It is recommended that you print the fire table found at Worthington Games. Follow the link to "downloads", and print the "Line of Sight" chart. to resolve all line of sight and firing issues. It will tell you which zone can see which zone and the firing effects.
All areas with the same letter are considered one zone. For example, there are three H areas in the storehouse, but this is only one zone H. The same is true in the hospital. There is only one L, M, N, or O zone.
Movement (and melee, bayonet charges) is prohibited across the borders 2-3, 2-L, and 3-L. Rule 2.2 states that the small unlettered building attached to the hospital is not a playable zone, so movement and fire are not allowed into, through, or out of this area.
Movement and fire is prohibited across the L-I border.
There were no entrances into the storehouse from outside the compound, so the Zulus cannot enter or melee the storehouse from outside the compound. However, there are outside entrances to the hospital, so the borders 3-O and 4-N are connected for movement, fire, and melee.
Ignore the opening in the Kraal wall between zones A and B. Treat it as a solid wall.
One British unit may carry more than one VP unit. Rules 7.9 states that it requires at least one British SP to move each VP unit. Therefore a 4 SP unit could move all four VP units, a 2 SP unit could move 2 VP units, etc.
A VP unit is eliminated any time a Zulu unit moves through or into a zone with an unescorted VP unit either through advance after melee or normal movement. The VP unit has no SPs in this case and does not stop a zulu SP from advancing after combat or moving into a zone through normal movement. However, the Zulus may melee against lone VPs, needing only one hit to kill one VP. The British may eliminate a VP unit in place of losing one SP.
VP units do not count toward stacking limits.
VP units may not enter zone H, the storehouse roof.
When the British fire, total all British SPs firing from a zone into a targeted zone and roll the dice once (or one die if using the firing tables) to determine losses. You may not make piecemeal attacks from one zone to another.
The Zulus total all adjacent zones that are attacking one zone and resolve it as one combat.
Volley fire may not pass through doors or windows.
Zulus do not block line of sight.
Units do not need to reveal SPs when hit.
Melee is simultaneous, so any melee bonus for the British (+1 over walls) applies during any British melee rolls. It does not matter who initiated the melee.
The British may melee or bayonet charge Zulu units who are outside the compound, but they may not advance.
The British get their +1 "walls" modifier when meleeing inside the hospital.
The Zulus may melee with 8 SP onto the storehouse roof (zone H) from C or F but may not advance after melee. They may not melee the roof from outside the compound.
British on the storehouse roof (zone H) may not volley or bayonet charge.
The normal melee phase is one round of simultaneous combat. A bayonet charge may occur at the option of the British player after the melee phase. Bayonet charge is a special phase after melee where the British player chooses to move his leaders with up to 4 SP each into an adjacent zone occupied by the Zulus. Bayonet charge is repeated rounds of simultaneous melee conducted until the British stop the charge or all units are eliminated on one side. See rule 12.4. Chard and Bromhead may charge together.
There is an error on the fire charts. The "42-48 SP" range should be "43-48 SP" in all tables.
Zulu units (only) may be broken down or combined at any time in a turn (movement, combat, etc.) as long as the SP count in the zone remains the same. See rule 3.9.1.
Leaders may move two spaces on their own.
A Zulu leader cannot move a second zone if its first move is over a wall.
Question: How does one use the loss and eliminated units areas?
For example, a 10 SP Zulu unit takes 6 hits and is replaced with a 4 SP unit.
Where does the 10 SP unit go?
Answer: The loss column is brought back to zero at the end of each turn.
This chart is only to help you keep track of losses during a turn. In your
example, the 6 SP that were hit would be marked in the loss chart. You
would take 6 SPs worth of blocks and place them in the box for eliminated
Zulu strength points to help you keep track of the SPs coming in next turn.