And so the game begun in the last installment continues.
|
For some reason, my parents collected African art in the 1970's. Anyhow, this Zulu should qualified as art. They gave it to me when they cleaned out their belongings before moving to Florida. "Hey, Dr. Rabuck. Can I play with your shield?" "Good God, no." |
|
On turn Three, British reinforcements arrive like the Riders of Freakin' Rohan. On the British left, a platoon of infantry and some irregular cavalry. |
|
And on the right, some NNC and a pair of field pieces. In retrospect, two field guns are crazy dangerous. |
|
Zulus on the ramparts! |
|
OK, guys. Look badass. Seriously, is that the best you can do? |
|
After two unsuccessful charges, one Zulu impi breaks through. Lt. Bromhead is killed by an assegai thrown at short range. |
|
Well, don't they make a tempting target, lads? |
|
The infantry screen the cavalry... Given their firepower, though, the men on horses aren't really needed. |
As an added wrinkle, I'm giving the Zulu side the option to pull back and regroup, bringing all dead units back into the fight. Zombie Zulus! The downside is that this will allow the Brist to regroup anywhere they want inside the compound. We'll see how this pans out.
No comments:
Post a Comment