We have now played a couple of Zulu War games using these rules from Fireelock games, and I am quite impressed. We used their pirate rules (Blood and Plunder) for a while but there were some very fiddly bits in the rules (the card activation system confused everyone, you have to keep track of actions for each unit as well as fatigue, and the rules for ships integrated poorly with the rest of the game).
Anyway, B&S has a much simpler activation system which works well, and a very neat system of secret objectives for scenarios. It shares many mechanics with its sibling, such as only the attacker fighting in melee (sounds strange but actually works OK). First game was a draw and the second a Zulu victory, but it seems like a fairly well balanced set; both sides have a chance.