Saturday, January 31, 2026

TMWWBK Zulu War Pt. 4

Another exciting round. Turns 8,9 and 10 provided some major ups and downs for Mr. Babbage's warriors. Starting with the near elimination of the Naval Brigade infantry. Despite their 'close order' 4+ in H-H combat, they rolled horribly. While their counterparts rolled all successes. 

The Zulu unit, that were on the rear flank of their victorious comrades,  decided it was enough for them. Not wanting to "wash their spears", rolled a 1 for activation then a 2 with the result "bye bye". And off they went.

The Native Horse crossed the ford and took position.  On their right,  the Natal Mounted Police held the flank. Remnants of the NNC close behind. Can they hold?

Well, it took a series of brutal volleys from the Colonial forces, to make it practically impossible for the Zulus to rally from and gain any ground to close with their enemy.

As a courtesy, I felt obliged to allow Mr. Babbage to change his dice. For not once, twice, thrice, but FOUR times consecutively, that ONE Zulu unit wasn't having any of it. Rolled a 1 and slunk away, allowing to come back again at long rifle range the next turn. Well, there was nowhere further to go. Feeling sorry for Mr. Babbage (He looked rather peeved at his performance). I took the initiative and moved the unit around the hill so maybe it will have better luck on that side of the table. Too late I'm afraid. Cautious activations and devastating firing from the Colonial troopers forced me to pause the game. To be honest,  I had envisioned an heroic last stand on the banks of the ford. Not a very dramatic ending,  but perhaps a to-be-continued?

I have to admit, I really enjoyed this game. Mr. Babbage was just having a bad day and I'll gladly play him again. Honestly, at first, I felt the Zulu forces to be too strong for this scenario. Unpredictably was the spice. If I were to play the Zulu role as well, without Mr. Babbage, the contest may have been different. I would have been much more aggressive resulting with an inevitable bloodbath. The cautious nature the Zulus displayed, gave the game some immersion and some rational thought. It developed a theme, caution throughout. Probably a more accurate outcome?

This battle may offer another scenario later on. Wait...I hear bagpipes. Pictures not in order.












Friday, January 30, 2026

TMWWBK Zulu War Pt. 3

"Theatre of the Mind" is a must when playing Mr. Babbage. Turns 5,6 and 7 have been a whirlwind.  Mr. Babbage and his Zulu forces are being very cautious. Almost too cautious. Perhaps the warriors are veterans of Islandlwana, Rorkes Drift and the like, so they know the lethality of their opponents firearms? 

These past few turns have seen all Zulu forces appear with two "slinking" away the next (hilariously rolling consecutive 1's for activation), then only to return at "long rifle range". Two more activate but advance cautiously. The first two to be engaged in battle suddenly "go to ground" as soon as they are on the heels of their opponent.

Some lucky breaks for the Colonial forces. They are getting closer to the ford (the main objective). Once there, if they can get to the mountain, and ALL successfully form 'close order', it's just a matter of fighting off the Zulus until reinforcements arrive. Right now it's getting to the ford in good order.

The initial warrior combats were somewhat passive-aggressive. Charging, losing combat, withdrawaling. Charging again, winning, but not following up and retreating again only to go to ground. Mr. Babbage is full of surprises! Perhaps that's his plan. Conserve lives, and pick away at the edges until a coordinated thrust can be made. 










TMWWBK Zulu War Pt. 2

Turns 3 and 4 are going the Colonial troops way...so far. Hearing rifle fire and war cries on on their right, and not having any targets to shoot at since the Zulus "went to ground", the Native Horse pulled out of the rough terrain to regroup. A good thing. Just as they moved, the Zulus, or Mr. Babbage, made a dash at them. Luckily for the Native Horse troopers, the Zulus did not have enough steam to make contact. Probably the cattle in between the forces slowed the warriors down.

On the right, the Zulus felt bold enough to charge the NMP. However, their enthusiasm was cut short by stiff resistance and loss of warriors, 2 to 4 to the NMP. And seeing NNC troops and Naval Brigade infantry rushing to aid their friends, the Zulus retreated back to the brush and rocks.

Again, no appearance of Zulus to the center of the column.  Mr. Babbage rolled low again. So far a clear track to ford. The Zulus definitely need some reinforcements soon.






Thursday, January 29, 2026

TMWWBK Zulu War

I always start off a new year motivated to post more of my modeling projects and wargames then enthusiasm wanes. This year maybe no different, but I'll take shot and see what happens. 

In honor/remembrance of the Battle of Islandlwana, I recently played a game using Black Powder Rules, It surprisingly worked out really well. I used the scenario in the Warlord Games Zulu War supplement. Naturally it was a Zulu victory, but the "victory" points" (I'd preferred calling them 'honor points') earnings gave each colonial unit an incentive to stay and fight while supporting their brother units. It gave the game more flavor with a tad more tactical decision making.

Fighting a controlled withdrawal was harder than I thought. The Brits, with their native allies, fought hard but the never ending recycling of Zulu forces was too great. Some heroic last stands, and a Double 6 Blunder, forced a Brit company to make a sacrificial bayonet charge to allow other companies a game turn to get one step ahead of the Zulus. I did manage to get 2 of the 6 colonial units off board without too much damage.

Anyway, with that inspiring game, I am motivated to stick with this period theme. I really like the Osprey blue book series of games. 'The Men Who Would Be Kings', is a good set of rules. Rather quick and bloody mechanics and easy to grasp.

I'm using a made up scenario. It's pretty simple. The Brit/Colonial forces are tasked to secure a ford and get a foothold on the base of a hill, that will likely be used as a signal station, either for a heliogrph or wig-wag flags.

The ground is broken on both sides of a worn trail with dongas, brush and rock outcroppings.

The Colonial force consist of units from the Native Horse, Natal Mounted Police, rifled armed NNC and a unit from the Naval Brigade.

For those familiar with TMWWBK rules, Mr. Babbage will be my opponent. I played him once before but wasn't satisfied with experience. I am going to give him another try. I don't mind playing solo and being my own opponent. To me, it's about immersion, not "winning". But having a Mr. Babbage AI mechanic can give the battle some juice.

First two turns have started out to be somewhat exciting. The Native Horse have spotted cattle unattended in a donga. Being suspicious, the troop advances cautiously. Once in full view of the cattle and what lays beyond them, a group of Zulus open fire on the Horse inflicting one casualty. On the other side of the column, sensing ambush, the NMP scan the broken ground to their right. So far quiet. Actually, Mr. Babbage rolled low and decided to stay out of site.

Turn two: the full compliment of Native Horse return fire on Zulus with no result. The NMP however were getting stuck in right off with Mr. Babbage deciding to appear at short range and charging. The results forthcoming. 

Oops, photos posted out of order.  Start with bottom up.











Monday, January 20, 2025

French v. Brits & Allies Part 2

 Starting from the Allied left. One independent cavalry unit from the Kings German Legion. A Brunswick infantry battalion with a Brunswick jeager skirmish unit. One Belgian infantry battalion that I classed as "inferior". The Dutch-Belgian carabiniers (gorgeous Front Rank miniatures) giving an extra punch to the brigade. All supported by a Brunswick Horse Artillery gun. The Allied brigade commander is classed as "Steady".

The center is four battalions of British infantry. One classed (23rd Regiment of Foot) as " Superior". The commander is classed as "Steady "

The cavalry brigade (The Blues, Scots Grey's and Inniskillings) are not fairing well with a "Dithering" commander. The Duke of Boots will have to keep an eye on them. All supported by a gun from the Royal Horse Artillery. 

The far right is an independent cavalry unit of British hussars. 










The defending French are positioned as follows. Starting from their left. An independent cavalry Lancer unit. I believe the 5th Line. A brigade of cavalry consisting of Chassuers, Empress Dragoons ( classed as "Superior ") and the Dutch Red lancers. Commander in "Steady".

The center is being held by four infantry units. Two from the Guards, both classed as "Superior ". Chassuers of the Guard and a Battalion of Middle Guard occupying the walled farm. Supported by a gun from the horse artillery. The commander is classed "Steady ".

The right is four battalions of infantry with a small voltiguers skirmish unit. One artillery piece and an independent cavalry unit. The commander rolled poorly and was classed as "Dithering". I'm pretty sure this same fellow commanded this brigade with Poles and Swiss, the last game I had. Time to split them up next time!

Napoleon himself is on the field to command and hold the crossroads.

I put small white dice on the "Dithering " classed brigade commanders base just as a reminder.














TMWWBK Zulu War Pt. 4

Another exciting round. Turns 8,9 and 10 provided some major ups and downs for Mr. Babbage's warriors. Starting with the near eliminatio...