From: Brian Datta Subject: Isandhlwana Player Aid Being a player aid for the Soldiers of the Queen game (Isandhlwana scenario) published in Strategy and Tactics magazine. Turn sequence: A) British Movement: The British player may move any units and bring on reinforcements. Routing units move toward hex 1934. B) Zulu Pin Removal: The Zulu player may remove all 'pin' markers from his units. C) British Offensive Fire: The British player may conduct fire against any Zulu units in range. Units with morale C or D must make a morale check and pass in order to fire (no other effect if they do not pass the check). D) British Ammunition Supply: The British player may attempt to re-supply ammunition to any unit which has expended half or more of its ammunition. E) British Rally: The British player may rally routed units which are in the same hex as or adjacent to a British leader (Pulleine may rally any British unit. Degacher may only rally units of the 1/24 battalion. Durnford may only rally the following units: Edendale, Sikali/V, Sikali/H, baTlakwa and Jantzi horse, and 1/1 NNC). F) Zulu Movement: The Zulu player may move any units that do not have 'pin' markers. Routing units move toward their impi's entry area. G) British Defensive Fire: The British player may conduct fire against any Zulu units in range. Units with morale C or D must make a morale check and pass in order to fire (no other effect if they do not pass the check). H) Zulu Melee: The Zulu player may conduct melee combat against any British unit adjacent to Zulu units. Zulu units with a morale of C must make a morale check to conduct melee (no other effect if they do not pass the check). I) Zulu Rally: The Zulu player may rally any routing units that are adjacent to or in the same hex with either their own inDuna or Tshingwayo (the overall Zulu army commander). Victory conditions: The Zulu player wins if he can eliminate all red and blue British units before the British player eliminates 14 Zulu units. Leaders on either side, and the umKhulutshane impi, do not count toward victory. Movement allowances: Regular foot (red): 3 Artillery crews (blue): 3 Artillery (limbered)(blue): 6 Unlimber: +4 Artillery (unlimbered): 0 Limber: +4 Colonial foot (brown): 4 Horse (mounted)(brown): 6 Dismount: +3 Horse (dismounted): 3 Mount: +3 Supply wagon (white): 1 Pulleine, Degacher (dark red): 4 Durnford (dark red): 6 Zulu foot (dark blue): 5 Zulu leaders (dark blue): 5 Stacking: A) British: Up to 8 melee strength points in a hex, only the top 2 units may fire. B) Zulu: 2 units may stack. Units from different impi's may not stack together (exception: the umKhulutshane may stack freely with other impi and may stack in addition to any other units in the hex). Zulu leaders do not count toward stacking. == "I've always found that you can get more with a kind word and a two by four than with a kind word alone" - Marcus Cole _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com