Any advertisements above are placed there by Angelfire, not by me. Companies or links advertised above do not imply my endorsement of these places. For the places I like to visit, please see my Links or Rocketry Links pages.
The Death of Louis,
Crown Prince of France
Being a skirmish scenario set in Zululand, 1879,
for the Rencounter
rule set by
Ed Allen.
Setting
Louis Napoleon, Prince Royal of France, had come to serve as an
aide-de-camp to General Chelmsford in africa by way of a long chain
of events. His father, Napoleon III, and his family had come to
England in exile from France in 1870. Louis was admitted to the Royal
Military Academy, Woolwich (where officers of the Engineers and
Artillery were trained) but was ineligible for commission as an
officer of the artillery due to his background. Anxious to prove
himself in combat, Louis asked to be allowed to go to Africa when
reinforcement began to leave for Zululand in February, 1879.
General Chelmsford was understandably nervous about the
responsibility of having such a personage on his staff. He gave
orders that Louis was never to leave camp without an officer and an
escort. Another member of the staff, Lieutenant Carey, had been
educated in France and quickly befriended the Prince Royal. Before
long the young Napoleon was assigned to help Carey with his task as
Deputy-Assistant-Quartermaster-General: the surveying of the terrain
in front of the advancing British army.
On one such mission, the pair were met by half of their escort, six
colonial mounted infantry. The other half of the escort, six troopers
of the Edendale troop, apparently reported to the wrong tent and were
not available. Reasoning that a proper escort could be formed by
rounding up six troopers from the scouts out in front of the army,
the group set out on their mission.
Carey, technically the superior officer of the group, was somewhat
overawed by the charisma and natural leadership of Napoleon, and soon
demurred command of the patrol to the young Prince. When no scouts
were found to add to the escort, Louis decided to continue and Carey
said nothing to stop him.
The group rode out to the limit of their assigned reconnaissance and
stopped to sketch the terrain. Some distance off there was a small
kraal on the north bank of the Ityotosi river, and Louis suggested
that they stop there and gather fuel and water so that the men could
prepare coffee for themselves. The kraal was surrounded on three
sides by close and dense brush, but Carey gave in and the group
settled in by the bank for lunch.
Lunch over, the patrol stood by there horses to mount. Louis was
about to order the mount when a volley of rifle shots rang out and a
group of thirty Zulus charged from the nearby underbrush. This
scenario attempts to recreate the situation at that moment. The
outcome, hopefully, will be somewhat different from what actually
transpired.
Map
Each square in the map above represents 6" x 6" of table
space.
Notes on the terrain
-
The Ityotosi River:
The river is wide and fairly deep here. No crossing
is possible here, even on horseback, without severe risk. For game
purposes, this terrain is not passable.
-
The Donga:
The donga is a gully cut by the flow of water over many years.
The bottom is now dry. The sides, while steep, are not impassable.
Figures on foot and mounted may move up or down the sides of the
donga at half rate. The bottom of the donga is flat and movement is
at normal rate there.
-
Brush:
The area surrounding the Kraal is covered with
patches of mealies, brush, scattered stones and the occasional tree.
Figures move at normal rate through this area, and gain soft cover
if kneeling or prone in the brush. If playing by marking an area as
brush, prone figures in the brush may not draw line of sight, or been
seen, through more than four inches of brush. If the brush is
represented by small clumps of model brush, line of sight should be
determined using actual line of sight.
-
The Kraal:
The six buildings of the Kraal are sturdy mud huts with few windows.
-
Open ground:
All unmarked areas of ground and the donga should be
sparsely populated with boulders, small clumps of brush and
occasionally small trees to offer some cover. The areas should,
however, be mostly open ground. Any figures behind rocks or trees
should, of course, be allowed hard cover.
British Game Information
Victory Conditions
Escape off the North side of the table, taking as few casualties as
possible. If five or more British figures (including the guide), or
the Prince Royal, are killed or left behind, the game is lost.
Setup
The British forces set up at point A on the map, next to their
horses, with the exception of Carey, who is already mounted. Being
caught by surprise, all pistols are holstered, and all carbines are
slung.
Forces
Louis Napoleon, Prince Imperial of France
Experience: Veteran (5)
Firing Skill: Pistol (6)
Melee Skill: Sword (9), Assegai (7)
>
Equipment: Large SA Revolver (loaded), 12 reloads, Sword
Lieutenant J.B. Carey, 98th Regiment, D.A.Q.M.G.
Experience: Average (4)
Firing Skill: Pistol (8)
Melee Skill: Sword (9), Assegai (7)
Equipment: Large SA Revolver (loaded), 12 reloads, Sword
Sergeant Willis, Natal Horse
Experience: Veteran (5)
Firing Skill: Carbine (8)
Melee Skill: Fixed Bayonet (9), Assegai (7)
Equipment: Breech-loading Carbine (loaded), 20 reloads,
Socket Bayonet
Corporal Grubb, Natal Horse
Experience: Veteran (5)
Firing Skill: Carbine (8)
Melee Skill: Fixed Bayonet (8), Assegai (6)
Equipment: Breech-loading Carbine (loaded), 20 reloads,
Socket Bayonet
Trooper Abel, Natal Horse
Experience: Veteran (5)
Firing Skill: Carbine (7)
Melee Skill: Fixed Bayonet (7), Assegai (5)
Equipment: Breech-loading Carbine (loaded), 12 reloads,
Socket Bayonet
Trooper Cochrane, Natal Horse
Experience: Average (4)
Firing Skill: Carbine (8), Pistol (7)
Melee Skill: Fixed Bayonet (9), Assegai (7)
Equipment: Breech-loading Carbine (loaded), 15 reloads,
Large SA Revolver (loaded), 12 reloads, Socket Bayonet
Trooper Rogers, Natal Horse
Experience: Average (4)
Firing Skill: Carbine (7)
Melee Skill: Fixed Bayonet (7), Assegai (5)
Equipment: Breech-loading Carbine (loaded), 20 reloads,
Socket Bayonet
Trooper Le Tocq, Natal Horse
Experience: Veteran (5)
Firing Skill: Carbine (9)
Melee Skill: Fixed Bayonet (7), Assegai (5)
Equipment: Breech-loading Carbine (loaded), 15 reloads,
Socket Bayonet
Zulu guide
Experience: Average (4)
Firing Skill: Carbine (4)
Melee Skill: Assegai (8)
Equipment: Assegai (Sword), Large Shield
For this scenario, each British figure acts as an independent unit.
Zulu Game Information
Victory Conditions
Kill as many of the British invaders as possible. If the Zulus kill
at least 5 of the British figures (including the guide), they have
won.
Setup
The Zulu units set up at the positions indicated with each unit's
description.
Forces
Group 1: (Set up at position B)
Leader
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 1
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Cap and Ball Rifle, 6 reloads,
Large Shield
Zulu Soldier 2
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 3
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 4
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 5
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Group 2: (Set up at position C)
Leader
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 1
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Breech-loading Rifle, 8 reloads,
Large Shield
Zulu Soldier 2
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 3
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 4
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 5
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Group 3: (Set up at position D)
Leader
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 1
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Cap and Ball Rifle, 8 reloads,
Large Shield
Zulu Soldier 2
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Breech-loading Rifle, 12 reloads,
Large Shield
Zulu Soldier 3
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 4
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 5
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Group 4: (Set up at position E)
Leader
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 1
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Breech-loading Rifle, 6 reloads,
Large Shield
Zulu Soldier 2
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 3
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 4
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 5
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Group 5: (Set up at position F)
Leader
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 1
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Breech-loading Rifle, 10 reloads,
Large Shield
Zulu Soldier 2
Experience: Veteran (5)
Firing Skill: Gun (5), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Breech-loading Rifle, 7 reloads,
Large Shield
Zulu Soldier 3
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Zulu Soldier 4
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Assegai (9)
Equipment: Assegai (Sword), Large Shield
Zulu Soldier 5
Experience: Veteran (5)
Firing Skill: Gun (4), Assegai (6)
Melee Skill: Knobkerrie (9)
Equipment: Knobkerrie (Club), Large Shield
Special Rules
-
The Zulu units each get one free activation before the normal start
of play. The Zulu player may use these activations in any order he
chooses.
-
The sudden appearance of the Zulus and the gunfire spooked the
horses. On the first activation of any of the British figures, the
respective horse will attempt to bolt on a roll of 6 on 1D6. If this
occurs, the figure holding the horse must roll LESS THAN his
experience level on 1D6 in order to keep hold of the horse. If
Carey's horse bolts, and he fails to control the horse, he is thrown
from the horse AND the horse bolts. Any horse which bolts will
gallop at full speed for the North edge. In any case, the horses
will be difficult to mount. For each attempted mount, the figure
must roll LESS THAN his experience level on 1d6 in order to mount.
Mounting a horse taken 1 action whether successful or not.
Aftermath
Terrified by the noise, Rogers' mount bolted, and he got off only one
shot before being stabbed by an assegai. Carey, already mounted,
followed by Willis, Grubb and Cochrane, galloped straight for the
donga. Abel managed to mount, but was shot in the back and fell. Le
Tocq dropped his carbine, dismounted to retrieve it, and remounted.
As he fled he saw Louis running alongside his own horse, trying to
get into the saddle. Gripping his saddle by the holster and running
with the animal, the leather tore and he fell.
As
the horse ran, it's hooves smashed his right hand. Seven Zulus
approached and Louis, his sword missing, drew his revolver
left-handed and ran to a low mound. He was struck in the thigh by a
thrown assegai, which he pulled out. Assegai clutched in his injured
hand, he charged the Zulu, firing his pistol twice. He missed, and a
second thrown assegai stopped his charge. The Zulus advanced and
were seen stabbing over and over again.
When his body was recovered, Louis was found to have seventeen stab
wounds, all in front.
Lieutenant Carey was court-martialed for Misbehavior Before the
Enemy, but was eventually cleared of the charges.
Notes on Uniforms
Louis Napoleon wore the uniform of the Royal Artillery: blue patrol
jacket, blue serge trousers with a single red stripe tucked into
black gaiters, and the foreign service helmet.
Staff officers, too, favored the blue patrol jacket and so Lieutenant
Carey was probably dressed in similar fashion.
The notes in my reference book are unclear as to the uniforms of the
Natal Horse. The troop was formed from the colonial officers and
NCOs of the disbanded 3rd Natal Native Contingent, but whether they
maintained the same uniforms from their prior service or not is
unclear. I would suggest using the uniforms of the Colonial Mounted
Infantry: foreign service helmet, scarlet serge frock coat, blue
trousers with a single red stripe, and an ammunition bandoleer in
place of the infantry's belt pouches.
Source
"The Zulu War: A Pictorial History", Michael Barthorp.
Blandford Press, Ltd. 1984, London. ISBN 0-7137-1469-7.
Page last updated: January 13, 2003
Copyright ©2003,
William Scarvie
Any advertisements below are placed there by Angelfire, not by me. Companies or links advertised below do not imply my endorsement of these places. For the places I like to visit, please see my Links or Rocketry Links pages.