Sunday, March 24, 2019

Sharp Practice 2 - Zulu War Modifications.

Blimey 8 years ago I published a short note on adapting Sharp Practice for the Zulu Wars. Over the weekend I got to thinking about bringing these into line for Sharp Practice 2.

I have been able to do away with units sizes as in SP2 these are clearly defined.
The Zulu's are your classic Clan nasty if they get into hand to hand, we talked about gving them big choppers but as they are already the best of non-regular forces, Tomahawks felt better with the ability to inflict shock just before they close, afterall you have to have something to counter breach loaders that fire twice a turn.


To reflect the Warriors chant I also gave the Zulu's the equivalent of Pas de Charge, the Zulu player can play two command cards allowing them to move towards the enemy with three actions of movement whilst also removing two points of shock per group present.
 
To reflect the Zulu's ability to make the best use of cover, we added in a house rule of "Going to Ground" at the end of a movement phase the Zulu group or formation may "Go to Ground" this increases their cover type by one level.
The next activation the first action is spent rising upbefore then using the second action as normal.


Based on the stats below a typical 60 point Army list might look like the following.
  
Leader Status III
Leader Status I
Two groups of Clan Married Zulu's.
Leader Status II
Two Groups of Clan Unmarried Zulu's.
Leader Status I
One Group of Irr Skirmishers with Breach Loaders.
 
Married Warriors
Type
Clan
Points Value
9
Weapon
Thrusting Spear & Shield
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
No
No
No
1
3
Aggressive, Tomahawks, Tactical, Hearth & Home, Pas De Charge, Poor Shots
Unmarried Warriors
Type
Clan
Points Value
8
Weapon
Thrusting Spear & Shield
Size
12
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
No
No
No
2
3
Tomahawks, Tactical, Hearth & Home, Pas De Charge, Poor Shots
Skirmishers
Type
Irr Skirmishers
Points Value
7
Weapon
Breach Loading Rifles
Size
6
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
No
No
No
-
3
-
Poor Shots, Moveable DP.

So what of British Regulars and how do they compare points wise, at 13 poinst they are outnumber 3:2 if you went for unmarried Zulu's, Breach Loaders make the Brits nasty in a fire fight, hopefully the Going to Ground rule gives the Zulu a fighting chance.


British Regulars
Type
Line
Points Value
13
Weapon
Breach Loading Rifles
Size
8
Formation
First
Fire
Controlled Volley
Crashing Volley
Step
Out
Drill
Characteristics
Always
Yes
Yes
2
2
2
Good Shots, Stubborn.

Photobucket

In an initial play test the Zulu have around 3:1 in terms of dice in Hand to Hand, if of course they can close. I just need to give these a proper run out now and see if the balance is right.

6 comments:

  1. Nice looking figures Stu - what brands are they??

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  2. Interesting approach .....still not managed to try SP yet ?

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  3. Very nice. We had used Sharpes Practice for Colonials after Space 1889 never resurfaced (even with all the playtesting). It worked well, but was more complex than some wanted. Often folks would not put down smoke for black powder weapons which made it too easy to shoot the enemy after a bit. Overall a fun set of rules in the 1st edition ive tried.

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  4. don't forget Stu Brits will only fire twice if they fire uncontrolled and running the risk of not obeying if the officer wants to do something else. Although they can shoot controlled with +1 to hit every turn and never be unloaded when in combat.

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  5. Thank you so much for posting all your work. I'm a big, big fan of SP2 and have been thinking about using the system for the Zulu Wars, but been thing myself in knots over whether to use a fervour like idea from Infamy, Infamy! Stumbling across this has been a great find. Please excuse me while I copy the stat lines and assemble my forces...

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