Rules Variant for The Sword and The Flame
Every Man a Briton!

BRITISH PLAYER'S RULES AND TERMS

In this game, every player is a British/Imperial/Boer player and commands one or more units fighting on that side. The Game mechanics will run their opposing units, all Zulu, with die rolls if necessary being made by the game-master or umpire. For simplicity, all British/Imperial/Boer units and players will be referred to as "British".

This game is designed to be used with "The Sword and the Flame" - Revised edition - a set of colonial-period semi-skirmish rules written by Larry Brom. They might work with other rules but TSATF are the only ones that I have tried. NOTE: This will also work with the "20th Anniversary Edition" of TSATF.

MOVEMENT CARD DECK The main rule change is that there are only 6 move cards in the move deck Three are red and three are black. When a red card is drawn, the British player(s) may move any, all or none of their units. When a black card is drawn, the umpire will dice to see which Zulu units move. No unit may move more than once per turn, except cavalry units evading.

Example: If the first movement card drawn is a Red (British) card the British might move some of their units, and wait till the 2nd or 3rd card to move the rest. Any units moved on the first card would NOT be able to move on the 2nd or 3rd. If the remainder of the units but one moved on the 2nd card, only that one unit not moved on the 1st or 2nd card could move on the last British movement card.

MOVEMENT LIMITATION There is no limit to the number of British units that can move on either of the first two red cards drawn, but if you wait to move on the last card, you may not make it. The British commander will roll a D6 when the last red card is drawn. That is the number of British units that may move on the last card. Only the number of units equal to the D6 may move and any remaining units are stationary for the remainder of the turn.

LOCKED British infantry or artillery units that are charged by Zulu units may not move on later cards, they are "Locked" into melee. Cavalry units may accept the charge, or evade if they wish or if they have not yet moved, countercharge, or dismount and accept the charge on foot if they so desire..

EVASION Cavalry units may use "evasion" to escape charging Zulu units even if they have already moved. They may move up to 4 dice away from the attackers. Roll a D6 for each man. 1,2,3,4 he gets away cleanly, 5 or 6 and he must cut his way out, fighting hand to hand against two Zulus. If he beats them both, he escapes. If he does not; "Cest la Guerre". Cavalry units that have already evaded in one turn may evade again if attacked by a new Impi. On second or third evasions roll a D6 as above for each man. On a 1,2,3 each man gets away cleanly, 4,5,6 they must fight their way out.

FIRING When firing units, you may use a full 52-card deck or you may use the 46 cards left over after the "Move Deck" (which has only 3 red and 3 black cards) has been created. The Zulu will do very little firing in this game. They will mainly attempt to come right at you.

WOUNDED A non-wounded man may "carry" up to three of his wounded comrades. This applies to cavalry or infantry. This assumes that a certain percentage of wounded are "walking wounded" who are being led or assisted by the non-wounded soldier and who themselves are assisting other wounded. Wounded Zulu will not attack British units moving over them in this game. Treat all wounded Zulu as dead. Wounded British that fall into Zulu hands will not be tortured, they will be killed.

WHERE ARE THEY? At the start of the game there are no Zulu on the field. As the game progresses Zulu units may come on from the edge of the table top or may be created at certain terrain features on the field.

FACING DIRECTION Normal facing rules apply to the British but the Zulus have no facing. They are always assumed to be facing in the most favorable direction for them. They can shoot or throw spears in any direction. Exception! Zulu regiments that have moved into a close combat with British units are "locked" facing towards the British units they are fighting. Other British units that attack from a "rear" direction" do require the Zulu to roll close combat dice as in "attacked in rear".

PHASED MOVEMENT I personally have never cared for this rule, but it will work with this game. If the British wish to use phased movement, they must tell the umpire at the start of the game. All phased movement must be completed on card #3 and is included in the limit of only a D6 of units moving on card #3 for the British.

A WARNING & BEST WISHES! Remember that you don't know how many of the Zulu there are or where they may come from. Good luck old man! Go out and accomplish your mission. We will see you at mess tonight, eh?

Terms:
Appearance Point - A point designated and numbered by the umpire on the field where Zulu units may appear as determined by random dice roll. Should be significant enough in size to hold an Impi.
British player - Any player who is participating in the game by moving a British, Imperial, Boer, or native auxiliary unit.
British unit - A standard S & F unit of British, Imperial or Boer nationality, to include all native auxiliaries. The term "units" does not usually include "guns" for scenario purposes, but it does include "guns" for movement purposes.
Creation - The process by which Zulu units or Impis are added to the game.
Conversion - The replacement of a Lone Zulu by an Impi, or a skirmishing Zulu regiment by an Impi.
Evasion - Mounted forces utilizing the superior speed and endurance of their horses my break contact with Zulu attempting to melee with them even after all movement is finished.
Field - The playing field, including all terrain, set up by the umpire.(see also Table top)
Force Pool - The total number of Zulu units immediately available to the umpire for use in the game. Note that this number may include units hat have been destroyed but "recycled" by being placed back into the "force pool" as well as units that have not yet been committed into the battle.
Gun - An artillery piece or gatling gun, starting with a 4-man crew.
Hand - The designation of a Zulu Impi as to whether it will move to the right or left in an attempt to move around an obstacle. Each Impi has a "hand" designated when it is created. "right-hand" or "left-hand".
Impi - 3 to 6 Zulu regiments that come on the table at the same time and will move together for the remainder of the game.
Induna - A Zulu leader not attached to any unit, who commands an Impi. In the game he will replace a dead Zulu leader of one of the regiments that make up his Impi.
Leader - Any British officer or NCO or Zulu leader.
Lone Zulu - A single Zulu figure placed on the table by the umpire as a signal to the British players that there might or might not be more Zulus located there.
Locked - Units attacked by enemy units which have the range to close to with them with the intention to melee are "Locked" into place and cannot move, even if their movement card has not yet been drawn
Move Deck - 3 red and 3 black cards shuffled together and placed face-down
Movement Limitation - On the last British move card, only a D6 of units may move.
Perimeter Point - A point on the edge of the table designated and numbered by the umpire where Zulu units may or may not appear as determined by a random dice roll.
Regiment - (Zulu Regiment) A standard unit of Zulu infantry (20 men including a leader in the rules)
Rifle Armed Regiment - A unit of Zulus armed with rifles. They occupy a terrain feature and will shoot at the British from it. They will not usually leave this terrain feature unless driven out of it.
Skirmishing Regiment - A unit of Zulus that will move to within 4" of the nearest British unit and throw spears. They will not normally charge unless converted.
Special Impi - An Impi which will probably be of lesser strength than a normal Impi. It would be created on the Special Impi creation table.
TSATF - "The Sword and the Flame" miniature rules set.
Table top- The playing field, including all terrain, set up by the umpire. (see also Field)
Total Zulu forces - The total number of units that may be committed by the umpire to fight on the Zulu side. They will almost certainly not all be on the field at the same time so this number may be greater than the number of units in the force pool.
Umpire - The person who sets up the terrain, decides on the scenario and victory conditions, and moves the Zulu units according to random dice rolls.
Unit - A standard unit according to the rules, made up of infantry or cavalry


Go to The British Players' Manual for this variant.

Go to our Colonial Period Page

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