A Zulu War game and a South African feast

Searching through a bric-a-brac stall at the local market the other day, I found a couple of tattered old photos of soldiers and warriors in combat.

Looking more closely, these pictures seem to have been taken during an action of the Zulu War of 1879.

Well, actually, that’s all a lie! These are actually photos taken during a wargame a group of us here in Kāpiti, New Zealand, played last night.

Our game pitched Zulus against British, in a test run of Dan Mersey’s colonial skirmish wargaming rules The Men Who Would Be Kings.

Mine host was Herman van Kradenburg, whose collection includes a whole cupboard of figures depicting the wars of his former homeland, South Africa (like the rest of the pictures in this article, click on the photo for a closer look).

Our initial intention was to play the scenario where the British are trying to get a wagon train across the board. However, our memories had obviously failed us, as there is no such scenario in TMWWBK! So we changed to playing a simple meeting engagement, but left the wagons in place anyway. This was just a fun game after all.

The mass of figures that Herman produced from his magic cupboard looked absolutely spectacular on the table.

During the game Herman regaled us with his knowledge of the history of the Zulu War.

Particularly interesting was what he told us about and the different types of warriors and how they used their weapons.

The British also looked splendid in their scarlet coats and white tropical helmets.

The British weren’t all regular infantry, but also included these irregular allies wearing part African, part European clothing.

Right through the game this giraffe was quietly chewing on the leaves of an acacia tree, totally ignoring the tumult of human combat taking place around him.

Here are four of the happy wargamers – Scott Bowman (owner of probably the only pharmacy in the world that has a well-stocked wargaming department!), mine host Herman, fellow South African Rudolf Pretorius, and Ste Haran (like Scott, a British ex-pat).

The fifth happy wargamer was of course yours truly, seen here poring over the TMWWBK rules, whilst Scott considers his next move. [photo by Herman van Kradenburg]

Adding to the African flavour of the night, Herman cooked us a delicious pre-game meal of South African delicacies, including boerewors (sausage), chakalaka (spiced vegetables), samp (maize) and beans, pickled curried fish, bhajia (chilli bites), green fig preserves and home-made bread.

Our pre-game meal was so delicious, and the atmosphere so companionable, that our game started late and we didn’t have time to play to a full conclusion. But, hey, it isn’t about winning or losing – especially with such a wonderful night of feasting, fine figures, friends and fun!

Pt2: Crown forces of the New Zealand Wars (1840s)

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Here are the forces available to me for a British/colonial army for the New Zealand Wars of the 1840s, using The Men Who Would Be Kings wargames skirmish rules to fight my Māori war-party.

Rather than the blue jumpers worn by British regulars in the 1860s regulars, in the earlier 1840s conflicts they wore red shell jackets.

Some of these figures also feature in my 1860s force, for example the sailors, militia and rocket tube, as they can adequately cover both time periods.

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I’ve also been able to add one more militia unit, dressed in a rag-tag collection of civilian clothes and part uniforms. This could perhaps represent a hastily-recruited militia or Civic Guard unit.

That’s it for my figures and terrain, and a tabletop to play on. Now I just have to purchase lots of 6-sided dice, and then it’s game on!

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Crown forces of the New Zealand Wars (1860s)

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Here are the British and colonial forces to face my daring Māori in games of The Men Who Would Be Kings. They’re dressed in the distinctive blue uniforms worn by the British in New Zealand during the 1860s. Click on the pics for a closer view.

The combined units in these photos total more than the 24 points that the rules recommend for a field force, so I would select from these units for each game.

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Included are three units of British regular infantry, one of colonial militia, and one of Royal Navy sailors. There is also a unit of cavalry or mounted infantry, an artillery piece, and a rocket tube.

They’re a mixture of 28mm Empress Miniatures and Perry Miniatures.

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Māori war-party for ‘The Men Who Would Be Kings’

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I’m starting to play round with my existing Māori figures to see if I have enough for a 24-point taua (war-party) for use with The Men Who Would Be Kings colonial wargaming rules.

I have 48 warriors/chiefs, plus a 3-man carronade, all made by Empress Miniatures. Hopefully I’ve got enough figures for a full 24-point Māori force.

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The warriors are mainly armed with muskets, but 13 have (tupara) shotguns, and 10 are armed only with clubs or axes. I may mix up the weapons in the units, as I don’t think units would’ve all had the same weapons.

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The carronade will only be of limited use, mainly to defend a pā.

I’m not sure yet what I’ll be classing each unit as under the TMWWBK rules, although ‘Irregular Infantry’ 12-man units (at 4 points a unit) rather than ‘Tribal Infantry’ 16-man units (at 3 points a unit) seems the way to go. I’m still pondering how many optional points up or down I should adjust them to best replicate the Māori fighting style.

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‘The Men Who Would Be Kings’ colonial rules

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I bought this set of colonial wargaming rules today from my mate Scott Bowman’s excellent Hobby Corner in his pharmacy at Paraparaumu Beach, New Zealand (probably the only pharmacy in the world that sells wargaming supplies for stress relief!).

My first reaction to the rules? Wow – I think this just might be the set of rules I have always been looking for!!! OK, this still has to be proven or disproved by an actual play-test. But from my first read-through, the design philosophy matches what I’ve always liked:

  • simple rules (which is my most important criteria)
  • elegant mechanisms that are intuitive rather than gamey
  • neither too few nor too many troops on the table
  • scenario-driven
  • a level of unpredictability
  • Hollywood rather than strictly historical
  • a sense of fun
  • an attractively illustrated and motivating book.

Plus I would have to say these are the most readable set of rules I have ever read. It has nice touches of period-appropriate humour dotted throughout – not too much, just enough to make it an entertaining read rather than a dry set of rules.

There’s a particularly clever device for solo-gaming, called ‘Playing Against Mr Babbage’. Apparently your regular gaming opponent, Mr Babbage, hasn’t been able to make it to the game tonight, but he has sent you a set of instructions to follow. It sounds sort of like playing against the AI in a computer game. Ingenious!

As for this set of rules’ appropriateness for my particular colonial gaming preference, the New Zealand Wars? Well, although Maori are mentioned a couple of times, and there is a lavish full-page picture of the NZ Wars, there aren’t any lists provided for this period. However, it should be dead easy to concoct some, so I think there is indeed real potential that these rules will suit well. Let’s wait and see till after I’ve had a chance to play a game or two.

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