Basics on CombatEach 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

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.

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 PhaseBritish 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.

They roll and score 3 hits. Pretty poor considering there's 30 marauding Zulu heading their way.


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.

They roll and score 6 hits.


And finally British troops in Zone H open fire at the Zulu in Zone 18

Again, range 2 and requires 4s, 5s and 6s to hit. They score 6 hits


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.