Copyright: ZuluWar! is ®1997 Incredible Simulations, Inc.


Contents
ZuluWar! Demo Help Contents

Table of Contents

•	How to purchase ZuluWar!

•	ZuluWar! Game Help

•	The Anglo-Zulu War of 1879

•	Biographies

•	Weapons of 1879


Information
ZuluWar! Information

ZuluWar! Demo Version 1.00

ZuluWar! is © 1997 by Incredible Simulations, Inc.

All rights reserved.


Ordering ZuluWar!

Credit Card Orders:

Incredible Simulations games are distributed by HPS Simulations.

For credit card orders, please contact HPS directly at 408-554-8381.

Mail Orders:

-Please indicate title and quantity ordered.

-Make checks payable to Incredible Simulations, Inc.

Address mail orders to:

Incredible Simulations, Inc.

7115 W. North Ave., Ste. 187

Oak Park, IL 60302

ISI Current Price List:

ZuluWar!	$44.95

Custer's Last Command	$34.95 (MS-DOS)

Defend The Alamo!	$29.95 (MS-DOS)

Mention this demo when ordering and take $5 off the cost of ZuluWar!

Shipping:

Please add $4 shipping and handling.

For orders outside of the continental US, add an additional $4 for shipping.

Illinois residents please add 8% sales tax.

Any questions?

E-Mail: 	isi@flash.Net

Web Site:	http://www.flash.Net/~isi


 ZuluWar! Game Help

Table of Contents

•	Introduction

•	Minimum Requirements

•	Starting a New Game

•	Simulation Options

•	British Empire Options

•	Zulu Kingdom Options

•	Interface:Command and Control

•	ZuluWar! Game Concepts

•	Appendix


Introduction

Welcome to Zululand...

ZuluWar! is a strategic game covering the war between Great Britain and the Zulu Kingdom of South Africa in 1879. The game is played in 5 day turns. Each hexagon represents approximately 2 miles. Each Zulu combat strength point represents about 50 Zulu warriors while each British combat strength point represents about 10 men.

ZuluWar! Demo Limitations

The ZuluWar! demo version comes with one complete scenario, Pearson's Challenge. The complete version of the game includes five additional scenarios, including the entire 1879 campaign. In addition, all save and load game functions are disabled in this demo version.

Thanks for trying ZuluWar!


Minimum Requirements

What You Need

- Windows 3.1 or Windows 95

- 386 (or higher) based PC

- 4MB of RAM (8MB recommended)

- 640x480 SVGA display capability

- hard drive with at least 4MB of free space


Starting a New Game

After you have installed the program, double click on the ZuluWar! icon to start the game. The ISI logo and title screen will appear. Click on the mouse and you will next see the South African battle map. From the menu bar select File and then New Game to begin.


 Simulation Options

Table of Contents

•	Scenarios

•	Computer Plays

•	Game Style

•	AI Level

•	Fog of War

•	Weather

•	Visibility

•	Play By EMAIL


Scenarios

In addition to the ZuluWar 1879 campaign, we've included some additional mini scenarios reflecting the positional situations and objectives of the individual British columns. You may want to play a few of the mini games to get a better feel for the terrain and troop disposition before moving on to the main 1879 campaign scenario.

Click on the Base Scenario scrollbar to view the list of available scenarios, then click on the scenario title to select one. A short description of the scenario will appear at the bottom of the new game option screen.


Computer Plays

Sets the computer's function for a ZuluWar! game.

Zulu	Computer commands the forces of the Zulu Kingdom

British	Computer commands the forces of the British Empire

Neither	Computer referees a two player game

Both	Computer commands both forces.

PBEM: When playing a two player game, click on PBEM to automatically generate a Play By EMail (PBEM) file at the end of every turn segment. For more information see Play By EMail.


Game Style

Historical

The historical game mode attempts to model Zulu attack selection, casualties, and route factors to historical standards.

Guerrilla Warfare

One of the greatest British fears was that the 1879 campaign would degenerate into a bloody and frustrating guerrilla style war fought on the home field and to the tempo of the more mobile Zulu army. With Guerrilla Warfare rules on, the Zulu can evade British attacks and will more easily give up victory objectives in the hopes of outlasting the Brits.

Hollywood

The "Hollywood" variation generates a more attack oriented game with Zulu units able to continue the remobilization process as long as their morale remains above 29 and any royal kraal is active. In addition, unit supply range is doubled for ALL (both British and Zulu) units.


AI Level

Sets the artificial intelligence (AI) level of the computer opponent.

Low	The weakest AI setting, does not make the "best" available decisions.

Basic	The AI makes good, but not always the best battlefield decisions

High	Makes the best available battlefield decisions.


Fog of War

With Fog of War (FOW) on, the only information that you can glean from an enemy unit prior to contact is its relative manpower. Only after an enemy unit is engaged in battle will its statistics become known.


Weather

With weather on, your forces not only have to contend with the opposition, but also with the South African climate. Rain will slow down both Zulu and British rates of movement and also hinder reconnaissance operations.


Visibility

Always

An entire army's units will always be visible on the map and to the opposition for the entire game.

Upon Detection

An individual unit becomes visible only when an opposing unit moves adjacent to it.

Duration

Once detected, a Zulu unit will remain visible for the duration of the game turn, a British unit for the entire game.

Exceptions:

King Cteshwayo, Zulu royal kraals and British forts and towns are always visible.


Play by EMAIL

The Play By EMail option allows you to play ZuluWar head to head against an opponent anywhere in the world via electronic mail. All you have to do is send a play turn file to your opponent after completing your game turn.

Setting Up A PBEM Game

When starting a human vs human game, click on the PBEM box to turn on the Play By EMail option. The first player (player commanding the Zulu warriors), is responsible for setting the game variations.

Saving a PBEM Game

Once the game variations are set, the player commanding the Zulu starts the game and begins play. ZuluWar will begin saving a PBEM file called ZULUWAR.PBM at the end of every turn segment. You'll receive a message indicating that the PBEM file has been saved. At this point, you should exit ZuluWar and send the file ZULUWAR.PBM to the second player.

Loading a PBEM File

Upon receiving a PBEM file from your opponent, copy it into your ZuluWar directory then start the game. From the menu bar, select File, then Load Saved Game. Next, click on ZuluWar Game Files then ZuluWar PBEM Files. Lastly, click on the game file that you wish to load and continue the game.

You'll receive a small combat report alerting you to the losses and gains that took place during your opponent's turn segment. Select OK when finished with the report and continue the game with your turn segment. When done with your turn, send the new ZULUWAR.PBM file to your opponent.


 British Empire Options

Table of Contents

•	Order of Battle

•	Reinforcement

•	Intelligence

•	Disease


British Order of Battle

Historical

Approximates the actual 1879 British OB.

Maximum

 Adds about 20% more men and resources to forward supply units and Native contingents. In addition, ALL British infantry reinforcements receive an additional randomly generated  20-50% increase in manpower.


British Reinforcement

Historical

Approximates the actual 1879 British reinforcement schedule.

Random

Randomizes the unit arrival turn of the British reinforcement schedule.


British Intel

Maximum

The British are ALWAYS aware of the location of ALL Zulu kraals.

Minimum

The British begin the game knowing only the locations of the Zulu King and royal kraals.


British Disease

A major cause of British losses during the 1879 ZuluWar was disease. Disease attrition is worse during summer game turns and for units in the coastal regions. With disease attrition on, ZuluWar will randomly assign losses based on season and region to British units at the end of the game turn.


 Zulu Kingdom Options

Table of Contents

•	Order of Battle

•	Kraal Location

•	Fire Weapons


Zulu Order of Battle

Include Natal Zulu

Although the Natal Zulu relationship with King Cteshwayo could be considered strained at best, there always existed the possibility that the Natal Zulu would join the cause and aid the King against what could be considered as imperialistic British forces. Clicking on Include Natal Zulu throws an anti-imperialist Natal Zulu faction into the mix.

Include Tribal Imizi

Often overlooked, the Zulu local defense militias were capable of adding roughly an additional 20,000 Warriors to the Zulu cause. Click on Include Tribal Imizi to add these warriors to the Zulu OB.

Note that the Natal Zulu and Tribal Imizi are additive variants and may both be added to the Zulu OB, swelling the Zulu ranks to a maximum of roughly 80,000 warriors. That's almost twice the number originally estimated by Lord Chelmsford's Intelligence Corps.


Zulu Kraal Location

ZuluWar defaults to the historical 1879 Zulu kraal locations. Changing this to random will place the Zulu National and Tribal Imizi kraals at varying locations and ineffect, create an entirely new game with different logistical demands.


Zulu Fire Weapons

There seems to exist a certain amount of discord among historians as to the actual amount of firearms that the Zulu possessed. The program defaults to 50% Musket and 50% Throwing Spear but you can change this to give the Zulu a bit more or a bit less fire power.

Note: One thing that is generally agreed upon, is that the Zulu never really trained using modern (for the period) weaponry. Therefore they were actually terrible marksmen and used the rifle as more of a weapon of disruption. Zulu combat strength always hinged upon their ability to close with, and engage the opposition in hand to hand combat.


 Interface: Command and Control

Table of Contents

•	Screen Layout

•	Menu Bar Options


Screen Layout

BattleMap ViewPort

The ZuluWar battlemap depicts the area of Southern Africa where the 1879 campaign took place. You may scroll the battle map Up and Down or Left and Right by left clicking your mouse on the scrollbars that lie on the bottom (for horizontal movement) or right (for vertical movement) of the map.

Hot Panel

Located directly under the map viewport on the left side of the screen is the hot panel. The hot panel is used to provide you with information concerning the currently selected or "hot" unit.

Cold Panel

Located directly across for the hot panel, the cold panel is used to provide you with information concerning enemy units or "cold" (not currently selected) friendly units.

Information Bar

At the very bottom of the screen, lies the information bar. Look here for information concerning battle resolutions, hex terrain info, and all general game messages.

Command Panel

The upper right most panel on the screen contains a series command buttons allowing you quick access to the most often used functions in ZuluWar.

Game Panel

Directly below the command panel lies the game panel. The game panel indicates the current turn segment, date, turn number, score differential, weather conditions, and command structure.


MenuBar

Table of Contents

•	File

•	Command

•	Reinforce

•	Status

•	Display

•	Options

•	Help


File

New Game	Start a new game

Load Game	Load a previously saved game, or PBEM file

Save Game	Save game in progress

Save Game As	Save game with a new name

Exit	Return to Windows Program Manager


Command

Set Command

Changes the unit command level setting. You can either command units in groups (stacks) or at the individual unit level. When commanding units, the hot panel statistics represent that of the top unit in the stack. When commanding stacks, the hot panel statistics represent aggregate totals and averages of ALL the units in the stack.

Next Unit in Stack

Select or view the next unit in the currently selected stack.

Build Forward Supply Base

Begin construction of a forward supply base (British only)

Siege Fort

Commands the currently selected Zulu unit to besiege a British Fort, Town, or Forward Supply Base (see Sieges).

Reconnaissance

Commands the currently selected unit to perform a recon operation of the immediate vicinity  (see Reconnaissance Operations).

Select Next Unit

Allows you to quickly select the next available group of units on the battle field.

Select Previous Units

Allows you to quickly select the group of units last controlled.

Locate Supply

Finds the nearest unit able to provide supply to the currently selected unit.

Locate Royal Kraal

Finds the nearest active Zulu royal kraal.

Locate British Unit

Finds the nearest VISIBLE British Combat Unit.

Locate Zulu Unit

Finds the nearest VISIBLE Zulu Combat Unit.

End Turn Segment

Passes the turn segment to the opposition.


Reinforcement

Zulu Remobilization

Lists Zulu remobilization schedule.

British Reinforcement

Lists British reinforcement schedule.


Status

WarRoom

Displays a quick overall report on the progress of the war.

Turn Combat Report

Displays a combat report indicating gains and losses that have taken place during the current turn segment.

Objectives

Lists the the status of the game's victory objectives.

Standing Orders

Allows you to leave "standing orders" for your troops to follow for actions taking place during your opponent's turn segment.

Zulu Units

Roster and status of all active Zulu units.

British Units

Roster and status of all active British units.

Locations

Roster and status of all man made structures (kraals, forts, ect) in Zululand.

Note: The level of information provided when checking the opposition varies according to FOW and Visibility status.


Display

JumpMap

Displays a condensed version of the battlemap. You can quickly move the main viewport to any region in Zululand by clicking on an area within the JumpMap.

Zoom Level

Changes the zoom level of the main viewport. There are two map zoom levels in ZuluWar.

Jump to Hex

Allows you to move the main viewport to an individual hex by entering its hex number.

Jump to Current Unit

Moves the viewport to the currently selected unit.


Options

Sound

Turns sound On or Off.

Fog of War (FOW)

Turns FOW on or off

Visibility

Allows you to change the visibility status of both the Zulu and British forces.

Message Delay

Set the amount of time that game messages stay on the info bar.

HexGrid On/Off

Places or removes a hex grid on the game map.

Trace On/Off

Trace all of the computer opponent's moves or just the most important ones


Help

Contents

 ZuluWar Windows "On-Line" help system.

About ZuluWar!

ZuluWar version and credit information.


 ZuluWar: Game Concepts

Table of Contents

•	Sequence of Play

•	Victory Objectives

•	Zones of Control

•	Stacking

•	Movement

•	Combat

•	Morale

•	Supply

•	Forward Supply Base Construction

•	Sieges

•	Entrenchment

•	Reconnaissance Operations

•	Zulu Mobilization

•	Standing Orders

•	Ammunition Level

•	Deadly Ground


Sequence of Play

Zulu Turn Sequence

Supply determination

Remobilization

Movement and Combat

British Turn Sequence

Supply determination

Reinforcement check

Movement and Combat

Disease Attrition (Optional)


Victory Objectives

In ZuluWar, the British are on the offensive, pressing forward to capture victory objectives which already belong to the Zulu. Hence, the British begin the war (or scenario) down in points. You can check out the status of the victory objectives anytime during the game by clicking on Status from the menu bar, then by clicking on Victory Objectives. Ultimately, the point assignments are designed so that the British will not obtain victory unless most (if not all) of the scenario's victory objectives are met. At the end of a game, the side with the greatest amount of points wins.

Point Allocation

King Cteshwayo	200

Ulundi	050

Royal Kraals	025

British Disaster	010

Any Kraal Destroyed	002

Additional Scoring:

Zulu receive 1 VP per 100 British KIA

British receive 1 VP per 500 Zulu KIA


Zulu Mobilization

The economic and religious systems of the Zulu kingdom required military units to temporarily demobilize after close combat with enemy forces. Anytime a Zulu unit becomes involved in a close combat (melee) situation with the British, it will demobilize immediately after the battle. Zulu units will also demobilize if their morale rating slips below 30 while taking casualties in any combat situation.

Demobilized Zulu units will later remobilize at their home kraal if the following conditions are met:

The Zulu unit's:

1) morale must be greater than 29%

2) home kraal must be active

If the above conditions are not met, the Zulu units will disband for the rest of the war.


Deadly Ground

If all the British combat units in a hex are destroyed from a Zulu attack, a deadly ground situation occurs. Any British unit that passes thru a deadly ground hex will suffer a drop in morale. Additionally, British forward supply bases may not be built on deadly ground hexes. Deadly ground areas are marked with a skull in a dark circle.


Zones of Control

In General

A unit's zone of control (ZOC) is best described as the six hexes that surround it. ZuluWar employs a "weaker" and yet more targeted system of ZOC management then you'll find in most wargames. Generally speaking, units may pass thru enemy ZOCs at the cost of an extra MP without being forced to stop or without initiating an attack.

Zulu and British Zones of Control

Zulu units, being vastly more mobile and historically the aggressor in most "battles", can pass thru British ZOCs without ever being forced to stop or begin a combat engagement.

British Units and Zulu Zones of Control

British units may pass thru Zulu ZOCs without incident except when the following conditions occur:

-Whenever a British unit moves into a Zulu ZOC, the Zulu may launch an immediate attack if they find the attack odds to their liking (See Standing Orders).

-Whenever a British units moves into the ZOC of a hidden Zulu unit, an immediate Zulu ambush occurs (see  Ambush).


Standing Orders

Zulu Standing Orders

Reconnaissance Range

Sets the maximum range that Zulu units will recon per attempt.

Zulu Evasion

Sets the attack odds at which Zulu units attempt evasion in the event British units move within their ZOC. Note, this option is only available to the Zulu when the guerrilla warfare game style is selected.

Zulu Attack

Sets the attack odds at which a Zulu units should launch an attack in the event British units move  within their ZOC.

British Standing Orders

Reconnaissance Range

Set the maximum range that British cavalry will recon per attempt.

Cavalry Evasion

Sets the attack odds at which British cavalry attempt evasion in the event Zulu units move within their ZOC.


Entrenchment

A British occupied hex's current total entrenchment level. British infantry units have the ability to "dig in" or entrench by converting unused movement points into entrenchment levels. A hex's total entrenchment level is derived by adding the hex terrain's base entrenchment value to the highest unit entrenchment level in the hex.

Unit Entrenchment Rates

British Infantry	1 level of Ent for every 2 unused MPs

Native Infantry	1 level of Ent for every 3 unused MPs

Towns	8

Forts	6

Forward Supply Bases	4

Terrain Base Entrenchment Modifiers

Hills	+2

Mountains	+3

Woods	-3

Minor River	-2

Swamp	-5

Major River	-6

All others	+0

Note: Any terrain with a negative base entrenchment level cannot be raised or improved upon by a unit's entrenchment rate. For example, a British infantry unit with 6 unused MPs may never entrench in a river.

Entrenchment and effects on Combat

British units receive a positive column shift on the combat results table and a 10% increase in fire accuracy for each level of entrenchment gained. British unit entrenchment levels are DEFENSIVE in nature. British units initiating an attack forfeit their unit entrenchment level but are still influenced by the terrain's base level.


Supply

All units require supply for optimal movement and combat efficiency. Unit supply status is determined at the START of each Zulu and British turn segment. A unit beginning a turn in supply, may stray beyond supply lines and still be considered in supply for the rest of the game turn.

Zulu Supply Sources

Zulu units gain supply from ANY active kraal on the battle map. Zulu units within 20 or fewer hexes of an active kraal are considered in supply.

British Supply sources

Combat Units

British combat units (HQ, Infantry, Cavalry, and Artillery) gain supply from towns, forts, forward supply bases, and supply column units. British combat units are considered in supply if they are within 10 or fewer hexes from any of the above supply sources.

Supply Column Units

British supply column units gain supply from forts, towns, and forward supply bases. British supply column units are considered in supply if they are within 5 or fewer hexes from a supply source.

Blocking

Zulu supply may not be blocked. The only way for the British forces to reduce the Zulu supply network is through the systematic destruction of the Zulu kraal system. A British supply source is considered blocked when a Zulu unit places it under siege or destroys it.

Forward Supply Bases

Supply column units are used by the British to extend their supply line away from forts and towns while traveling further into Zululand. A supply column unit may stop to build a forward supply base given certain conditions (see Forward Supply Base Construction).

Out of Supply Effects

Out of supply units suffer morale decreases and combat units pay an extra MP per hex move.


Forward Supply Base Construction

British supply column units may stop to construct forward supply bases when the following conditions are met:

The supply column unit must:

1) have enough resources to build a supply base (indicated by the SB statisitc).

2) currently be in supply

3) have ALL of its MPs available

4) have enough men or be stacked with an infantry unit to supply a garrison for the new base

5) not be on deadly ground.

6) not be on a Ford

When the above conditions are met and a supply column unit is selected, the Build Forward Supply Base option on the Command Panel will be activated. To begin base construction, click on the icon. The unit markers will change to the fort construction marker.

At the start of the next British turn segment, the new supply base becomes operational. When supply bases are activated, 50 men (representing men AND resources) will be drawn from the supply unit and an additional 50 men will be drawn from any infantry unit stacked with the supply column to help garrison the base. If there is no infantry stacked with the supply unit, all 100 men used to form the garrison must come from the supply unit itself.

-Once created, forward supply bases are permanent and may always provide supply to British forces within range unless besieged or destroyed by the Zulu.

-British Infantry units used to provide garrisons to forward supply bases do NOT experience any morale drop when doing so.


Sieges

Zulu units block British supply lines by laying siege to towns, forts, and forward supply bases.

Beginning a Siege

To begin a siege, the Zulu must have three units stacked in a single hex adjacent to a town, fort, or FSB. When Zulu units meeting the above criteria are selected, the siege icon on the command panel will be activated. Click on the siege icon to begin the siege.

Effects of a Siege

Once a Siege has begun the following conditions are in effect for the duration of the siege:

1) The location under siege may no longer provide supply to British units.

2) No British units outside of the location may enter it without first engaging the besieging Zulu in combat.

Lifting a Siege

British units may break a siege by attacking the besieging Zulu units.

Zulu units may lift a siege by:

1) Launching an attack on the siege location

2) Launching an attack on any adjacent British unit, or

3) Moving from the current siege location

.Note: Zulu units involved in a siege demobilize when the siege is lifted or broken.


Reconnaissance Operations

Reconnaissance operations allow British cavalry or Zulu combat units to scout the immediate area for hidden enemy units. The success of any recon op depends largely upon the morale of the unit performing the operation. The greater the morale of the recon unit, the higher the probability of discovering hidden enemy units.

All hidden enemy units that fall within the reconnaissance range of a unit performing a recon op have the possibility of being detected. Hidden Zulu kraals and British supply sources are ALWAYS detected if within reconnaissance range.

From the menu bar click on Status then Standing Orders to set a British cavalry or Zulu unit's maximum (default) reconnaissance range. Unit's receive a 2MP deduction for each hex radius searched. If a unit doesn't have enough MPs available to recon at maximum range, it will recon the largest area that its current MP allows.


Morale

Morale is a key concept to the operation of ZuluWar. A unit's current morale represents its combat efficiency and willingness to fight. Virtually every action that a unit may take is influenced to some degree by its morale level. Morale for all units is rated between 1 (lowest) and 99 (highest).

Morale Decreases

All Units.experience decreases in morale as a direct result of taking combat losses or being out of supply.

Zulu Units

-Experience army wide morale losses whenever a kraal has fallen.

-Experience a morale drop whenever at the ready (not fully mobilized) status.

British Units

-Experience army wide morale losses whenever a British ."deadly ground" disaster occurs.

-Experience morale losses whenever passing thru a deadly ground hex.

Morale Increases

Morale is increased at the beginning of each turn segment for all units that did not move and were not involved in any combat during the previous turn.

 Notes:

-Units stacked with an HQ unit, regain morale at higher rate than others.

-A unit's morale may never exceed 99 or 110% of its initial morale level.

Low Morale

When a unit's morale level falls below 30, it is considered broken and will be severely hampered in any operations.


Ammunition Level

Ammunition Level Decreases

 Each time a British or Zulu unit fires during the fire phase of combat, there exists a chance that the unit may receive an ammunition reduction penalty, thereby making the unit more vulnerable in subsequent attacks.

Units that are high in ammunition have a 15% chance of becoming low in ammunition which each fire phase entered. Units that are low in ammunition level have a 30% chance of becoming out of ammunition which each fire phase entered.

Ammunition Level Increases

Units in supply at the start of a turn segment automatically recoup one level of ammunition. Exception: Once musket armed Zulu units are out of ammunition, the condition is permanent. They will revert to throwing spears at the start of the next Zulu turn segment.


Movement

Each unit is allotted a number of movement points (MPs) per turn which it expends in order to move thru Zululand. The cost of MPs per move depends upon on the terrain and distance covered and the type and status of the unit(s) moving.

Selecting a Unit or Stack

To select a unit for movement and or combat, move the cursor over the unit and left-click the mouse button. The selected or "hot" unit(s) are outlined with a white hex border and their statistics are displayed in the lower left hot panel.

Moving a Unit or Stack

Once a unit has been selected, move the cursor to the intended destination hex. The ZuluWar information bar will provide terrain information concerning the hex and an indication (ISP/XSP) as to whether the hex is in supply range. Next, right click on the mouse. The program will approximate the best possible path and display it along with a running total of MPs involved in the proposed move.

To move the unit along the proposed path, just right-click again and the units(s) will move along the projected path. If you decide not to move, or want to try another destination hex, just move the cursor off current hex and the program will erase the current move path.


Stacking

In General

Stacking is the placing of more than one unit into a single hex at the same time. In ZuluWar, the Zulu may stack up to three units into a single hex, while the British may stack only two. Man made structures (kraals, towns, forts, and forward supply bases) and HQ units do NOT count towards the stack limit.

Stacking and Movement

-Units stacked together move at the rate of the slowest unit (unit with the least amount of MPs) in the stack.

-Units may pass thru hexes containing friendly units without penalty

Stacking and Combat

-In combat situations, ALL units in a stack are applied to any combat resolutions involving the stack.

-Losses are distributed randomly among units in a stack with the exception of HQ and British forward supply units, which absorb losses last.

Examining Stack Composition

To quickly examine the individual unit composition of a selected stack, left click on the stack. To examine the composition of an enemy stack, move the cursor to the units that you want to examine and left click.


Combat

Table of Contents

•	Close Combat

•	 Zulu Ambush

•	Attack Evasion

•	Falling Back


Close Combat

In General

The British are on the offensive and pressing forward to capture victory objectives, BUT when combat occurs, the British are ALWAYS considered the defender and combat is ALWAYS considered to take place in the British occupied hex.

This model has been adopted to accurately reflect the nature of the 1879 campaign which pitted the breech loading rifle armed British against the spear and musket armed Zulu warriors. The only recourse for the Zulu in battle was to first withstand a hail of Martini-Henry rifle fire and then close to bring their combat strength to bear against the Brits.

Phases of Combat

Although ZuluWar is a strategic level game, we've tried to lend a tactical feel to the combat resolution by breaking each combat engagement into three distinct phases as follows:

British Fire Phase

British Artillery Fire

British Rifle Fire

Aggregate Zulu Loss Report

Zulu Route Determination

Zulu Fire Phase

Zulu Musket Fire

Zulu Spear throwing

Aggregate British Loss Report

Close Combat

Hand to Hand Combat

Initiating Combat

In most circumstances you may move adjacent to enemy unit(s) without being forced into combat. To engage an adjacent enemy unit in battle, move the cursor over the unit that you wish to target. The cursor will change to the double arrow and the best available Zulu/British combat odds will be displayed. Next left click the mouse to initiate combat. The combat action will run thru the applicable phases with the results being displayed in the ZuluWar information bar.

Exceptions

Any time British unit(s) move adjacent to Zulu unit(s), they run the risk of coming under immediate attack as follows:

-If the Zulu unit(s) were previously hidden, an ambush situation occurs (see Ambush).

-If the attack odds generated between the units are to the Zulu's liking (see Standing Orders)  they will launch an immediate attack.

Combat Odds Display

Three types of combat odds may be displayed in the information bar. They include:

MNP

Manpower, displayed when FOW status precludes you from viewing aggregate attack odds.

ATK

Aggregate attack odds, the combined unit fire and combat odds.

COM

Close Combat (Melee) odds


Ambush

The Zulu Ambush

A Zulu ambush occurs when British units come in contact with hidden Zulu units. At this point the Zulu, having the advantage of surprise, may fire upon the British and either fallback without taking any casualties, or press forward and develop the engagement into a full blown attack.

Note:After an ambush, if the attack odds generated between the units are to the Zulu's liking (see Standing Orders)  they will follow with an immediate attack.


Attack Evasion

Under certain circumstances, some units in ZuluWar may attempt to avoid possible attack situations initiated by the opposition.

Whenever Zulu units move adjacent to British cavalry units and the attack odds generated between them are unfavorable to the cavalry (see Standing Orders), the cavalry will attempt to evade the possible attack entirely by moving to a safe hex. With the guerrilla warfare option turned on, ALL Zulu infantry units also have the ability to evade British initiated attack situations.

In order to evade an attack, the unit must first pass a morale test and be able to fallback to a safe (non enemy ZOC) hex.

Note: Units may never evade to a major river, swamp, or ocean hex.. Units that successfully evade possible attacks begin the next game turn at a reduced MP level.


Falling Back

Under certain circumstances, some units in ZuluWar may fallback from combat after the fire phase of an attack.

Zulu Units

Whenever Zulu units take a high amount of casualties during the fire phase of combat, they may attempt to fallback to a safe hex and avoid further damage. Generally, if Zulu units have suffered a 10-20% loss in manpower during the fire phase, they will attempt to fallback.

British Cavalry

British Cavalry will attempt to fallback from close combat whenever attacked AFTER the completion of the fire phase.

In order to fallback from combat, a unit must be able to move to a safe (non enemy ZOC) hex.


 Appendix

Table of Contents

•	Unit Definitions

•	Unit Statistics

•	Combat Results Table

•	Terrain Effects Table

•	Weapon Types


 Unit Definitions

British Unit Types

HQ British HQ Units (Chelmsford, Durnford, and Wood).

Best use: Rebuilding British morale.

Marker: Union Jack

MPs:8

Abilities/Restrictions: Boosts morale building ability.

Infantry  The famed British "Foot" soldiers.

Best use: Combat situations.

Marker: Red with pith helmet icon

MPs:8

Abilities/Restrictions: Entrenchment, may cross rivers at non ford locations.

Cavalry British Horse Soldiers

Best use: Reconnaissance operations, destroying Zulu kraals.

Marker: Red and white split

MPs: 12

Abilities/Restrictions: May cross rivers at non ford locations

Artillery British Combined Artillery Corps.

Best use: adding extra fire power to British infantry.

Marker: Blue with cannon icon.

MPs: 6

Supply Units British forward supply units.

Best Use: The British supply "lifeline" into Zululand.

Marker: Red with wheel icon

MPs:5

Abilities/Restrictions: May build forward supply bases, never initiates combat

Native Horse British Allied Native Horse Soldiers.

Best use: Reconnaissance operations and destroying Zulu kraals.

Marker: Green and white split

MPs: 12

Abilities/Restrictions: May cross rivers at non ford locations

Native Infantry Contingents British Allied Native Infantry

Best use: Garrison of supply bases.

Marker: Green with shield icon

MPs: 10

Abilities/Restrictions: May cross rivers at non ford locations,

The Kingdom of the Zulu

King Cteshwayo King of the Zulu

Best use: Avoiding and frustrating the British.

Marker:Black with Bone necklace

MPs:12

Abilities/Restrictions: +1 Combat shift to units stacked with.

Zulu Infantry Legendary Zulu Warriors.

Best use: Wide ranging mobility and close combat.

Markers:

Zulu National Army	White Shields

Tribal Imizi	Black Shields

Zulu Allied Natal	Brown Shields

MPs: 12


 Unit Statistics

Zulu Status Indicators

RDY Ready

Ready to become fully mobilized. A Zulu unit that is mobilized but still in a kraal is considered to be at the ready stage. Zulu units at ready status operate at a reduced morale level. They become fully mobilized as soon as they leave the kraal.

MBL Mobilized

Able to operate at its full movement and combat levels.

BSGE Besieging

Unit is currently besieging a British fort

British Status Indicators

RDY Ready

Unit is fully operational.

Brkn Broken

Unit is broken, morale has fallen below 30

SGE Under Siege

The town, fort, or supply base is currently under siege

Display Panel Statistics

Unit

 Name of the unit.

Men

Number of active men

Sup Supply Status

Indicates if unit is currently in or out of supply range.

Mor Morale Level

Indicates then unit's current morale level (1-99)

FS Fire Strength

A measure of the unit's current fire strength

CS Close Combat Strength

A measure of the unit's current melee strength

AK Attack Strength

A unit's combined fire and close combat strength

MP Movement Points

A unit's current MPs total

AM Ammunition Level

Status of unit's current ammunition level (Hi, LO, XX)

EN Entrenchment Level

A measure of a unit's current level of entrenchment.

SB Supply Base Resources

 Number of supply bases unit is capable of building

Additional Statistics

Command Unit Commander

The name of the unit's commander (for historical purposes only)

Typ Unit Type

CAV	Cavalry

NCAV	Native Cavalry

INF	Infantry

NINF	Native Infantry

ART	Artillery

HQ	Headquarters

KNG	Zulu King

KRL	Kraal

FSB	Forward Supply Base

FRT	Fort

TWN	Town

FWP Fire Weapon

Type of fire weapon unit is using

CWP Close Combat Weapon

Type of Close combat weapon unit is using

Hex Hex number location

A unit's current hex location

Note: To view the additional statistics, first select a unit or stack, then call up the stack composition window by left clicking on unit(s) again


 Combat Results Table

Zulu/British	Zulu	British

Combat Odds	Losses	Losses

1/4	090-100%	001-005%

1/3	050-070%	005-010%

1/2	030-060%	005-015%

1/1	020-050%	005-020%

2/1	015-040%	010-020%

3/1	020-030%	020-030%

4/1	015-020%	030-050%

5/1	010-015%	040-060%

6/1	005-010%	050-070%

7/1+	001-005%	070-100%

Fire Results Formula

A unit's FS (fire strength) indicates the maximum amount of damage (KIA in tens) that a unitmay inflict per shot. Actual damage inflicted is randomly calculated between 70% of FS and FS.


 Terrain Effects Table

Terrain	CPM	Base Ent

Trail	+1	 0

Higher Elev.	+1	+1

Ford	+2	-1

Clear	+2	 0

Hills	+3	+2

Woods	+3	-3

Min. River	+3	-2

Mountains	+4	+3

Swamp	+5	-5

Maj. River*	+6	-6

Ocean	XX	N/A

XX Impassable

*Only British infantry and cavalry may pass thru major rivers at non ford locations.


 Weapons

Fire Weapons

Type	Abrv	Str

Throwing Spear	TSP 	01

Muskets	MSK	03

Breech Loading Rifle	BLR	10

Combined Artillery	ART	40

Combat Weapons

Type	Abrv	Str

Sabre	SAB	06

Bayonet	BAY	10

Stabbing Spear	SPR	12

Lance	LAN 	14


The Anglo-Zulu War of 1879

As the clouds of the rainy season in Natal disappeared, a new storm brewed on the border between the British colony and Zululand in 1879. By January 11, there were five columns of British regular infantry, Natal natives and Natal volunteers poised to invade Zululand at five different points.  As the first of these columns move forward, the Anglo-Zulu War of 1879 was about to begin.

Acting upon High Commissioner Sir Henry Bartle Frere's advice that the Zulu kingdom was "...like a ball of sand...with no larger base," Lieutenant General Frederic Thesiger (2nd Baron Chelmsford) was confident that the entire campaign would be over in less than a month.  This would be well before the British Parliament could be advised of the operations and censure them. Column 1 was to destroy Cteshwayo's new Gingindhlovu military kraal, and then move on to destroy the Royal amakhandha of Emangweni and Thembu, Column 2 was to move in support of Column 3 which was assigned the "glorious" task of destroying the Royal amakhandha of Sebeni and Ulundi, Column 4 was to destroy the Royal amakhandha of EmeQuluseni and Mphangisweni, while Column 5 "cleaned up" the guerrilla war in the north against the Swazi rebel prince Mblini kaMswali.

The Zulu ibandla (High Council) were aware of the British movements and guessed their intentions. A strong impi of 20,000 warriors was sent against Column 3, while a smaller impi of about 6,000 warriors was sent against Column 1. The abaQulusi and Mphangisweni warriors were expected to contain Column 4. King Cteshwayo kaMpanda admonished his warriors to avoid British fortified positions, and to seek out battle in the open. If possible, these attacks were to capture British supplies, ammunition and weapons which would enhance the wealth of the kingdom and be tangible proof of the warriors' valor.

The short campaign expected by General Thesiger extended into an embarrassing eight months. These eight months destroyed the careers of General Thesiger and Sir Henry Frere, and resulted in the costly addition of six battalions of British regular infantry, two regiments of British regular cavalry, four batteries of artillery, and countless White volunteers and Natives to end the debacle.  More importantly, it destroyed the myth of the invincibility of the British army opposed by an unsophisticated native military system.

The first phase of the war literally consisted of about two weeks. Three British columns crossed into Zululand against minimal opposition about January 11, and it appeared that Sir Frere had assessed the situation correctly.  The main difficulties involved the moving of troops and supplies according to Thesiger's time table.

The Zulu ibandla did not want a war, and did not begin mobilizing its amabutho (Regiments) until January 12, when the British invasion was a certainty.  The plan was to concentrate the bulk of the National army against Column 3, while sending a smaller impi to support the tribal izimizi (homesteads) and Royal amakhanda on the coast. Meanwhile, the warriors of the abaQulusi and Emangisweni Royal amakhanda mobilized, and Swazi Prince Mblini threatened British supply lines.

General Thesiger fully expected that there would be a single, sharp engagement against the Zulu before his objectives could be accomplished.  When a small column reported that it was engaged with a large force of Zulu on January 21st, Thesinger moved in support with half of Column 3.  He must have thought that this was the battlefield that would win the war.

As this was occurring, Lieutenant-Colonel Anthony Durnford had arrived at the base camp at the foot of Isandhlwana Mountain with part of Column 2.  Reports from his scouts convinced him that the main Zulu impi was actually north of Thesiger's "flying column" and about to ambush it.  On January 22nd, Durnford rode out of camp to meet that threat.

The Zulu impi of 20,000 warriors was actually north of Isandhlwana, resting and waiting to attack the British camp on January 23rd. A scouting patrol accidently found the impi, and the Zulu were forced to attack one day prematurely.  The rush of warriors caught Durnford in the open, and forced Major H. B. Pulleine to extend his line in support of Durnford's fighting withdrawal.  From 11:30 p.m. to 2:00 p.m., the Battle of Isandhlwana occurred and resulted in the worst British defeat suffered in Africa.  On the field lay 1,774 British soldiers and over 1000 Zulu warriors.

On the same day, Colonel Charles Pearson's Column 1 was ambushed by the smaller Zulu impi near the Nyezane River.  The Zulu retired from the field defeated after a ninety minute engagement at almost the same time as the Battle of Isandhlwana. This battle resulted in 26 British and at least 400 Zulu casualties. Pearson continued the advance of his column to the mission at Eshowe to establish a base of operations against the coastal Zulu.

Late in the afternoon of January 22nd, the reserve impi from Isandhlwana defied King Cteshwayo's orders not to cross into Natal and not to attack a fortified British position.  This impi was led by Cteshwayo's half brother, Prince Dabulamanzi kaMpande, and his motives are still cloaked in mystery. Later, he would simply state that he merely wanted to "wash the spears of his boys" in the blood of the British, and that might be true.  But, he may have had his eyes on what looked like an easy victory, enormous amounts of supplies, and the elimination of the only resistance between the Zulu and their Natal relatives. If the Natal Zulu rose in rebellion, the entire border would have been disrupted.

From about 4:30 p.m. on January 22nd until 4:30 a.m. on January 23rd, one of the most famous battles of the war was fought. This was the Battle of Rorke's Drift, and resulted in a Zulu defeat and 11 Victoria Crosses awarded to the British defenders. The loss of over 1500 warriors had a severe impact on the citizen army of the Zulu, and destroyed Prince Dabulamanzi's political and military careers.

Lieutenant Colonel Evelyn Wood was skirmishing with his Column 4 against the abaQulusi on January 24th when he received word that Column 3 had suffered a severe defeat. He then fell back to his fort at Kambula to await orders as to how to progress. In the meantime, Colonel Rowlands had been recalled to the Transvaal where news of Isandhlwana threatened to erupt in rebellion, and the remainder of Column 5 moved to join Column 4 at Kambula. By January 31st, Wood had the only mobile force capable of offensive operations in Zululand.

Following the destruction of the camp at Isandhlwana, Thesiger withdrew the surviving part of Column 3 back into Natal to await reinforcements. Colonel Pearson was notified about Isandhlwana on January 28th.  He sent his remaining mounted and native troops back to Natal, and underwent a siege with most of his British regular infantry at Fort Eshowe. The siege would continue until March, when the second phase of the war began.

British national pride was now more important than monetary expenditures. The deaths at Isandhlwana could not go unavenged, and the media exploitation of the Battle of Rorke's Drift did little to assuage the public opinion.  Even Prime Minister Benjamin Disreali stood before Parliament to ask the rhetorical question, "Who are these Zulu, who convert our Bishops and defeat our generals?" Supplies, arms and troops poured into Natal during February and March, but General Thesiger badly need transport vehicles which were besieged at Fort Eshowe and abandoned at Isandhlwana. The next phase of the war began with efforts to reacquire those wagons, and ended in the decisive battle of the war.

General Thesiger concentrated the first British regular battalions at Fort Pearson in two brigades of infantry and one column of mounted troops. He evidently intended to strike quickly toward Fort Eshowe, retrieve the wagons and supplies, and then retreat back safely to Natal before the Zulu could react.

But, even as the first contingents began crossing the Tugela River into Zululand on March 28th, Fort Eshowe heliographed that large numbers of Zulu were moving south to meet the column. These were the same warriors who Pearson had earlier defeated, and again met a defeat after an attack on Thesiger's Relief Column near the ruins of the Gingindhlovu kraal on April 2nd. The "battle" lasted only about 45 minutes, and no Zulu came within 30 meters of Thesiger's "square".  The result was 61 British and about 1100 Zulu casualties.

The Relief Column reached Fort Eshowe on April 3rd, and on April 4th began its retreat back to Fort Pearson. The entire command arrived at this location on, or about, April 7th. It had been a successful foray against minimal resistance, but Thesiger's planned diversion by Wood's column would decide the course of the war.

Colonel Wood was motivated initially to chastise Prince Mblini, who had moved his kraal to Hlobane Mountain, for the most successful Zulu attack of the war. On March 12th, a supply convoy escorted by Company B/80th Regiment was stranded on both sides of the Ntombe River. Early in the morning, Mblini's warriors attacked and killed 62 of the 106 British soldiers with the loss of less than 10 warriors. After unsuccessfully searching for Prince Mblini in the Ntombe River Valley, Pearson decided to launch a raid against Mblini's stronghold on Hlobane Mountain.

On the night of March 27th, Wood ordered Buller's Mounted Column to begin the raid. The raid was planned to use a "hammer and anvil" tactic to capture Mblini, and, although it failed to capture Mblini, it did capture a large herd of cattle by March 28th.  Then things began going wrong as Colonel Russell, commanding one wing, could not find a way to join Buller and misinterpreted a written order from Wood which resulted in the withdrawal of the entire wing back to Fort Kambula.

Neither Wood nor Buller were aware as Buller skirmished with Mblini's Swazi warriors that an impi had been dispatched from Ulundi on March 24th to the northwest. Part of this impi detached as it passed Hlobane Mountain and attacked Buller's Mounted Column from the flank on March 28th.  Encouraged by the appearance of the National Army impi, the abaQulusi also fell upon Buller's hapless horsemen. Buller's corps was literally destroyed in the ensuing running battle.

Upon being informed by scouts that the Zulu impi was passing south of Fort Kambula and moving west, Wood guessed that the objective of the impi izinduna (army commanders) was to by-pass Fort Kambula and raid into the unprotected Transvaal. However, the impi stopped just four miles south of Fort Kambula during the morning of March 29th. The odds were the same as at Isandhlwana, but Colonel Wood had the advantages of a fortified position on a hill and time to prepare for the attack.  He also had a circumstantial advantage in that most of the warriors of the amabutho who were preparing to attack his position had already experienced the devastation caused by British firepower at Isandhlwana.

From 10:30 a.m. until 1:00 p.m., the Zulu manuevered into attack positions within clear view of the British at Fort Kambula.  Although Colonel Wood allowed lunch to be prepared and acted with extreme confidence, he must have pondered whether the firepower of his troops might stop the 20,000 Zulu if they were able to coordinate their attacks.

At about 1:30 p.m., the right horn of the inGobamakhosi prematurely moved to within a mile of the fort. Wood ordered Buller to foray against the Zulu to provoke them into attack the fort. Belatedly, the Zulu "Chest" (center) and left horn moved to support the impetuous attack by the inGobmakhosi. At about 4:30 p.m., the inGobamakhosi attempted one last valiant charge against the northern face of the redoubt. Wood sensed that this was his opportunity to seize the initiative and ordered Buller to sally into the milling warriors with the remaining mounted men which broke the morale of the Zulu warriors. The battle resulted in  83 British casualties and possibly 2000 Zulu casualties.

April and May passed in minor skirmishes across the border as the British screened their final preparations for a second invasion of Zululand. During this time, Cteshwayo desperately attempted to pacify the British by sending envoys with gifts of ivory and cattle, but the gifts were confiscated and the envoys detained.  Considering that the British had won four battles and lost three battles, King Cteshwayo kaMande repeatedly sought acceptable terms for peace.

General Thesiger, Baron Chelmsford, was in no mood to negotiate a peace; the Zulu kingdom had to be destroyed. Thesiger knew that he was about to be replaced by General Sir Garnet Wolseley, and that the British press had brought unwanted attention on a minor imperialistic coup.  Thesiger needed a quick, decisive battle to salvage anything of his spiralling military career.

General Thesinger divided his reinforcements into two divisions, and ordered recently promoted General Wood to move his "Flying Column" to meet II Division at Fort Evelyn in late May.  The entry point for II Division was selected at Landman's Drift, Thesinger had little faith in the new soldiers and didn't wish to risk demoralizing them by moving over the battlefield at Isandhlwana.  I Division was designated the same objectives originally assigned to Column 1 in the First Invasion, and assembled at Fort Pearson.

II Division began moving into Zululand on May 27th. This time General Thesiger moved slowly and carefully forward. Mounted units scouted forward of the infantry who moved in a square formation. Forts were built at regular intervals, and mounted units were assigned to patrol between the forts.

Wood's "Flying Column" began moving south on May 25th. Originally it had been planned that this column would act independently, but the plan was later changed.  Wood's column joined II Division on June 7th at Fort Newdigate.I Division began its unopposed advance on June 22nd. This division conducted its advance identically to II Division.  By July 8th, it had accomplished its objectives without a single battle. After that date, I Division began withdrawing its troops from Zululand.

However, things were quite different for the combined columns commanded by General Thesiger.  The Zulu skirmished continually along his line of advance. Mounted patrols had to be constantly dispatched. It was during one of these patrols, on June 1st, that the Zulu were able to do what all the armies of Europe had never been able to accomplish. On this date, Imperial Prince Louis Napoleon was ambushed by warriors of the inGobamakhosi and killed.

II Division and Wood's "Flying Column" reached Entonjaneni hill on June 27th, just 16 miles from Ulundi, and began building a laager.  It advanced again, and on July 1st reached the White Umfolosi River unopposed. While the position was fortified, Thesiger dispatched Colonel Buller, with his mounted corps, on a reconnaissance across the river on July 3rd.  This column fell into a carefully laid ambush by Prince Zibhebhu kaMapitha, and withdrew with the loss of seven men.

On July 4th, General Thesiger began moving his troops forward in a "hollow square" formation upon Ulundi.  The battle began at 8:30 a.m., and was concluded by 9:25 a.m.  Accounts of this final battle vary, but an analysis of the British casualties and ammunition expenditures, combined with Sir Wolseley's own estimate of 400 Zulu casualties, leads to the conclusion that this was a very small affair.  The British losses amounted to 81 men while Thesiger reported the Zulu loss estimated at between 950 and 1500 warriors.

Cteshwayo had fled Ulundi on July 3rd, and it would take the British until August 23rd to hunt him down.  Ulundi, and all the military kraals surrounding it, was burned to the ground. On September 2nd, the British soldiers began withdrawing, and the Zulu kingdom was divided into fourteen chiefdoms.  The war ended in the destruction of the Zulu kingdom, the careers of General Thesiger and High Commissioner Frere, as well as many members of Parliament, including Prime Minister Disreali.  More tragic was the needless loss of over 10,000 Zulu lives, and the lives of over 2,400 British soldiers and allies in a war that never should have happened.


 Biographies

Table of Contents

•	Lord Chelmsford

•	Lt. Col. Durnford

•	Col. Wood

•	King Cteshwayo


  Lord Chelmsford

Lieutenant General Frederic Augustus Thesiger

Second Baron Chelmsford

Frederic Augustus Thesiger was born on May 31st, 1827. The eldest of seven children, Thesiger began his military career at the age of 16 in the Rifle Brigade. One year later, his father purchased a commission for him as an ensign.  In 1850, Thesiger was promoted successively to lieutenant and then to captain, and in 1852 became A.D.C. to the Viceroy of Ireland.

At the age of  28, Thesiger received his first overseas assignment during the Crimean War.  He participated in both field commands and staff assignments during this war showing some potential as a young officer.  His efforts resulted in the promotion to brevet major, and he returned home to England for two years.

Thesiger's next overseas assignment was to India in 1858, and he arrived in time to participate in the last stages of the Indian Mutiny.  Thesiger was an ambitious young man who realized that promotions came more easily in the colonial army than the British home army.  In India, he was promoted to Colonel of the 95th Regiment after spending two years on the general staff in Bombay.

Colonel Thesiger was offered, and accepted, a position on the British staff during the 1866 Abyssinian Campaign. He then returned to India as Adjutant General, and returned to England in 1874. In England, he was promoted to Major General in 1877. His career had not been exceptionally heavy in combat experience, but he had a lot of staff experience. Thesiger's career mirrored his abilities, he was not known for any special talents, but was a very reliable and conservative officer.

It was probably not an accident then that Major General Thesiger was posted to the politically volatile Natal Colony in 1878.  Thesiger saw his duty as the military arm of the political administration, and devoted all his efforts to attain only military objectives set for him. His strengths were in administration, not combat, but he was soon to be receive his first combat experience during the 9th Cape Frontier War.

The wars against the Xhosa had been frustrating to the careers of several preceding officers, and Thesiger was warned that this posting could end his career. However, he set about organizing his few resources into a successful campaign which eventually broke the will of the Xhosa. Although the Xhosa fought mostly a guerrilla war, with only a couple of easily broken attempts at massed attacks, Thesiger learned the importance of destroying the economic base of an indigenous population as a means to destroy the military potential.

This lesson was taken into the field against the Zulu in 1879. General Thesiger's five columns were directed at destroying the political bastions of the royal amakhanda and economic bases of the izimizi in order to demobilize the Zulu army before it could mass any great numbers. Bad weather, and in-fighting among his administrative officers, frustrated his plans and destroyed his military career.

On July 27th, 1879, Major General Thesiger left Africa for England amid the cheers of Natal settlers. Although, once in England,  he was made Knight, Grand Cross, of the Order of the Bath, and promoted to Lieutenant General, Thesiger was never again to see active service. He continued to receive royal support throughout the rest of his life, and died in the middle of a billiards match in 1905, at the age of 78.


  Lt. Col. Durnford

Lieutenant Colonel Anthony William Durnford

Anthony William Durnford was born into a military family in Ireland in 1830. His father was a captain in the Corps of Royal Engineers.  After being educated in Germany, Durnford entered the Corps of Royal Engineers as a second lieutenant at the age of 18. He spent the next two years at post in England and Scotland, and in 1851 was sent to Ceylon.

He left his successful civil engineer career in Ceylon in 1856. For ten years, he was variously assigned to Malta, England, Gibraltar, and back to England. These assignments resulted in the unfortunate missing of active service in both the Crimean War and Indian Mutiny which "blooded" his contemporaries, and created opportunities for promotion.

In 1865, Captain Durnford embarked for China, but suffered a nervous breakdown. He returned to light duties for six years in England and Ireland.  In 1871, the 41 year old captain boarded a ship for the Natal Colony. This, at last, seemed to the destiny for which he was born. He loved the colony, the peoples, and the possible adventure. His enthusiasm lead to a promotion to major within a year, and his first military command was during the campaign against the amaHlubi in 1873.

There was probably not a more unlucky officer in Natal during the 1870's.  Durnford was a notoriously bad gambler, had lost two children, his wife had an affair, he was nearly killed in a train accident in England.  Unable to gain a divorce from his absent wife, he fell in love with Fanny Colenso, daughter of the Bishop of Natal. The secret affair was made more tragic because he could not ever marry her.

During his first military operation, not only was he defeated, but his horse fell over a cliff. The horse emerged without any injuries, but Durnford had a dislocated left shoulder and two broken ribs.  Later, he suffered a spear wound to his injured elbow which paralyzed his left arm.

He was made the scapegoat for the 1873 defeat, but still attained a promotion to Lieutenant Colonel of Royal Engineers. It is hard to determine whether it was his tainted military career, or his confidence in the military capabilities of Black soldiers competently led, which led to Thesiger's vacillation about how to best use Durnford's skills. As commands were awarded at the end of the 1878, in anticipation of the invasion of Zululand, Durnford was first told to command the defensive forces along the border. Later General Thesiger ordered him to join Column 3. Freed from a "secondary" roll, Durnford moved quickly to enter the action as part of Thesiger's own column.

Shortly after arriving at Isandhlwana, Durnford received reports which convinced him that the main Zulu impi was moving to the south to attack Thesiger's "Flying Column".  He was attempting to cover Thesiger's "Flying Column" from the attack from the rear which probably would have destroyed it, when he was caught in the open as the impi attacked the Isandhlwana camp.  His native and colonial troopers stopped the inGobamakhosi and uVe, until their ammunition ran out as they temporally held the British right flank.  When the troopers could no longer maintain their volume of fire, Durnford ordered a retreat to protect his "rocket battery". Too late to rescue the battery, Durnford dismissed his troopers and organized a "last stand" which allowed the few survivors to escape the battlefield.

Ironically, it was poor, brave Lieutenant Colonel Durnford who, though dead, was again made the scapegoat for the defeat in a controversy which continues today.


  Col. Wood

Lieutenant Colonel Henry Evelyn Wood

Evelyn Wood was born in 1838, and began his military career as a 13 year old runaway in the Royal Navy.  At the age of 16, he was fighting with the Naval Brigade in the Crimean War.  He was wounded in the elbow, but kept his arm from being amputated by pleading with the surgeon.  The resulting wound never healed.

If Anthony Durnford was unfortunate in his personal affairs, Evelyn Wood was just as unfortunate with his health.  On his way home from the Crimea, he contracted typhoid and pneumonia which left him completely bald.  Bedsores ate away his hips all the way to the bone while he recovered.  Unable to perform marches required of the infantry and not wishing to suffer the humidity of the sea, Wood joined the 17th Lancers in time to fight in the Indian Mutiny.

There wasn't much fighting, but Wood continued to physically deteriorate.  He suffered from sunstroke, fever and exhaustion.  He also suffered from neuralgia and bad teeth which puffed his face out so badly he was temporarily blinded.  If that wasn't enough, when he tried to ride a giraffe on a dare, the giraffe stepped on his face squashing his nose and cutting his cheeks open to the teeth.  But, he still was able to raise an irregular regiment and win the Victoria Cross by the age of 21.

Wood returned from India to England where, by 1873, he had graduated from the Staff College, was accepted into the Bar as an attorney, and was promoted to brevet Lieutenant Colonel of the 17th Foot Regiment.  Still, Wood's primary ambition was to serve in active service. He jumped at the chance to join Sir Garnet Wolseley in the Ashanti campaign.

Wood's job was to raise an irregular regiment for field service, which he did.  Wood was with one of the advancing columns when misfortune struck again.  He was shot point-blank with a nail fired from an Ashanti musket.  The surgeon pronounced the wound mortal and even Wolseley came to his bedside to say goodbye. However, Wood recovered after only a few days and returned to the field.

Wood's next post was in Natal. General Thesiger realized the potential of this unimposing little man so prone to personal physical afflictions.  It was Lieutenant Colonel Wood who was most responsible for defeating the Zulu war machine. Typically, Wood left Zululand as a General and his legs covered with weeping sores.

General Wood was again in the field during the First Boer War in 1881, and served in Egypt in 1882. But, he never commanded troops in the field again after the Zulu War.  For an individual who was so addicted to action, most of his career consisted of administrative positions. Eventually he rose to the rank of Field Marshall and died in 1919.


  King Cteshwayo

King of the kwaZulu Cteshwayo kaMpande

Cteshwayo kaMpande was born about 1832, the nephew of King Shaka kaSenzangakhona, and oldest of several full and half brothers. His father, Mpande kaSenzangakhona, had ascended to the Zulu throne by overthrowing his own brother Dingane kaSenzangakhona. King Mpande ruled the kwaZulu for thirty-two years and was the only Zulu king to die of old age.

Prince Cteshwayo and his brother, Prince Mbulazi, joined the uThulwana ibutho and first saw action against the Swazi in the 1850's in the last of the great Zulu raids. Both young men were very popular, and two factions soon developed. The Gqosa faction supported Prince Mbulazi and the uSuthu faction supported Prince Cteshwayo.

Rivalry between the two factions eventually resulted in a confrontation in 1856. At the Battle of Ndondakusuka, Prince Cteshwayo defeated Prince Mbulazi. The Gqosa faction was literally destroyed and six of King Mpande's young princes were killed. The other princes fled into exile in the Transvaal and the Natal Colony. When King Mpande died in 1872, Prince Cteshwayo became king

King Cteshwayo attempted many reforms during the short span of his reign. His attempts to re-centralize the government was often vetoed by the still powerful ibandhla (high council). Unlike popular myth, King Cteshwayo was not an absolute monarch.

If the new king was not very politically successful, he was much more successful in revitalizing the military and economic systems of the kingdom. He reformed the amabutho system and increased its size to about 40,000 warriors. The primary purpose of this large army was not war, but public works. By 1878, the Zulu kingdom was dwarfing its neighbors in its wealth, which was probably King Cteshwayo's greatest mistake of his reign.

When the British first invaded the Zulu kingdom, Cteshwayo was initially surprised at the strength deployed against him. His objectives in the war were purely defensive as he continued to prove to the British his peaceful intentions. As king he could instruct his izinduna and warriors about to what to do, but he had no control over his armies in the field.

After his capture, Cteshwayo was imprisoned in Capetown while his kingdom was broken up into fourteen chiefdoms. As soon as the British troops withdrew, these chiefdoms aliened themselves into two main factions of uSuthu and Mandhlakazi. These two factions immediately began attacking one another.

Cteshwayo began a journey that would lead all the way to England in his attempt to return to Zululand. In January, 1883, with Zululand in full civil war, Cteshwayo was allowed to return home in the hopes that he might be able to stop the violence. However, the return of the former king only escalated the scale of violence. By July, the uSuthu had suffered a major defeat during which almost all of the ibandha were killed. This was the real end of the old regime.

Cteshwayo was wounded in the 2nd Battle of Ulundi and fled to Mome Gorge. He stayed there until he recovered and made new plans to bring peace to Zululand. He was in Eshowe attempting to do this when he died mysteriously on February 8, 1884.


 Weapons of 1879

Martini-Henry Rifle

The main weapon of the British regular infantryman in Zululand was the Martini-Henry Rifle. Adopted into service in 1871, this breech-loading center fire .45 caliber weapon was designed to be a man stopper. It weighed nine pounds and was 4ft 1 1/2in long, and was sighted to 1000 yds, but was most effective at 700 yds. Its main drawbacks were its vicious recoil and the tendency of the barrel to become red-hot after repeated firings.

Bayonet

The 1876 Pattern Martini-Henry Socket Bayonet could be attached adding 21 1/2in to the length of the rifle. This outreached any Zulu melee weapon by an arms-length. Its main drawbacks were that the added weight had a tendency to interfer with aim and that it suffered from shoddy manufacturing, which caused it to become bent or broken in combat.

Martini-Henry Carbine

The British cavalrymen in Zululand were armed with the Martini-Henry Carbine adopted into service in 1871. It was shorter than the rifle, having only a 22in barrel.  Cavalrymen also carried the 1864 Pattern Cavalry Trooper's Sword which measured 41 inches.  The 21st Lancers were also armed with the Regulation Lance, Pattern 1868 which was a 9 foot bamboo pole with a triangular steel head and steel butt.

Swinburne Henry Carbine

The Natal Mounted Volunteers were issued the Swinburne-Henry Carbine. This weapon was almost identical to the Martini-Henry patent in performance and liabilities. Initially, only one in ten NNC soldiers was issued a muzzle-loading musket. After Isandhlwana every NNC warrior was issued a firearm, notably the 4th NNC Battalion which was issued Martini-Henry Rifles.

British Artillery

The British artillerymen serviced a variety of ordinance. The Gatling-Gun was bored to .45 caliber and could fire 300-700 rounds per minute up to 1,200 yards. It was a clumsy weapon which jammed often due to faulty extractors, but its rate of fire made it the equivilent of an entire rifle company.

The 7pdr rifled muzzle-loading steel guns were the work-horses of the artillery, firing shrapnal, common shell, double shell, or case-shot up to 3,100 yds. The 9pdr had a slightly shorter range, but a heavier projectile. The 9pdr, 12pdr and 24pdr Hale rockets could fire explosive or incendiary projectiles up to 1,300 yards. The cannons suffered from the use of black powder whose cloud was followed by the Zulu warning of "Moya" (air) which allowed the warriors to lie down and the round to miss. The rockets were notoriously inaccurate and thought of more as psychological than lethal weapons.

Iklwa

The Zulu warriors main weapon was the iklwa. This short stabbing spear was about three feet long with a ten inch broaded bladed head. This weapon was complimented with a regimentally colored shield which was significantly reduced in size by Cteshwayo's reign, however, many regiments still carried the older, larger shields.

Assegai

Other weapons included various sized throwing spears (assegai) and the hardened wood knob-kerrie (iwisa). The iwisa was a commonly carried weapon during times of peace, but the assegai had come to have the same purpose as firearms. Thrown, or fire weapons, were traditionally by the Bantu people used to disrupt the enemy to allow a decisive melee after the rise of the Zulu kingdom.

Zulu FireArms

There were estimated to be 10,000 -30,000 firearms in Zululand in 1879, but most of these were old flintlocks and cast-off percussion weapons. The best weapons were in the possession of leading warriors and commanders as evidence of superiority. It is little wonder that, under these circumstances, the Zulu were more noted for their volume of fire than their accuracy due to its purpose. However, it should also be noted that almost all of the British casualties in the latter part of the war occurred because of this gun-fire.

Unfortunately, for the Zulu, they were never able to disrupt the discipline of the British regular line. The British soldiers proved that they could sustain casualties without breaking ranks to engage their antagonists in piece-meal attacks. The Zulu taunt, "Hey, Johnney, come fight us in the open," fell upon deafened ears held in place by British officers and NCO's. This forced the Zulu izinduna to commit their warriors into suicidal attacks to in an attempt to a decision through melee.