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 JTurn 8This is the situation at the start
British Replacement PhaseThere are two squads in Zone G which receive replacements to bring them up to full strength
British Movement PhaseThis is the sitrep after the British movement.

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 imageBecause 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 Phase30 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)
British Fire Combat PhaseThe British score 19 hits this turn.

The Zulu Warriors at the hospital have been decimated due to
Chard and his
Volley Fire - but they are still there.
Zulu Random Fire PhaseBecause 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
Melee Combat PhaseMelee results in 5 Zulu losses and 2 British losses
British Bayonet Charge PhaseNo bayonet charge - again, I've read that only occurs inside the compound...so I'm sticking with that for the time being
Hospital PhaseThe 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 ConditionsZulu still have none but the British are still on 3. I suspect that's going to change soon
Turn 9 nextI have wrongly set the turns counter to 7...as this is the end of turn 8, it should now read 9

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)