, it doesn't have a border.

Rorke's Drift specific rule
(https://live.staticflickr.com/65535/50667414716_11da3fbd6a_o.jpg) (https://flic.kr/p/2kciKaN)

Isandwala specific rule
(https://live.staticflickr.com/65535/50667414721_fd888dac31_o.jpg) (https://flic.kr/p/2kciKaT)
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 01, 2020, 10:38:10 AM
That's right on target then as I recall, The Brits had ammo problems at Isandwala but had plenty of ammo at the Drift fight. Thanks JD.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: BanzaiCat on December 01, 2020, 10:42:16 AM
I like the look of this as well, and the combat system seems pretty straightforward.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 01, 2020, 05:32:00 PM
Zulu Random Fire
They roll 6 dice during the day and 4 at night and need to roll a 6 for a hit. They can hit on a 5 or 6 if they are firing into Zone  J as it's the most open part of the compound. They also can't fire into the hospital zones, Zone G or Zone D (final  redoubt).

I randomly choose which zone the Zulu are going to fire into...it's Zone P. They roll 6 dice and score 1 hit. One squad is reduced.

There is nothing else to do for the rest of the turn...the sequence is
Melee Combat - there are no units adjacent to each other
British Bayonet Charge - there are no units adjacent to each other
Hospital Phase - there are no Zulu performing melee at the hospital so fire is not a factor
Check Victory - honestly, I have no idea how to monitor victory in this. The British are easy - they win if they survive to the end. Also, they reduce the Zulu VP by 1 for every 47 SPs of Zulu warriors are killed. But for example, the Zulu get 5 VPs each turn they occupy the Water Cart zone (Zone J)...they only need 17 VPs to win.

That's the end of the first turn.


I had hoped given the manual was so thin that it would be fairly easy - but it could've done with some other detail in it. For example, there's a British Victory Point counter - but what's it for? The British don't seem to get any VPs - they only reduce the Zulus VPs by 1 for every 47 SPs killed....is that used to track VPs as I kill Zulu units even though the Zulu have no SP? That's not clear...but that's the only thing I can think it's for.

The bayonet charge. It's not clear what's sop special about it...except that it happens after melee and regardless of whether melee occurred or not. So kind of an additional melee. But "charge" insinuates that they move into the Zulu zone. Can they do a charge over walls? Seems unlikely - and so when does it happen because Zulu do not enter a zone unless it's empty...

The game is really quite simple - the mechanics are actually really good. I'm enjoying it - but there are big gaps in the manual - and that's why it's thin.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 01, 2020, 05:48:27 PM
Turn 2

British Replacements Phase
There are none. The British get 2 replacement points each turn. They cannot be carried over. They are used or lost. Only units with 1 SP can gain one of the replacement points and they can only get them in Zone G.

British Movement Phase
I move Bromhead and 2 SPs to from Zone E to Zone P
I move A C Dalton from Zone C to Zone K with 2 SPs
I move CSgt Bourne from Zone K to Zone I where Chard is
I then move the wounded squad from Zone P to Zone K - they are heading to Zone G to get patched up. I'll likely use A C Dalton to move him 2 spaces next turn.

(https://live.staticflickr.com/65535/50669938652_195436b9ce_o.jpg) (https://flic.kr/p/2kcwFrW)

Zulu Movement Phase
There are two parts to this - replacements and movement. If the Zulu have 30 SPs off the board (wounded) then they can bring them on...they don't.

For movement I roll 1 die. 1-2 they move 1 space left, 5-6 they move 1 space right and 3-4 they move forward - two spaces with a leader if they can.
NB - I don't think I did the random movement right for the Zulu. I stuck to the above description, but I have noticed there are modifiers which I didn't use - which give a better chance of the Zulu moving forward - I didn't do this on turn 3 either

So the Zulu move around and actually they rolled 1-2s and 5-6s - therefore not advancing but moving left and right.

(https://live.staticflickr.com/65535/50669874671_bc64c36776_o.jpg) (https://flic.kr/p/2kcwmqP)

British Fire Combat Phase next
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 06:24:43 AM
British Combat Phase
(https://live.staticflickr.com/65535/50671617322_72fbe82503_o.jpg) (https://flic.kr/p/2kcFhsw)

Zones A, B and C will attack the Zulus in Zone 17 at range 3
(https://live.staticflickr.com/65535/50671632492_6d196bef67_o.jpg) (https://flic.kr/p/2kcFmY5)

They score 3 hits
(https://live.staticflickr.com/65535/50671551461_b5d47e5734_o.jpg) (https://flic.kr/p/2kcEWSZ)


Zone H will fire on the Zulus in in Zone 18 at range 2
(https://live.staticflickr.com/65535/50670839253_bda4e12c41_o.jpg) (https://flic.kr/p/2kcBiax)

They score 5 hits
(https://live.staticflickr.com/65535/50670839228_d78f6a26bf_o.jpg) (https://flic.kr/p/2kcBia7)


Zones I, L and O will fire on the Zulus in Zone 18 at range 3
(https://live.staticflickr.com/65535/50671671927_c353bcf6cb_o.jpg) (https://flic.kr/p/2kcFyFZ)

They score 3 hits
(https://live.staticflickr.com/65535/50671587616_16e43988d1_o.jpg) (https://flic.kr/p/2kcF8Cm)


Zones N and P will fire on the Zulus in Zone 13 at range 2
(https://live.staticflickr.com/65535/50671689757_bd9ce9a704_o.jpg) (https://flic.kr/p/2kcFDZp)

They scored 6 hits
(https://live.staticflickr.com/65535/50670862538_6f265e2011_o.jpg) (https://flic.kr/p/2kcBq61)


Zone K will fire on the Zulus in Zone 14 at range 2
(https://live.staticflickr.com/65535/50671692667_e8f7fc4fe7_o.jpg) (https://flic.kr/p/2kcFERz)

They score 2 hits (no image!)


Zulu Random Fire Phase
I don't have any image of this but the Zulu rolled 6 dice and scored 1 hit in Zone C

Melee Combat
There are no units adjacent to each other

British Bayonet Charge
There are no units adjacent to each other

Hospital Phase
There are no Zulu performing melee at the hospital so fire is not a factor

Check Victory
No VP change for the Zulu, but if I'm doing it correctly, the British have 1VP due to the Zulu having lost 47 SPs of units

I think now I've seen the movement modifiers for the Zulu, things might get more hairy for the British
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 01:33:42 PM
Turn 3

British Replacement Phase
There are no units waiting on replacements - though there are two units now needing them

British Movement Phase
A tough one this - because the Zulu move before you get to fire - so it's a lottery whether you can move into the right areas. However, I have just realised that I don't need to protect the entire compound...Again however - I also have to be wary if there are Zulu reinforcements coming in (Zulu reinforcements come on when the Zulus have 30 wounded at the side waiting to come on - and they do now)

I don't know who moved where - but I have moved AC Dalton and the reduced squad two spaces from Zone K to Zone C and the reduced squad from Zone B to Zone c - both can enter Zone G next turn and get an upgrade back to full health.
(https://live.staticflickr.com/65535/50671865568_2c8b2cfa57_o.jpg) (https://flic.kr/p/2kcGyfC)

I kind of moved troops around hoping I cover where the Zulu will move.


Zulu Movement Phase
I roll for each Zulu zone. As I mentioned earlier, I haven't done the movement right and I'll rectify this next turn.

What is significant is the Zulu return 30 of their wounded as replacements and they enter in Zone 17
(https://live.staticflickr.com/65535/50672645051_40d7300c2b_o.jpg) (https://flic.kr/p/2kcLxXZ)

What is also significantly is the Zulu force in Zone 14 to Zone 5. Bad news? Surely - however Not only do the British inflict damage on 3,4,5 and 6 now, but they also get Volley Fire because Bromhead is present
(https://live.staticflickr.com/65535/50672729382_48fdf2a4f5_o.jpg) (https://flic.kr/p/2kcLZ2Y)

British Fire Combat Phase
Bromhead and his squads in Zone P open fire at point blank range on the Zulus in Zone 5. Volley Fire means they get 3 dice per SP...so they get to roll 21 dice instead of 7. They also get a hit on 3-6. They score 10 hits. Pretty devastating.

(https://live.staticflickr.com/65535/50671969703_1114bbb33a_o.jpg) (https://flic.kr/p/2kcH6d4)


Melee Combat Phase
During melee, both side perform it at the same time and injuries are set at the end. The British get a hit on 5 or 6 and the Zulu get a hit on a 6. However, because the British are attacking over a wall, they get a hit on a 4-6.

The Zulu get to roll 14 dice. They roll 3 6s so score 3 hits. The British roll 7 dice and score 5 hits.
(https://live.staticflickr.com/65535/50672886132_30183a008d_o.jpg) (https://flic.kr/p/2kcMMCy)


British Bayonet Charge Phase
I'm not entirely sure about this mechanic. I didn't perform it...I think I read on BGG that they only perform that inside the compound...makes sense I thought. 


Hospital Phase
No need - no Zulu near the Hospital


Victory Conditions
Zulu still have none but the British are on 1 because they managed to kill at least 47 Zulu warriors. Their count is currently on 35 - so another 12 and they get another VP - at least I think that's how it works.

This is how the situation stands. Bromhead is in trouble. When a British leader is lost, they are lost. I need replacements in here - but where from?

Turn 4 next - and the Zulu have 35 warriors waiting in the wings!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 02, 2020, 02:00:27 PM
 :bitenails: :bitenails: :bitenails:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: BanzaiCat on December 02, 2020, 03:58:23 PM
Is there an equivalent to Strength Points? Is each SP one soldier/warrior?
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 02, 2020, 04:42:02 PM
That really does look like an excellent game.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 04:52:55 PM
Is there an equivalent to Strength Points? Is each SP one soldier/warrior?
Not really - but it's not 1 to 1. There were about 140 soldiers at Rorke's Drift - there's only about 50 SPs. There were about 4000 Zulu Warriors and there's only 90 allowed on at any one time.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 02, 2020, 05:02:50 PM
I remember us seeing an amazing, and very large, diorama of Rorkes Drift somewhere in Wales. May have been in Caernarfon Castle.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 05:08:02 PM
That really does look like an excellent game.
It's alot of fun and helped that I was very interested in the battle (and Isandwala). It's fast paced too. I have no idea how it's going to go from here. Having to send wounded troops to Zone G to get fixed up is tough - and slow without a leader as they can only move 1 zone at a time...not to mention only 2 SPs per turn to rebuild. Mind you, thankfully by the time my 3 units from Zone P get back to G, the other two units will be up and ready.

Having to move your troops before you know where the Zulu are coming from is pretty tough and a superb feature. You are constantly guessing and hoping.

It really seems to me that the combat has been well worked out. Random fire from the Zulu is enough to cause some anguish but not overly deadly - just like you wouldn't expect it to be because they weren't very well trained and they were shooting from some distance away.

The British on the other hand are pretty deadly close range and not so further away. They also get to melee (and perhaps bayonet charge) after - so the fact that 20 Zulu turn up on your doorstep doesn't necessarily mean you're screwed.

Melee - again, well balanced I think. There are lost of Zulu so limiting them to 6 seems fair. The British getting a bonus due to walls etc is also pretty clever.

Overall - so far - the game seems pretty well structured. The manual is a bit of a let down, over-explaining some things and not explaining enough on other points.

An example of overexplaining is it mentions that units in Zone G get rejuvenated by 1SP per turn. It also says something like a unit has to have 1SP to get rejuvenated - however - if a unit had 2 SPs it couldn't be rejuvenated and of course it must have 1 SP - otherwise it wouldn't get there. I often think when a rule is over explained (like this) it confuses and makes you think "Hold on...why is it explaining it like that?"

An example of where a rule is under developed is the bayonet charge. I have no idea when this can be done. I found an answer on BGG about it only being allowed in the compound - but that was a bit of a guess and actually isn't explained in the manual. If you were to take the manual at it's word, you can perform a bayonet charge, anywhere and immediately after melee....but I don't know why that's different from melee. It also explains that they are locked in a bayonet charge until all are depleted (either side) or the British pull back...but again, that's how melee is...there's just no distinction in the manual between melee and a bayonet charge...they sound the same.

Anyway - that's the manual. The actual game is playing very well and very enjoyable. I'm really finding it quite tense. I'm already wondering where to deploy my troops, where the Zulu will be moving, where the Zulu replacements will enter the map, whether I can spare my wounded troops. I can't imagine what the game would be like against a Zulu player where they can hide the size of their force...so the British couldn't see where the main force was.

All cracking stuff.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 02, 2020, 05:12:44 PM
And I take it the game also includes Isandlwana?

So in the 2 player game, i assume the Zulu counters are face down initially thus hiding the strength?
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 05:19:33 PM
And I take it the game also includes Isandlwana?
Yes...just flip the beautiful, mounted map over. Differing rules too.

So in the 2 player game, i assume the Zulu counters are face down initially thus hiding the strength?
Yes. The SPs are only on one side so the British player wouldn't know that 3 Zulu counters in a zone with a leader are actually only 3 x 1 SPs and the other zone with 3 units has 3 x 10 SPs.

All pretty exciting.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 02, 2020, 05:22:21 PM
And I see Second Chance Games has a copy - and Christmas is coming :-) I may have to drop a few hints to the missus.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 02, 2020, 05:26:57 PM
And I see Second Chance Games has a copy - and Christmas is coming :-) I may have to drop a few hints to the missus.
She likes board games doesn't she?  I think this could play really well with 2 players...though it really does play very well solo
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 02, 2020, 05:27:55 PM
I shall work on it  :bigthumb:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 03:14:48 PM
Turn 4

This is the situation at the start
(https://live.staticflickr.com/65535/50675948923_823351c2ea_o.jpg) (https://flic.kr/p/2kd4u6i)
The Zulu have 30 warriors waiting to enter the fray

British Replacement Phase
There are no units able to receive replacements

British Movement Phase
I move the two reduced units into Zone G so they can take replacements next turn (get patched up)
I move AC Dalton plus the squad in Zone C to Zone K

I move Bromhead and the 3 wounded squads from Zone P to Zone F - that leaves Zone P undefended. So...I have some shifting to do...
I move Chard and the squad from Zone J to Zone P
I move a squad from Zone K to Zone P
I move a squad from Zone N to Zone P

I move C.Sgt Bourne from Zone K to Zone I to beef that back up
I move the squad from Zone B to Zone A as anything from B can be hit from A

NB I forgot to remove the Volley Fire from Zone P and they wouldn't be able to use Volley Fire because that can only be used if the officer hasn't moved

(https://live.staticflickr.com/65535/50676695126_275b8675ee_o.jpg) (https://flic.kr/p/2kd8iUS)


Zulu Movement Phase
First off, the 30 Zulu reinforcements enter - and they enter in Zone 18 (again). I randomly check for a leader being available...they're not.
(https://live.staticflickr.com/65535/50676695096_c1baa74b3d_o.jpg) (https://flic.kr/p/2kd8iUm)

I then roll for each Zulu zone - and I do it right this time. They are determined to stay round the same area. Only 1 forward movement - mostly lateral
NB - this might be a failing of the AI Zulu - I can help but think a jink left or a jink right might be warranted, but surely they would be eager to crack on...maybe something like if the Zulu moves left or right, then they definitely move forward next time?

(https://live.staticflickr.com/65535/50676777362_f1584543a3_o.jpg) (https://flic.kr/p/2kd8JmJ)

NB - I just noticed then solitaire rules state that if a Zulu unit starts adjacent to British troops then they stay for melee - I moved them from Zone 5 to Zone 4


British Fire Combat Phase
The British score 16 kills and a leader - and they gain another VP
(https://live.staticflickr.com/65535/50675948818_ef2b16ee4d_o.jpg) (https://flic.kr/p/2kd4u4u)
Crucially they have beaten off the Zulu from the compound wall


Melee Combat Phase
There might be able to be melee at Zone H - but I thought I read somewhere that melee couldn't occur from there because the troops are on the roof. I can't find it though and surprise surprise, it's not mentioned in the melee rules...but it's there somewhere - I'm sure.

NB - I've just found the section that mentions no melee from the Storehouse Roof...It's on page 2 of the rules...not mentioned in the melee section at all.


British Bayonet Charge Phase
No bayonet charge. I did notice something though - in the optional rules...it states C.Sgt Bourne and 4 SP can perform a bayonet charge even if they have taken part in melee....so units can't bayonet charge if they have performed melee? Also - does a bayonet charge mean they move forward into the Zulu area? Do they push them back? No idea...again - why is a bayonet charge different to melee? The C.Sgt Bourne thing is an optional rule in that they aren't classed as leaders (except for movement using an optional rule which I am)...so they can for example move squads 2 zones but can't perform Volley Fire or bayonet charges - except with the optional rule.


Hospital Phase
No need - no Zulu near the Hospital


Victory Conditions
Zulu still have none but the British are now on 2.


Turn 5 next
There are not enough Zulu waiting to come on - so the British will have a slight lull in battle. Also they will have 2 much needed replacement points.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 03:29:54 PM
I've just switched on to the Bayonet Charge. Only British Officers can perform it with 4 SP, even if they have performed melee...C.Sgt Bourne is also allowed in the optional rules.

The reason it's different is because it persists until one side is destroyed or the British call it off. It was the persists until bit that threw me. I thought it meant it persisted each round. It's not...it means I continue my bayonet charge again and again and again until I call it off or beat the Zulu off...

The penny has dropeth!!!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 03, 2020, 03:40:27 PM
I've just been reading the rules from the Worthington site  :bigthumb:

Not checked to see if there is a Vassal mod for this, but I can see how it would be an excellent 2 player game.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: BanzaiCat on December 03, 2020, 05:08:09 PM
beat the Zulu off

(https://media.tenor.com/images/80a1bfb6055f51a583ff448bd10fc91c/tenor.gif)
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 05:26:17 PM
Turn 5

This is the situation at the start
(https://live.staticflickr.com/65535/50676371058_02467cd45b_o.jpg) (https://flic.kr/p/2kd6Dzu)
Thankfully, the Zulu do not have any replacements waiting.


British Replacement Phase
The two squads in Zone G receive replacements to bring them up to full strength


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50677198827_c1f0a8339e_o.jpg) (https://flic.kr/p/2kdaTDn)

You'll notice that the two reduced units from Zone G are now out of the aid station and in Zone C
I also moved AC Dalton from Zone K with the wounded unit to Zone C
You'll also notice that I moved Bromhead and the 3 reduced units from Zone D into Zone G - I had to use Bromhead to do this because the units were still two zones way from the aid station


Zulu Movement Phase
No reinforcements enter this phase.
I managed - at last - to get some forward movement.
(https://live.staticflickr.com/65535/50676371008_e70520c9f0_o.jpg) (https://flic.kr/p/2kd6DyC)


British Fire Combat Phase
The British score 19 hits this turn.
(https://live.staticflickr.com/65535/50677117076_fca9a7a3ae_o.jpg) (https://flic.kr/p/2kdatkS)


Zulu Random Fire Phase
The Zulu do not manage to score any hits with Random Fire


Melee Combat Phase
There is no melee


British Bayonet Charge Phase
No bayonet charge


Hospital Phase
No need - no Zulu near the Hospital


Victory Conditions
Zulu still have none but the British are now on 2.


Turn 6 next
There are 30 Zulu waiting to enter.....
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 05:41:05 PM
Turn 6

This is the situation at the start
(https://live.staticflickr.com/65535/50677235127_3d78380b99_o.jpg) (https://flic.kr/p/2kdb5re)


British Replacement Phase
Two of the three squads in Zone G receive replacements to bring them up to full strength


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50676408318_4855e0f944_o.jpg) (https://flic.kr/p/2kd6QDU)


Zulu Movement Phase
They gain reinforcements. I bring them in this time in 2 forces of 15 SPs. One enters in Zone 19 with a leader and the other enters in Zone 18 without a leader
(https://live.staticflickr.com/65535/50677154471_68bbacb471_o.jpg) (https://flic.kr/p/2kdaEsB)


British Fire Combat Phase
The British score 17 hits this turn.
(https://live.staticflickr.com/65535/50677154461_e94c8f6ee4_o.jpg) (https://flic.kr/p/2kdaEsr)


Zulu Random Fire Phase
I've decided to double up the Zulu Random Fire...it's a valid change mentioned in the manual. So they get to roll 12 dice instead of 6. They score 4 hits. I kind of regret that now. That's one unit destroyed (never to return).
(https://live.staticflickr.com/65535/50677235042_ef86bc83da_o.jpg) (https://flic.kr/p/2kdb5pL)

I decide the Zone for each set of 6 on the roll of a die. I then decide, for each hit, which units take the hits...leaders being the last to receive a hit.


Melee Combat Phase
There is no melee


British Bayonet Charge Phase
No bayonet charge


Hospital Phase
No need - no Zulu near the Hospital


Victory Conditions
Zulu still have none but the British are now on 3.


Turn 7 next
There are not enough Zulu warriors waiting to enter next turn
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bbmike on December 03, 2020, 05:48:33 PM
I have the urge to watch Zulu Dawn again. (https://www.aarcentral.com/pics/popcorn.gif)
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 03, 2020, 05:56:00 PM
lol - out of the two, I still think 'Zulu' is best though.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 05:59:48 PM
Turn 7

This is the situation at the start
(https://live.staticflickr.com/65535/50677271247_ac846f1ba8_o.jpg) (https://flic.kr/p/2kdbgaZ)


British Replacement Phase
There are two squads in Zone G which receive replacements to bring them up to full strength


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50677191866_659521585f_o.jpg) (https://flic.kr/p/2kdaRzm)


Zulu Movement Phase
No reinforcements this turn
(https://live.staticflickr.com/65535/50676444733_eda21295b5_o.jpg) (https://flic.kr/p/2kd72tK)
They look very strong over by the hospital...I have some concerns.


British Fire Combat Phase
The British score 10 hits this turn. Pretty poor
(https://live.staticflickr.com/65535/50677191806_48ab6f84e0_o.jpg) (https://flic.kr/p/2kdaRyj)
NB - I might have screwed up the British attack numbers because I had forgotten to take a picture - so I think they killed more warriors


Zulu Random Fire Phase
The Zulu hit one unit in Zone C
(https://live.staticflickr.com/65535/50677191776_51225aacba_o.jpg) (https://flic.kr/p/2kdaRxN)


Melee Combat Phase
There is PLENTY of melee

It results in Zone P looking pretty precarious. The Zulu in Zone 5 attack Zone P and score 2 hits. The British respond with a devastating attack...7 warriors slain.
The Zulu then attack Zone P again from Zone 4. They score 3 British kills and the British respond and score 3 kills
The Zulu are all done...but I think I can melee with my British units in the Hospital - so I do...and score another 5 kills
(https://live.staticflickr.com/65535/50677271102_0b0c8f1130_o.jpg) (https://flic.kr/p/2kdbg8u)


British Bayonet Charge Phase
No bayonet charge - I daren't try it with Chard


Hospital Phase
No need - the Zulu did not melee into the Hospital


Victory Conditions
Zulu still have none but the British are now on 3.


Turn 8 next
Another 30 Zulu warriors waiting to enter next turn
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 06:00:31 PM
lol - out of the two, I still think 'Zulu' is best though.
Out them both, I do prefer Zulu...but I always watch Zulu Dawn before I watch Zulu - just to get the feel of the battle...
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 03, 2020, 06:00:52 PM
beat the Zulu off

(https://media.tenor.com/images/80a1bfb6055f51a583ff448bd10fc91c/tenor.gif)
ha!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 03, 2020, 06:11:06 PM
Strange to think that Napoleon III son, Louis Napoleon, was killed in 1879 serving with the British army in the Zulu War.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: BanzaiCat on December 04, 2020, 10:07:22 AM
I've got my eye on this one (thanks, JD - lol), as well as Custer's Last Stand.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 04, 2020, 11:55:24 AM
I've got my eye on this one (thanks, JD - lol), as well as Custer's Last Stand.
My pleasure. It's always pleasing to showcase a game that's bloody good.


NB - I've introduced 2 house rules. For Zulu movement, I am going to move left and right on a 1 and 6 respectively and forward on a 2-5 - just so the Zulu start to move forward. I feel they are not aggressive enough with the current movement rules...certainly in my game. The other rule is that when exiting the Hospital, the British have to exit into Zone J


Turn 8
This is the situation at the start
(https://live.staticflickr.com/65535/50678871348_2688055c3a_o.jpg) (https://flic.kr/p/2kdjsPW)


British Replacement Phase
There are two squads in Zone G which receive replacements to bring them up to full strength


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50679703807_b8ec4924ec_o.jpg) (https://flic.kr/p/2kdoJhF)

I am trying to get the VP units (with a Red Cross) out of the hospital and away from the Zulu - so one unit has to move.

NB - not shown on the image
Because I've kept Chard where he is, he is eligible to perform Volley Fire. I have also put a marker next to Bromhead because he hasn't moved, but you can only perform Volley Fire when adjacent to the enemy...he's not so that's a mistake.


Zulu Movement Phase
30 reinforcements show up - with a leader - they enter into Zone 21 (I'm glad I left those troops there - I was thinking about bringing them into the compound)
(https://live.staticflickr.com/65535/50679703767_e376c388c7_o.jpg) (https://flic.kr/p/2kdoJgZ)


British Fire Combat Phase
The British score 19 hits this turn.
(https://live.staticflickr.com/65535/50678871268_c3c520e95d_o.jpg) (https://flic.kr/p/2kdjsNy)
The Zulu Warriors at the hospital have been decimated due to Chard and his Volley Fire - but they are still there.


Zulu Random Fire Phase
Because there's units in Zone J, that get's targeted (better chance of a hit). On the first roll of 6 die, they score 4 hits!!! That's the squad moving the VP unit destroyed...so the VP unit is stuck there (the rules only state that VP units are eliminated when Zulu enter the same Zone)
The next roll of 6 die misses entirely...and it was at Zone A - The Kraal
(https://live.staticflickr.com/65535/50678871218_58e6ab7440_o.jpg) (https://flic.kr/p/2kdjsMG)


Melee Combat Phase
Melee results in 5 Zulu losses and 2 British losses
(https://live.staticflickr.com/65535/50679703647_fbe7d6736f_o.jpg) (https://flic.kr/p/2kdoJeV)

British Bayonet Charge Phase
No bayonet charge - again, I've read that only occurs inside the compound...so I'm sticking with that for the time being


Hospital Phase
The Zulu have now entered melee in the Hospital zone...a roll of 2-6 means a fire starts...and they roll 2...a fire has now started. Time to get out of dodge. Subsequent rolls will determine how fast the fire spreads.


Victory Conditions
Zulu still have none but the British are still on 3. I suspect that's going to change soon



Turn 9 next
I have wrongly set the turns counter to 7...as this is the end of turn 8, it should now read 9
(https://live.staticflickr.com/65535/50679703662_fcd846f66b_o.jpg) (https://flic.kr/p/2kdoJfb)

Another 30 Zulu warriors waiting to enter next turn

We are now into night turns so Zulu Random Fire only has 8 die instead of the 12 during the day.

There's a fire in the hospital...so the British need to get out of it - when it reaches 5 on the chart, it's burned down and any units in there are destroyed. Also, when it burns down, the Zulu get 6VPs.

I have to hold onto Zone J for as long as I can. It's worth a  reduced number of VPs to the Zulu over the remaining turns...so I have to prevent him from getting them until they are worth very little. That means - likely - troops in there which means possible casualties from Random Fire (the Zulu get hits on 5 and 6 for Random Fire)
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 04, 2020, 04:24:35 PM
Turn 9
This is the situation at the start
(https://live.staticflickr.com/65535/50679636493_6a5ffb58f7_o.jpg) (https://flic.kr/p/2kdooh6)


British Replacement Phase
There's 1 squad in Zone G which receive replacements


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50680470212_4c749f141c_o.jpg) (https://flic.kr/p/2kdsE7y)
I've started moving my troops and VP units out of the hospital. Due to the Zulu having a good line of sight to Zone J (8 die at night), I've decided to move more units in there - otherwise I can just see my troops being picked off one at a time...It's a risk - but the alternative is to lose the escorting unit each turn.

I've also moved the troops off the roof. They were really handy there - having range 2 to almost anything over that edge of the map - but I have a feeling I'll need them elsewhere pretty soon.

Also because Bromhead and Shard haven't moved, I put a Volley Fire marker on them to remind me they can perform that should they be able to

NB - I have been doing Volley Fire wrong - including in this turn. I've been using all troops when I should only be using 4 SPs of units - I'll rectify that


Zulu Movement Phase
30 reinforcements show up with a leader and enter in Zone 17 - which now seems to be the focal point of the attacks.
(https://live.staticflickr.com/65535/50679636468_c3919aac54_o.jpg) (https://flic.kr/p/2kdoogE)


British Fire Combat Phase
The British score 20 hits this turn.
(https://live.staticflickr.com/65535/50680470152_aa76472ec5_o.jpg) (https://flic.kr/p/2kdsE6w)


Zulu Random Fire Phase
There were no hits - it is night time after all!
(https://live.staticflickr.com/65535/50679636393_db49200dfa_o.jpg) (https://flic.kr/p/2kdoofn)


Melee Combat Phase
Melee was poor on both sides this time. Only the British scored 1 hit
(https://live.staticflickr.com/65535/50680396191_4bda74fd58_o.jpg) (https://flic.kr/p/2kdsh7k)


British Bayonet Charge Phase
No bayonet charge


Hospital Phase
A roll of 2 saw the hospital fire spread 1 space - if the next roll is a 3 and I still have troops in there, they're gone!


Victory Conditions
The British are up to 4 now - but the Zulu are closing in
(https://live.staticflickr.com/65535/50680470032_1eca323bea_o.jpg) (https://flic.kr/p/2kdsE4s)



Turn 10 next
Another 30 Zulu warriors waiting to enter next turn
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 04, 2020, 04:25:24 PM
What a fascinating game  :bigthumb:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 04, 2020, 04:27:42 PM
Honestly - it's a fast, intriguing game and a delight to play...things are getting tense as you'll see next turn.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 04, 2020, 04:31:44 PM
Definitely you get a feeling of the pressure building up.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 04, 2020, 04:55:01 PM
Turn 10
This is the situation at the start
(https://live.staticflickr.com/65535/50680472806_79d72da9e2_o.jpg) (https://flic.kr/p/2kdsETh)


British Replacement Phase
There's no units waiting for replacements


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50680472786_8d182a9b37_o.jpg) (https://flic.kr/p/2kdsESW)
As you can see, I'm emptying the hospital before it burns down. I'm shifting more units to the left of the compound - giving up ground on the right. There's nothing to defend except Zone J for a few turns anyway...

The hospital will be empty next turn - so hopefully it won't burn down this turn!

Bromhead keeps his Volley Fire marker as he hasn't moved. I kind of need Bromhead and Chard over where they can perform Bayonet Charges and Volley Fire though


Zulu Movement Phase
30 reinforcements show and enter in Zone 17 again - just as well I put those troops back on the roof of the Storehouse.
(https://live.staticflickr.com/65535/50679714008_0333ee375d_o.jpg) (https://flic.kr/p/2kdoMjy)


British Fire Combat Phase
The British score 16 hits this turn.
(https://live.staticflickr.com/65535/50680472711_6db2d0a596_o.jpg) (https://flic.kr/p/2kdsERD)


Zulu Random Fire Phase
The Zulu decided to be sharp shooters this turn - scoring 4 hits in Zone j!!
(https://live.staticflickr.com/65535/50679713943_113e84d283_o.jpg) (https://flic.kr/p/2kdoMir)


Melee Combat Phase
The Zulu scored 3 hits in melee and the British scored 2 - just not good enough
(https://live.staticflickr.com/65535/50679713918_4f31d412be_o.jpg) (https://flic.kr/p/2kdoMi1)


British Bayonet Charge Phase
No bayonet charge


Hospital Phase
A roll of 5 saw the hospital fire spread another 2 spaces...it'll be gone next turn (likely - unless I roll a 1) but the troops will be out of the frying pan (pun intended)...and into the fire


Victory Conditions
The British still have 4 - currently
(https://live.staticflickr.com/65535/50680547237_ee17bd2a38_o.jpg) (https://flic.kr/p/2kdt41z)

This is the situation on turn 10 of Rorke's Drift
(https://live.staticflickr.com/65535/50680472611_3b0dcf4150_o.jpg) (https://flic.kr/p/2kdsEPV)


Turn 11 next
Things are hotting up
I have alot of wounded troops now - and more to come as they pass through Zone J
I will likely lose the second part of the Kraal at some point gifting the Zulu 4VPs...on top of their 6VPs for the hospital
I HAVE to hold Zone J until turn 13 or 14 - the Zulu get too many points for occupying it...though with their random movement, it may be unlikely they even get there.
However, no Zulu warriors waiting to enter next turn

NB - the troops to the top of the map board and to the right are Zulu replacements - every damaged Zulu is put here and waits to come on. The units to the left of the dice tray are destroyed units...currently 10 British SPs and 2 Zulu leaders.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 04, 2020, 11:37:02 PM
Call in an Airstrike Man!  :biggrin:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 05, 2020, 02:15:34 AM
BROKEN ARROW!!!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 05, 2020, 08:28:18 AM
Turn 11
This is the situation at the start
(https://live.staticflickr.com/65535/50682501362_101c548dff_o.jpg) (https://flic.kr/p/2kdD4Uo)


British Replacement Phase
There's no units waiting for replacements


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50682430141_8eca66d09f_o.jpg) (https://flic.kr/p/2kdCGJr)
I'm continuing to clear out the east side of the compound - though I still have to defend Zone J (The Water Cart) for a few turns at least.

The hospital is empty now

The wounded are piling up around the aid station - and there's more to come

Bromhead has ran across the compound with a couple of squads (to Zone I) to take on the marauding Zulu

Chard has jumped over the mealie bags to assist the troops on the west of the compound...some fresh troops have joined him and the wounded are heading to the aid station


Zulu Movement Phase
No reinforcements thankfully...but they close in on the compound all around
(https://live.staticflickr.com/65535/50682430126_ebd3b8a6a6_o.jpg) (https://flic.kr/p/2kdCGJb)
NB - I think adjusting the Zulu movement has helped greatly - however, I wonder if starting with that modifier (moving left and right on 1 or 6 (instead of 1/2 or 5/6) would've made them too strong
NB - the Zulu unit in Zone 5 had a die roll moving it right - I didn't think that was right - why wouldn't they go into the compound - and that makes sense for any "knocking on the door" - if it's vacant in front of them, they'd just move in there....so that's what I did


British Fire Combat Phase
The British score 23 hits this turn.
(https://live.staticflickr.com/65535/50682501262_3c149b7825_o.jpg) (https://flic.kr/p/2kdD4SE)

Bromhead is looking like he's in a precarious situation


Zulu Random Fire Phase
They score a single hit...just another casualty to queue up
(https://live.staticflickr.com/65535/50682430076_8f9e667ba3_o.jpg) (https://flic.kr/p/2kdCGHj)


Melee Combat Phase
The Zulu score a single hit in melee on the west side in the kraal and Chard and the British defenders score 5.
In the north where Bromhead is they score a single hit as do the Zulu
(https://live.staticflickr.com/65535/50679713918_4f31d412be_o.jpg) (https://flic.kr/p/2kdoMi1)


British Bayonet Charge Phase
At last - a bayonet charge. Chard leads his troops over the wall - charging at the weakening Zulu.
They take out 3 zulu in the first attack and the Zulu wound another British unit
Again they charge into the Zulu and destroy the unit completely
(https://live.staticflickr.com/65535/50682501187_d50719cca7_o.jpg) (https://flic.kr/p/2kdD4Rn)

Bromhead thinks better of it as he's facing a considerably stronger Zulu force with less troops


Hospital Phase
A 6 is rolled and the Hospital is brunt to the ground - 6VPs for the Zulu.

Victory Conditions
The British VPs have now disappeared and the Zulu are finally on the board.
(https://live.staticflickr.com/65535/50682501167_9e53de7273_o.jpg) (https://flic.kr/p/2kdD4R2)

NB - honestly I'm not sure I was meant to take the VPs for the British losses when the Zulu had no VPs because there's a rule that says the Zulu VPs can't go below 0 - but if I wasn't meant to, I wasn't sure what the point was of having a British VP counter?


This is the situation at the end of turn 11 of Rorke's Drift
(https://live.staticflickr.com/65535/50682429901_cb7654d77d_o.jpg) (https://flic.kr/p/2kdCGEi)


Turn 12 next
The Zulu were 2 units shy of being able to bring in 60 Zulu replacements!! So they'll only get 30 next turn. Still 5 turns remaining. Plenty of time for the Zulu to gather some VPs. Especially with an ever dwindling British force - who have now lost 5 units that cannot come back.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 05, 2020, 10:44:26 AM
This is getting VERY tense now. Originally, I didn't give the Zulu much of a chance but it's looking much closer at the moment.  :worried:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 05, 2020, 11:13:05 AM
Yeah, such a dynamic game.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 06, 2020, 08:18:13 AM
Turn 12
This is the situation at the start
(https://live.staticflickr.com/65535/50686504437_7a9a268fe9_o.jpg) (https://flic.kr/p/2kdZzSV)


British Replacement Phase
The British have 2 replacement points to use - and they are truly welcome


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50685666058_1b6181764a_o.jpg) (https://flic.kr/p/2kdVhE7)

I've moved all the VP units out of Zone J into F. I've now emptied Zone J but I've got troops either side to protect it for a while longer.

Chard is on his own for the time being...he's going to have to deal with what he has in front of him...Bromhead needed the reinforcements.

NB - I've also just realised this turn that Zone C (where CSgt Bourne is) can't fire into Zone 1 - so keeping units there is not the best use for them (though this turn, I couldn't move out more than I did)


Zulu Movement Phase
New reinforcements arrive...300 (30 multiplied by 10 to give a more realistic scale - should've done it from the beginning)
(https://live.staticflickr.com/65535/50686504352_ea6a2e5a05_o.jpg) (https://flic.kr/p/2kdZzRs)


British Fire Combat Phase
The British score 12 hits this turn - really not great and shows their weakening fronts
(https://live.staticflickr.com/65535/50686419166_e861e1a5c8_o.jpg) (https://flic.kr/p/2kdZ9wJ)


Zulu Random Fire Phase
They score 2 hits in Zone B
(https://live.staticflickr.com/65535/50686504302_c6743ac659_o.jpg) (https://flic.kr/p/2kdZzQA)


Melee Combat Phase
The Zulu score 3 hits this turn - further weakening Chard and Bromhead's position. The British managed to beat the Zulu back - killing 70 (7)
(https://live.staticflickr.com/65535/50686419026_93c6b024d6_o.jpg) (https://flic.kr/p/2kdZ9uj)
They don't chance a Bayonet Charge


British Bayonet Charge Phase
No chance of performing one this turn - they are simply too weak on both fronts


Hospital Phase
Destroyed

Victory Conditions
I have reversed my decision on VPs...I still don't know what the British marker is for if the Zulu can't go below 0 (unless you track the British VP using that counter rather then reducing the Zulu VP by 1...)...anyway - the manual does state that the British get 1 VP for every 47 destroyed Zulu fighters - but only when the Zulu have VPs...So I've put the Zulu on 6VPs that they earned for the Hospital
(https://live.staticflickr.com/65535/50686418921_c6e209f8e8_o.jpg) (https://flic.kr/p/2kdZ9sv)


This is the situation at the end of turn 12 of Rorke's Drift
(https://live.staticflickr.com/65535/50686418976_d4ece730c8_o.jpg) (https://flic.kr/p/2kdZ9ts)
The British have now lost 42 soldiers (if we were doing it to scale because the British had around 140 troops at Rorke's Drift and there's 52 troops (SPs) - so 3 x that is 150 - about the right number...just for scale - and yes, I'm well aware that's more than in the real battle...many more)


Turn 13 next
Another 300 Zulu are entering the fray and the West of the compound is under pressure.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 06, 2020, 08:38:39 AM
Turn 13
This is the situation at the start
(https://live.staticflickr.com/65535/50685783663_12ce473d85_o.jpg) (https://flic.kr/p/2kdVTBM)


British Replacement Phase
The British have 2 replacement points to use...this is a regular feature at the moment


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50686536621_a324962dc8_o.jpg) (https://flic.kr/p/2kdZKrP)

I've been able to get Chard some much needed replacements

I've left Bromhead as he is because he has help from the Storehouse Roof.


Zulu Movement Phase
Another 300 Zulu (30) show up at the West edge of the compound
(https://live.staticflickr.com/65535/50686622157_8b75f8a90c_o.jpg) (https://flic.kr/p/2ke1bSz)


British Fire Combat Phase
The British kill another 140 Zulu (14). Bromhead didn't need the Storehouse Roof support because he directed a wall of Volley Fire at the Zulu
(https://live.staticflickr.com/65535/50686536546_f90f73e0f3_o.jpg) (https://flic.kr/p/2kdZKqw)


Zulu Random Fire Phase
The Zulu managed to kill another 9 (3) British troops all in Zone F - AC Dalton showed some experience and kept his head down
(https://live.staticflickr.com/65535/50686536516_a4e37ea676_o.jpg) (https://flic.kr/p/2kdZKq1)


Melee Combat Phase
The British dispatch another 20 Zulu (2) and a leader - Bromhead's side is now empty of Zulu and the Zulu didn't manage to embed their spears into any British troops


British Bayonet Charge Phase
No Bayonet Charge this turn


Hospital Phase
Destroyed

Victory Conditions
The Zulu are still on 6VPs and the British are close to chipping away one of those...
(https://live.staticflickr.com/65535/50686536376_083e0b1edc_o.jpg) (https://flic.kr/p/2kdZKnA)
NB - I'm aware that I didn't move the turn marker last turn and so the image shows it as being on 12 when it should be on 13 here


This is the situation at the end of turn 13 of Rorke's Drift
(https://live.staticflickr.com/65535/50686665987_a0eed9e5c3_o.jpg) (https://flic.kr/p/2ke1pUg)


Turn 14 next
Another 300 Zulu (30) are waiting to enter the fray
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 06, 2020, 11:23:23 AM
Turn 14
This is the situation at the start
(https://live.staticflickr.com/65535/50686388608_e98fc5f023_o.jpg) (https://flic.kr/p/2kdYZrS)


British Replacement Phase
The British have 1 replacement points to use...this is a regular feature at the moment


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50686388563_d1ed8037f6_o.jpg) (https://flic.kr/p/2kdYZr6)
I move Chard forward with sufficient forces to pay out some damage on the approaching Zulu - the British are reduced to 2 zones for firing so they had to move forward - they can do a tactical retreat if they have to


Zulu Movement Phase
Another 300 Zulu (30) show up at the West edge of the compound - becoming a familiar phrase
(https://live.staticflickr.com/65535/50687222822_acf8934288_o.jpg) (https://flic.kr/p/2ke4gqS)
The Zulu are certainly making their intentions known


British Fire Combat Phase
The British kill another 110 Zulu (11).
(https://live.staticflickr.com/65535/50687138791_6295519f38_o.jpg) (https://flic.kr/p/2ke3Qs4)
The Storehouse Roof (Zone H) has been a godsend - however it has helped that the Zulu have been approaching predominantly from the North...loaded die?


Zulu Random Fire Phase
No hits
(https://live.staticflickr.com/65535/50687138746_7c23f88e6f_o.jpg) (https://flic.kr/p/2ke3Qrh)


Melee Combat Phase
There's no melee this turn

British Bayonet Charge Phase
No Bayonet Charge this turn


Hospital Phase
Destroyed

Victory Conditions
The Zulu are still on 5VPs - they lost one because the British got to 470 Zulu (47) killed
(https://live.staticflickr.com/65535/50687222647_7f59d53398_o.jpg) (https://flic.kr/p/2ke4gnR)


This is the situation at the end of turn 14 of Rorke's Drift
(https://live.staticflickr.com/65535/50687222602_efa7c2c660_o.jpg) (https://flic.kr/p/2ke4gn5)


Turn 15 next
There's no Zulu coming in - so it's time to bring Bromhead into the Redoubt. I still want to hold onto Zones A and B - the Zulu get 4VPs for claiming both those zones.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 07, 2020, 12:52:53 PM
That, 'Thin Red Line' is looking pretty threadbare right now.  :bitenails:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 07, 2020, 04:36:39 PM
That, 'Thin Red Line' is looking pretty threadbare right now.  :bitenails:
And getting thinner


Turn 15
This is the situation at the start
(https://live.staticflickr.com/65535/50691804318_7abf964afe_o.jpg) (https://flic.kr/p/2kesKmb)


British Replacement Phase
The British have 2 replacements points to use


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50691804533_2a1a2854b4_o.jpg) (https://flic.kr/p/2kesKpT)
I've brought Bromhead into the main section of the compound - and put him on the Storehouse roof He's left the troops he had in Zone F to the east of the redoubt.

I've also sent some replacements to fortify Chard's position

I've also moved all the VP units into Zone C - just outside the Storehouse.


Zulu Movement Phase
No Zulu replacements this turn
(https://live.staticflickr.com/65535/50691804263_0ea69ee44d_o.jpg) (https://flic.kr/p/2kesKke)
They are continuing to attack the Kraal


British Fire Combat Phase
The British kill 210 Zulu (21)
(https://live.staticflickr.com/65535/50692548776_5a6841bdac_o.jpg) (https://flic.kr/p/2kewyDE)


Zulu Random Fire Phase
The Zulu sharp shooters kill 9 British troops - and manage to empty Zone B of the Kraal - crucially behind Chard
(https://live.staticflickr.com/65535/50691804183_04930aeac8_o.jpg) (https://flic.kr/p/2kesKiR)


Melee Combat Phase
The British kill 30 Zulu (3) and the British lose 12 (4) troops
(https://live.staticflickr.com/65535/50691804148_b0a58c919d_o.jpg) (https://flic.kr/p/2kesKif)
Chard focussed on the enemy to the West and was hit from the North


British Bayonet Charge Phase
Chard and his force, considerably depleted - decide they have to pull back rather than charge forward


Hospital Phase
Destroyed

Victory Conditions
The Zulu are still on 5VPs
(https://live.staticflickr.com/65535/50692548646_917a211fbe_o.jpg) (https://flic.kr/p/2kewyBq)
NB - this is turn 16 - I hadn't moved the turn marker


This is the situation at the end of turn 15 of Rorke's Drift
(https://live.staticflickr.com/65535/50691804148_b0a58c919d_o.jpg) (https://flic.kr/p/2kesKif)

Turn 16 next
The next turn is the last turn and it is now apparent that the Zulu cannot win. They can't get enough VPs,  they can't move enough troops forward and they can't get the British down to under 10 SPs - so the British will prevail
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 07, 2020, 05:23:49 PM
Turn 16
This is the situation at the start
(https://live.staticflickr.com/65535/50691927293_09f6de461f_o.jpg) (https://flic.kr/p/2ketnUr)


British Replacement Phase
The British have 2 replacements points to use


British Movement Phase
This is the sitrep after the British movement.
(https://live.staticflickr.com/65535/50692750782_80597bc7c3_o.jpg) (https://flic.kr/p/2kexAGw)


Zulu Movement Phase
300 Zulu replacements this turn - and they are still focussing on the West edge of the compound
(https://live.staticflickr.com/65535/50692750727_2cacd3b39d_o.jpg) (https://flic.kr/p/2kexAFz)
They also move into Zones A and B and get another 4VPs


British Fire Combat Phase
The British kill 100 Zulu (10) - and clear out Zone B of the Kraal
(https://live.staticflickr.com/65535/50692750682_d5bbc0481d_o.jpg) (https://flic.kr/p/2kexAEN)


Zulu Random Fire Phase
The Zulu score another impressive 9 hits (3) - this time it's the Storehouse roof that takes some hits
(https://live.staticflickr.com/65535/50692750632_475eed2fcd_o.jpg) (https://flic.kr/p/2kexADW)


Melee Combat Phase
There's no melee this turn

British Bayonet Charge Phase
No Bayonet Charge


Hospital Phase
Destroyed

Victory Conditions
The British have won the day - the Zulu did not manage to get 14VPs nor did they reduce the British to less than 10SPs
(https://live.staticflickr.com/65535/50692750577_504987c2dc_o.jpg) (https://flic.kr/p/2kexACZ)
The Zulu did get close with 9 VPs.

However - if we were using the alternative Victory Conditions, the Zulu would've got a Marginal Victory - having left the British with only 21 SPs


Notes
There are a few things to note.....

This game was absolutely brilliant. It's fast paced, fairly easy to play - some confusion with rules - partly my fault and partly the rules. But it's hugely enjoyable, looks great, plays great and was a nail biter...and that was with me playing quite poorly as the Zulu and badly implementing some rules.

I could turn the board over and play Isandalwana - but I want to play this again to see just how fast paces it is when not doing an AAR. Also, implementing the rules properly will allow me to see just how squeezed the British become.

Thanks for reading and if you find yourself with a few extra quid after Christmas - I highly recommend it - especially if you have someone to play with because hiding the size of the Zulu force will really put pressure on the British player.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: Barthheart on December 07, 2020, 05:44:35 PM
 Great AAR, JD. Thanks for sharing.  :bigthumb:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 07, 2020, 06:24:55 PM
^+100
Title: Re: Victoria Cross II - Rorke's Drift
Post by: thecommandtent on December 07, 2020, 07:49:44 PM
^+100

x2
Title: Re: Victoria Cross II - Rorke's Drift
Post by: BanzaiCat on December 07, 2020, 09:44:58 PM
x2

squared

Nice work, JD!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bbmike on December 08, 2020, 08:09:47 AM
-1 for costing me few extra quid.  :2funny:
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 09, 2020, 12:39:59 PM
So I started a new game. I'm playing with the movement house rule, double random fire for the Zulu, and correct rules.

For example, I'm not using volley fire across walls, I'm giving -1 to die rolls across a wall at range 2, taking VP units with random fire, not using AC Dalton or CSgt Bourne for double movement

I've had alot of casualties, the hospital burnt down quickly and the Zulu are much more dangerous
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 09, 2020, 02:30:41 PM
I'm going to lose CSgt Bourne
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 02:57:54 PM
Oh dear. That turned on a sixpence. My left flank has gone and I've lost Bromhead and AC Dalton.

That's the biggest roll I've made for the Zulu...all in melee... that's from a single roll. They scored another two hits from the previous roll (they get 25 die)

Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 02:59:08 PM
And...I'm running out of troops

Title: Re: Victoria Cross II - Rorke's Drift
Post by: Sir Slash on December 10, 2020, 03:30:09 PM
I'll miss Bromhead. He had a funny name but he was a hell-of-a soldier.  :'(
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bayonetbrant on December 10, 2020, 03:34:12 PM
And...I'm running out of troops

Said every Anglo commander facing the Zulus.  Ever.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 03:54:01 PM
Will...it was close.

The Zulu broke through to the redoubt. CSgt Bourne was last man standing.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 03:58:04 PM
Final tally
I don't know if I did the tally right. I counted the British VP units as 2SP (because they were worth 2VPs) which left me with 10. The Zulu needed to get me under 10 or win 14VPs...they got 10.

Is entirely possible, nay likely, that this is a Zulu win
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 10, 2020, 04:00:40 PM
It does seem to be a game that offers plenty of replayability. I've really enjoyed the AAR, JD. Unfortunately, Second Chance Games has sold his last copy so I'll have to keep my eye on BGG store.
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 04:05:21 PM
Repayability abound. Again as a two player game,  not knowing the Zulu force, could be very interesting.

Shame it's out of stock. Would've made a nice Christmas present

This is next
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 10, 2020, 04:11:00 PM
 :bigthumb:

Now this should be interesting as well!  :)
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 10, 2020, 05:13:16 PM
Here they come

Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 10, 2020, 05:14:05 PM
..get those ammo boxes open....quick!
Title: Re: Victoria Cross II - Rorke's Drift
Post by: judgedredd on December 19, 2020, 05:25:32 AM
Someone pimped up their Rorke's Drift

https://boardgamegeek.com/thread/1925389/my-pimped-victoria-cross-ii
Title: Re: Victoria Cross II - Rorke's Drift
Post by: bob48 on December 19, 2020, 06:38:40 AM
I had already thought that it would make an excellent Mini's game :-)

I actually mentioned it to a buddy who I know for a fact had a load of (unpainted) 10mm figures from the period. I know 'cause I was with him when he brought them. It was at a wargames show in Edinburgh a few years back.