Like Lions They Fought by Alan Sharif Back in IPW #II (April '93), I reviewed 3W's Zulu War 1879. At that time I stated that I could not imagine anyone producing a finer simulation on this topic. Well, now those nice people at Command magazine have decided to give it a try. Like most of their games, it's fast, glossy, easy and not too long. But have they succceded in bettering the 3W gamc? Read on.... Each game turn commences with a mutual reinforcement and replacement phase. British reinforcemcnts enter at any one of their supply source hexes. Zulus are placed on their home Kralls (villages) provided these have not been burned by the British. The Zulu replacements are actually their units involved or eliminated in combat two turns previously. Therefore, if the British player does not destroy Kralls, the Zulu player will continue to recycle his units throughout the game. Units cannot return if their home Krall is destroyed. Also, oncc the Zulu capital, Ulandi, is destroyed, only three Zulu units may reappear per turn, regardless of how many Kraals remain standing. Lesson one: torch those Kraals. Zulu, and then British, movement follow. The number of stacks thc Zulu player may move in a turn decreases as more and more Kraals are burned. This is done by a British unit moving through them, or a Kraal is automatically burned if in the zone of control of a British unit at turns end. The less Zulu stacks that can move, the less they can accomplish. lesson two: torch those Kraals. During his movement phase, the British player may also build forts and, after Ulandi is taken, attempt to capture the Zulu leader, Cetshwayo. Movement factors are high for alI units except British supply columns. to which their units trace supply. Zulus trace supply to the nearest standing Kraal, which leads us nicely into lesson three... There is only one combat phase and it follows movement. Combat is mandatory bctween all adjacent units. Regardless of whose move instigated the combat, the British player is the defender, the Zulu the attacker. Combat is resolved in a manner similar to 'A House Divided' where units have hit numbers that a die roll has to equal or be less than. However, Zulu units are only single step units whilst British are two step in regulars. Also, Zulus have to undergo British fire before closing to melee. Despite this, if thc Zulus have sufficient manpower, they can win many battles. Also, if the Kraals still stand, those units eliminated will be back in two turns (see lesson one). Units may retreat between rounds of combat but may suffer losses by doing so. After combat advances by the victor, he may instigate another round of combat elsewhere. A few other simple rules exist for neutral Zulu tribes, British disasters (caused by losing a battle) and British forts intrinsic garrisons. Both this and the 3W game arc simple and quick playing. Thc 3W game has great fog of war which 'Like Lions Thcy Fought' does not. However, only this game is playable solo - and very enjoyably so. The XTR/Command game is also a much better looking and more professional product. I'd recommend this to any and all wargamers without hesitation. Better than the 3W game? Different, very different. So let's call it a draw, shall we?