Back to Colonials
With only 4 elements of hoplites to finish the Zulus have come back onto the painting board. There are a lot of them to do...........and they are so boring! I wonder why I stopped before. Oh Well!
Not content with that much self-flagellation I purchased 2 new boxes at the Halifax shop:
HaT 8299 - Zulu War command - horrible red coloured plastic, have to be very careful when cutting figures off the sprue as it's not clear what is wanted and what's not.
Strelets M051 - Highlanders 1898-1902 - a really tough sprue to carve your way through, figures seem a bit squashed or crouched. Not certain how many Scots regiments fought in kilts at this time, nor the conflicts of such a short time-period. Needs some research methinks!
Showing posts with label Zulu. Show all posts
Showing posts with label Zulu. Show all posts
Sunday, 7 April 2013
Tuesday, 8 January 2013
Washing the Spears
Washing the Spears
I have played a number of solo games with these rules and liked them . However ....being a typical wargamer I feel the need to tinker.
The number of optional rules (towards the back) require you to build all sorts of unique units that do almost nothing. Being stingy by nature I thought that there must be another (better?) way. So here's my first attempts at 'chance' cards:


I throw 1d6 at the start of each turn and draw a card if a 5 or 6 is thrown. The card is passed to the appropriate side (red dot for Imperials, black for Zulus) or is diced for with 1d6 (1-3 to Imperials, 4-6 to Zulus). A player may use the card during his/her turn. No player can hold more than 5 cards in his/her hand.
So far this approach has added a little 'spice' without skewing the game. After a few more trials I will, no doubt, create proper cards. If any of my readers have any suggestions then please drop me a comment.
I have played a number of solo games with these rules and liked them . However ....being a typical wargamer I feel the need to tinker.
The number of optional rules (towards the back) require you to build all sorts of unique units that do almost nothing. Being stingy by nature I thought that there must be another (better?) way. So here's my first attempts at 'chance' cards:


I throw 1d6 at the start of each turn and draw a card if a 5 or 6 is thrown. The card is passed to the appropriate side (red dot for Imperials, black for Zulus) or is diced for with 1d6 (1-3 to Imperials, 4-6 to Zulus). A player may use the card during his/her turn. No player can hold more than 5 cards in his/her hand.
So far this approach has added a little 'spice' without skewing the game. After a few more trials I will, no doubt, create proper cards. If any of my readers have any suggestions then please drop me a comment.
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