This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. ZULU WAR 1879 BattlePlan Mag. #7 issue game Zulu War 1879 is a mini game that came with Issue 7 of BattlePlan magazine. It covers the British invasion of Zululand in January 1879 - a campaign immortalised in two great movies, Zulu and Zulu Dawn. Remember those great battle scenes, Zulus charging the ramparts, the British thin red line firing salvo after salvo? With these images in mind, read on.. If first impressions are important to you, then you had best be prepared. The map's rather bland and covered, not in hexes, but squares. On top of that, the counters are paper! You cut them out and mount them yourself. If you're still with us, rest assured, it's all up hill from there. The counters are quite functional and it's also a simple game to learn and play. It's not long before men are marching and dice rolling. A turn comprises of two phases, movement and combat. Movement is fairly straightforward. British units move in the standard way. Stacks of Zulus are held off map, each replaced by a single marker. These markers may be moved inverted to add to the fog of war and conceal Zulu strength. I would strongly urge players to do just that. Also, dummy markers can be placed and moved to cause further confusion. Prior to combat, the British may probe the make up of a Zulu marker. The Zulu player reveals how many units the marker contains, but not their strength. Also, he may mislead his opponent by up to three units either way if he wishes. At this point the British piayer may stand and fight, build a redoubt or decide that discretion is the better pan of valour and advance to the rear. The Zulu, for his part, may also get to make a surprise attack which offers him certain advantages. Now we get down to the nitty gritty - combat! This is where the game excels. Units involved are transferrcd to the tactical battle display. No matter whose turn it is, the British defend, the Zulus sttack. First, British artillery fire on the Zulu, who take casualties and check morale. Those whose morale holds are now fired on by British artillery and gatling guns, simulating them getting closer aod within range. Once again, casualties are taken, morale checked. Finally, British rifle fire is added to the maelstrom and the Zulus take their final casualties and morale checks. Assuming they've got this far, we now commence to melee. At this point, the British had better hope they built a redoubt, else they may have written their last letter home. Both side may have the opportunity to to withdraw before the battle reaches this stage. The combat system reinforces those movie images mentioned eariier and captures a good deal of the excitement. Victory conditions put great stress on occupation of the Zulu capital, Ulandi. Indeed, if the British hold Ulandi for two consecutive tums, the game ends. The British player should not attempt any blitzkrieg type dashes toward Ulandi, despite the relatively short distance. Instead. he should make a slow, methodical approach, building redoubts at he goes. Best opportunities for the Zulu player come early in the game. British columns enter Zululand at various different points. He should use dummy counters and a good deal of bluff to mask some columns whilst attacking others. However, the British player should be left unsure as to which columns the Zulu army will fall upon. This element of bluff means that the game only really succeeds as a two player contest, not solo. Despite beiny a small game, produced on a modest budget, I cannot imagine anyone producing a finer simulation on this topic. Finally, for anyone lucky enough to already own a copy, a tiny piece of errata: Woods' column that starts in square one is missing. It has a strength of eight with neither artillery nor gatling guns. Alan Sharif