Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/05/09 01:53:33
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Awhile back we played around with how to incorporated zombies into Warhammer 40K. This led me to create some scenarios in which zombies are an antagonist force against a 40k army. See links for old threads:
http://www.dakkadakka.com/dakkaforum/posts/list/228118.page
http://www.dakkadakka.com/dakkaforum/posts/list/231158.page
Well I have been eager to test out a zombie scenario for a while and I have finally got the time to give it a test run.
The Ultimate Zombie Scenario:
Armies: 60 zombies in 6 squads of 10 verse 300 points of squads led by a low level IC (total points must by under 100 points) and a kill team (see below) held up in a barn, house, temple, or other fortified location.
Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Game Play: The zombies come in waves in which would be represented as 3 games/assaults that end on turn 5, results from previous games carry through to the next game/assault- see Casualties. When the first and second game ends it is assumed that the good guys rally and finish off the remaining zombies in dramatic movie fashion. The last game is played to completion. The zombies’ numbers are replenished after each game. The protagonist has an elite squad outside the fort desperately searching for something that can be useful to the defenders. Deploy all the zombie units first followed by protagonist, protagonist always gets the first turn.
Fort: The defenders are held up in a fortified location. The fort should be approximately 12” by 12”. Each side has a door, consider the walls to be impervious to the zombies. Models standing within 2 inches of a wall are assumed to be making use of windows or fire holes when firing upon the zombies even if such features does not exist on the fort. Within the fort mark an addition door on the floor, the door leads to the basement. The defenders store their dead in the basement, if the fallen defenders are reanimated treated as if they are attacking the door. In the event that the door is broken down by a zombie, place the zombie(s) on top of the door marker. They are not destroyed if they deployed within one inch of the protagonist’s models simply move the enemy models to make room for the zombies. If the door is already destroy, deploy the zombie as on top of the boor as if they tore it down, but allow the zombie(s) to take their normal turn (moving and assaulting).
Doors: The fort has doors with an armor value of 9. The zombies must beat down the doors access the people within. Each wall of the fort has one door that zombies must beat down in order to enter. Any glancing or penetrating hit destroys the door. Doors that are broken in one assault remain broken in the previous assaults.
Kill Team: the team can be composed from numerous units as long as the following rules are obeyed; no IC characters with more then two wounds, no 2+ armor, no bikes/jump packs, no vehicles, only three weapon upgrades can be taken, and team is under 200 points. A kill team can be divided into smaller units as long all units have at least 3 models. The team can merge and divide during their movement phase. A the start of the each assault the team may decide if they stay with the defenders or if they brave the outside and set up after all the zombies have been placed, set up team so they are just outside the fort. The kill team may leave some members in the fort while others explore, the one condition is that the scouting unit(s) must be at least 3 strong if possible. Members left in the fort join the squads and are treated as squad upgrades in terms of targetability.
Examples of kill teams:
Witch Hunters: Inquisitor with 1 Arco-flagellant, 1 sister repentia, death cult assassin 2 battle sisters, 2 storm troops about 200 points with upgrades
Tau: 1 stealth team member, 4 fire warriors, 3 kroot, 2 kroot hounds, 2 gun drones, 2 crisis suits about 200 with upgrades
Imperial Guard: Senior officer, 1 commissar, 1 S. Psyker, 1 priest, 2 harden veterans, 1 ogryn, 1 storm trooper, 2 ratlings, 3 imperial guards
Unnoticed: The zombies besieging the fort have their attention focused on the defenders. This allows the kill team to move relatively undetected. As long as the team remains quite the rampaging zombies might not notice them and the team will be able to slip around the battlefield unnoticed. The zombie player must move his zombies in a manner that is oblivious to the presence of the kill team unless they get to close, and the team produces enough noise to attract their attention.
If a zombie moves within twice its initiative of a kill team member or if the kill team moved within that distance in their travels, the zombies spot the kill team and may react to them as normal. Zombies must move towards the fort unless they have detected the kill team. Modifiers below:
Moved: +2
Ran, or fired: +2
Drove Vehicle or Fired heavy/blast weapons: +4
COUNTERS: (place 12 numbered counters outside the fort for the kill team to locate – disperse counters as much as possible throughout the table.
1 sniper rifle – equip one model with weapon
2 Flamer – equip one model with weapon
3 med kit – designate one model to be a medic as long as this model is alive the kill team/joined squad may ignore one failed armor roll a phase.
4 Demo charge – one use only equip model
5 Anti-Zombie Chainsaw – equip one model rules below
6 Modified-Heavy Bolter – equip model
7 Gas Canister - Equip one model one use only
8 Building supplies – allows one door to be rebuilt
9 Building supplies – allows one door to be rebuilt
10 Zombie Survival Guide – kill team’s shooting and combat attacks count as rendering
11. Survivor – One imperial guardsman joins kill team. Armed with lasgun.
12. Vaccine – One use only: one model completely recovers after being “kill” last assault. Use before rolling.
Anti-Zombie Chainsaw: Two handed Strength 6 combat weapon,
Loud: Using chainsaw creates as much noise as firing a heavy weapon
Modified-Heavy Bolter: weapon user can move and fire
Gas Canister: This allows one model to refuel a jeep that has been immobilized due to running out of gas. Model must move into contact with the vehicle as if assaulting. After spending one combat phase in contact with jeep it is refueled – treat as if the vehicle has not moved, it gets a fresh start.
CASUALTIES: Squad models “killed” during game play are not necessarily dead – they might not be alive either. Models killed in a previous assault roll a D6. Multi wound characters regain their lost wounds as they have time to patch themselves up between assaults.
1- Dead – model is removed from further games
2- Dead and Infected – model is removed from army – Arrives as per reinforcement rule as a zombie from a basement. For dead kill team members that were killed outside the fort mix them in with one of the zombie squads.
3- Infected - Played as normal, but zombie player zombie player rolls for them as if they were reserve if they arrive the model becomes a zombie which can move and assault as normal.
4-6 Alive and well - The model completely recovers and is able to fight.
Swamps: Swarms are difficult terrain to infantry, dangerous terrain to vehicles. In addition to counting as difficult terrain to infantry, models count difficult rolls that surpass their armor save value as that value. Space marines will not be able to move or assault a distance past three inches. Zombies count as wearing 4+ armor for movement purposes.
JEEP: A civilian vehicle left behind when the zombies moved in, it has a heavy studder mounted on its frame. It has a transport capacity of 12 but one model must be designated the driver, and one model can be designated a gunner for the heavy studder.
Heavy Studder: Range 24 strength 4 AP6 Heavy 3
9/9/9 transport (12), fast, open - topped
If the jeep did not or could not move the zombies may assault the crew, combat on the Jeep is worked out as if jeep was cover. If the jeep is destroyed the crew is not immediately killed if they can’t safely disembark from the vehicle. Instead leave the models on the wreck and have them fight their way free from the zombies.
Run down: Zombies don’t know to get out of the jeep’s way when it comes baring down on them, and in fact they tend to run into the vehicle. When the vehicle moves through a zombie unit move the zombies to the side to free a path for the vehicle. The drive gets to decide if he is attempting to avoid the zombies or plow down as many as he can.
Evades: D6 zombies are hit by the vehicle, they take a strength 5 power weapon hit.
Plows: 2D6 zombies are hit by the vehicle, they take a strength 5 power weapon hit.
Every zombie hit inflicts a strength 3 hit on the vehicle, making running down zombies dangerous for the crew and jeep.
Out of Gas: Every time the kill team drives the vehicle roll a D6 if the roll is equal to or over then the total amount of times the vehicle moved during the game it continues to function as normal. If the roll is less then the total number of times the vehicle moved the vehicle may travel as normal but becomes immobilized at the end of its movement.
Zombification: When one of the squads becomes a zombie the simplest way to handle the transition is just play the model as a typical zombie but it may be more fitting to use the stats below:
X = same state as model
Turned Zombie: WS 3 BS 0 S X T X (X+1) W X I X A 2 Sv. X Ld 7
Fearless, shambling, feel no pain,
Example:
Zombie ork: WS 3 BS 0 S 3 T 4 (5) W 1 I 2 A 2 Sv. 6+ Ld 7
Fearless, shambling, feel no pain,
Zombie Space marine: WS 3 BS 0 S 4 T 4 (5) W 1 I 4 A 2 Sv. 3+ Ld 7
Fearless, shambling, feel no pain,
Sniper Rifles: firing sniper rifles does not count as firing a weapon when rolling for in terms of generating noise, the weapon also does not allow the target a feel no pain save.
Robison Crusoe: Being the sole survivor of a zombie apocalypse might cause someone to be a little off. Place him in an elevated location of in relative safety. Instead of welcoming the kill team as potential rescuers he attacks them as invaders – he is controlled by the zombie player.
Crusoe WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 01:58:25
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
FORCES
Protagonist:
Defenders: The fort bound defenders are lead by an officer with attendant staff. He has a 7 man squad of stormtroopers two with plasma guns lead by a veteran armed with a thunder hammer and plasma pistol and a guardsman squad equipped with an autocannon and flamer under his command.
Kill Team: 7 Harden veterans armed with lasguns, 2 Death cultists, and 2 combat-servitors. Note that the veterans are modeled with weapons that they may acquire during the game and despite their appearance they start the game with lasguns.
Zombies: 180 zombies and one lunatic classified as Robison Crusoe.
Deployment: Zombies deploy first 6 units of 10 from the table edges. Robison Crusoe is stationed in his secure tower. The protagonist places their units with defenders inside the fort and the kill team exiting the fort to begin their scavenging. The officer and his staff are position in the Northwest corner, the stormtroopers are stationed in the northeast corner, and the guardsmen were stationed in the southern wall with one combat-servitor joined to the squad. The kill team exited the fort in the southwest direction. An abandoned jeep was seen in the east and a tower with a human occupant located in the northeast. 12 Counters are scattered throughout the battlefield.
Assault 1 to follow
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 02:10:23
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
ASSAULT 1
Turn 1
Protagonist:
Kill team moves to a counter and claim Building Supplies. Stormtroopers fire upon zombies nearest the tower, one was destroyed by plasma and another was cut down by hellgun shots. The guard squad tries to assist the kill team by thinning the zombie horde nearest them but the autocannon fails to land any hits. The officer attendants also fail to inflict casualties on the zombies coming from the west.
Kill team runs toward the jeep reasoning that extending their distance between from the shambling zombies was worth the additional noise they were generating.
Zombies:
The kill team was just outside the southwest and west zombies detection radius so these two units proceed to the fort oblivious to the kill team. All the other zombies units shamble closer to the fort. Robison Crusoe does not have sight to the kill team so no action by him is taken.
Turn 2
Protagonist:
The Kill team decides to move in to take the counter, reasoning that the jeeps fuel needs to be conserved for the time being, this is a fairly risky action as ten zombies are blocking the item. Guard squad attempt to lighten the kill teams burden but only one zombie falls from a hit by the autocannon.
The Officer ordered his squad to fire at closest zombies with no effect. Guard fire at the zombies nearest the kill team but only claimed one from the autocannon. Stormtroopers continue to fire on the zombies approaching from the east. The kill team charges the 9 remaining zombies with the death cultist killing 3 zombies and the veterans killing 1. The zombies fight back taking out one of the veterans. The combat-servitors strike out crushing 2 of the zombies. Two more zombies are pulled down and dispatched by the kill team thanks to the no retreat rule- one zombie remains.
Zombies:
All zombies move towards the fort. The one zombie in combat is slain by the death cultists. Kill team consolidated on to the counter and picks up a demo charge.
Turn 3
Protagonist:
Kill team move towards the fort to assist the defense effort. The guard rapid fire on zombies approaching them but only inflict one kill. The stormtroopers fire at the zombies nearing the eastern side of the fort, 3 zombies fall but one of the plasma gunners suffers a critical overheating of his firearm and is taken out by the malfunctioning gun. Officer’s squad kills one zombie as they close in on his position.
Zombies:
All zombies move toward the fort, some get close enough to attempt to assault the fort’s doors. Two zombie units attack the western and northern door, both packs manage to break down their obstacles and open the fort on two fronts.
Turn 4
Protagonist:
Kill team moves to intercept the zombies who just broke down the western door. While the guardsmen reposition themselves to attach the zombies who broke down the northern door. Storms rapid fire at zombies approaching from the east and kill 3. Guardsmen kill 3 zombies with their flamer and the sergeant dropped one with his pistol. The officer and kill team charge the zombies on the eastern door while the guardsmen charge the zombies from the north. The eastern conflict claims 4 zombies one guardsman and one veteran. The other combat sees two dead zombies by the hands of the combat-servitor and two dead guardsmen.
Zombies:
The deplete zombie squad to the east charges the door but fails to bring it down while the zombie pack coming from the south charges the southern door and succeed in smashing it down. The kill team and officer finish off the zombies to the west with the lost of a veteran from the kill team and an attendant.
Turn 5:
Protagonist:
The stormtroopers turn to meet the zombies who just broke down the southern door. The officer deep fried one with his plasma pistol and led his squad into combat. The kill team and officer charged a group of zombies that just slugged their way through the a large swamp and 7 zombies where dispatched with no causalities of their own – the rest were pulled due to no retreat. The storm troopers had problems with their zombies and lost 3 of their number while the zombies only lost 2 of theirs. The guardsmen killed 3 zombies but lost 2 of their men, one more zombies was removed due to no retreat.
Zombies:
Robison Crusoe finally gets a target in range and takes a shot at the kill team but misses. A lone zombie continues to claw at the door without success. Stormtroopers kill two zombies and pull down another without any losses on their part. The guardsmen can combat-servitor finish of the their zombies. The assault ends and the protagonist quickly finish off the few zombies remaining.
Conclusions:
The first assault I didn’t use the kill team to their full advantage and probable should have concentrated on acquiring counters, only claiming 2 of the 12. Splitting up the team to scavenge more land would have been a better way to utilize them, than again that zombie pack they wiped out would have been very damaging if it was allowed to reach the fort with the others. I decided to leave the jeep alone because it was a finite resource and I wanted to be able to have it when I really needed it – probable a wise decision.
Having gain building supplies I rebuilt the southern door. Armed with a demo charge I have the capacity to wipe out a full squad of zombies – something I intend to do next assault. Having seen the zombies nearly overpower the defenders I know it is unlikely that the defenders can handle 6 approaching zombie mobs. So, it comes to the kill team to both claim counters, and to remove at least one zombie mob and impede the others.
Robinson Crusoe is going to be a problem as well, in the first assault he was only able to fire off one shot, but now in order to reach counters I am going to have to expose the team to his rifle – a well-placed shot from him could cripple the jeep in the middle of zombie country or pin the kill team down so the zombies get a stationary lunch. I am hoping the heavy stubber will be able to deal with him.
Casualty count: I rolled remarkable well for recovery
Dead: one storm trooper and one of the officer’s attendants
Dead and Infected: one guard
Infected: one of the officer’s attendants
Full Recovery: 3 harden veterans from the kill team, 2 storm troopers including the one carrying the plasma gun, and all 5 of the guardsmen.
Assaults 2 and 3 to coming soon
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 05:46:31
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Fresh-Faced New User
|
This looks like it was a blast to play.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 06:20:38
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
|
Nice work here Grunt13,the rules you've come up with seem good & the scenerio is very cool..liking this alot.
|
"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.
 I am Red/Black Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 07:18:15
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Steadfast Grey Hunter
|
cool idea i got to try this out
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 09:51:02
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Slaanesh Chosen Marine Riding a Fiend
|
Ahahahaha, this seems absolutely hilarious! Excellent work.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/09 16:26:16
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Boom! Leman Russ Commander
|
Looks like an awesome scenario, might work even better with necromunda rules, where you have such stuff as jamming/out of ammo weapons, different stats for lots of small-arms etc, it is a rule-set that is made for smaller skirmishes, and as such would probably fit better. Of course that would complicate stuff and demand more of the player
Anyways, keep the reports coming, looking great this far
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/10 18:39:31
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Assault 2
Deployment.
The defenders set up the same as before but with an addition of the another combat-servitor joined to the officer’s squad – I believe the servitor will be more needed there based on the zombies progress during the first assault.
Kill team is split into two units. One unit is composed of the two death cultist and four harden veterans this team is Kill Team 1. Their job is to get to the jeep and use it to their full advantage by running down zombies, acquiring counters, and taking out Robinson Crusoe. Kill Team 2 is composed of 3 harden veterans one armed with the scavenged demo-charge. Their task is to remove one full unit of zombies and hunt for counters while avoiding the other the zombies. A bad scatter for the demo-charge could be the end for this team so they are kept small and expendable.
The zombies are station coming in from all directions stating at the table edge. The have one dead infected in the basement and one member of the defenders that could turn any minute.
Turn 1
Protagonist:
Kill team 1 heads toward jeep and kill team 2 moves toward nearest counter picking up the anti-zombie chainsaw. The stormtroopers use their targets to the range on Crusoe only to find him just outside their reach. They fire at the northern zombie pack and kill two thanks to the plasma gunners. The guardsmen fire at the zombies by the jeep but missed due to being out of range. The officer’s unit is also out of range of the zombies they wished to target.
Both kill teams run, kill team 1 runs closer to the jeep and kill team 2 runs toward a small swamp to distance themselves from the zombies or impede they if they were to pursue.
Zombies:
Most zombies surge toward fort. Zombie packs are dangerously close to both kill teams. Crusoe is just out of range of kill team 2.
Turn 2
Protagonist:
Kill team 1 moves towards and boards jeep with death cultists taking up the driver and gunner position. The jeep pulls and drives into the zombie pack in the northwest. The driver was attempting to evade the zombies but scored six hits that killed 4 zombies. The jeep becomes shaken by the impacts of the zombies’ bodies. The officer’s unit attempts to further reduce the zombies numbers by firing at the unit the jeep struck but failed to wound the zombies.
Kill team 2 throws demo charge at zombie pack and scores a direct hit. Eight zombies are removed with only two remaining. The guardsman fire at the zombies approaching from the south, but their shooting was not effective. Stormtroopers fire at zombies approaching from the north and kill one, but suffer a casualty due to over heating plasma. Kill team 2 charges the shell-shocked zombies and succeeded in cutting one down with the aid of the newly acquired chainsaw. The team remains in contact with the single surviving zombie.
Zombies:
Reserves: none.
Eastern zombies move toward kill team 2 who were just in the 14inch detection range – most have been all the noise they generated with the demo-charge and all. A pack of zombies drawn by the noise advance towards the jeep placing the vehicle bound kill team in-between to groups of zombies who are alerted to their presence. Crusoe seeing the jeep crash into a pack of zombies attempt to line up the vehicle in his sights, but finds his target just outside his gun’s range. Two zombie units assault the jeep despite the vehicle’s velocity they managed to tear off the jeep’s heavy studder and rock it violently.
Turn 3:
Protagonist:
Jeep moves evasively through one zombie squad hitting 3 and killing 2 of the ghouls. The jeep is unharmed by the zombies and the squad disembarks and picks up a counter located by a scare outcrop of trees. Counter turns out to be a survivor who joins the kill team.
Kill team 2 travels south and picks up another counter – which happens to be the zombie survival guide, kill team 2 attacks know counter as rendering against zombies. Guardsmen throws open the door and pours out to face the zombies approaching from the south. Its flamer kills one of the zombies despite blanketing most of the mob. The stormtroopers only succeed in killing one zombie and the officer’s unit was unable to wound with its lasguns.
The guardsmen assault the zombies the combat leaves 4 zombies and 3 guardsmen dead with the combat-servitor accounting for two kills.
Zombies:
Reserves: Dead stormtrooper in the base awakens in the basement.
All zombies move toward the fort disregarding the kill teams. The survivor that was incorporated into the kill team jerks back and falls, Crusoe has found his mark. Luckily for the survivor her armor shielded her from the lethal shot.
The zombies fail to inflict wounds on the guardsmen whereas 3 zombies are slain by the guardsman. The zombified stormtrooper breaks down the basement door and emerges from the basement gazing at his former squad.
Turn 4
Protagonist:
Kill team 1 jeep passes its fuel roll and swings around to pick up a counter (vaccine) and plow into a 5 strong unit of zombies, 5 of the undead are struck and 4 are killed. The jeep handled the ordeal without significant damage. The officer’s unit gunned down the one remaining zombie. Kill team 1 fires into the zombies by the western door and succeed in killing one. Kill team 2 stands ground and fires into the zombies approaching the eastern door and killed 2, the survival guide is paying off. The stormtroopers fire at zombies approaching the northern door killing one, the sergeant’s plasma gun overheats, but he was shielded by his armor.
The zombies engaged to the guardsmen kill one of them, but they are wiped out by the squad who then consolidated back into the fort.
Zombies:
Reserves: The infected attendant turns
All zombie units move towards fort. The infective stormtrooper charges his former unit the same time one of the officer’s turns on his comrades with a feral snarl. Crusoe found the jeep out of range yet again.
Bad rolling for assault movements meant that none of the zombie squads could assault this turn, but the two infected former protagonist charge their former teammates. The officer cut down the infected man before he could cause any harm to his former friends. The stormtrooper sergeant killed the zombie stormtrooper who was unable to penetrate the squad’s armor.
Turn 5
Protagonist:
Kill team 1 pass their fuel test. The team makes a daring move that takes them across the northern side of the fort and plows through a unit of zombies that the stormtroopers were combating. The jeep was heading towards a counter. The driver only manages to hit 5 zombies and crushed the 4 of them. Jeep becomes shaken due to the bombardment of rotting bodies. Team picks up a flamer which is then handed to the survivor.
Officer and guardsman reposition themselves to charge their respective zombie packs. Kill team 2 moves up closer to the fort. Kill team 2 rapid fires into the zombies to the east and kill one. Stormtroopers kills the last 2 zombies by the jeep, but suffer a plasma related death. The guardsman flame and charge their zombies.
4 of the Guardsmen fall to the zombies including their sergeant with only 2 zombies falling, the team just barely passes their break test. Officer cuts down 3 zombies with his power sword. The zombies strike back wounding the officer and taking out one his staff. The slow moving servitor crushes 2 more zombies, one more is pulled down by the squad (no retreat) leaving 3 zombies left in the combat.
Zombies:
Crusoe despite having a clear shot at the jeep misses the vehicle. Zombies fighting the officer’s squad are destroyed after inflicting another wound on the officer. The entire guardsmen unit save the combat-servitor are taken out by the zombies. The half man- half machine crushes the zombies and passes his leadership test. At which point the assault ends and the kill team adds in the remove in the last of the zombies.
Casualties:
Vaccine used on one plasma gunner storm
Dead: one attendant 2 guard
Dead and infected: one normal guard, heavy weapon loader
Infected: plasma storm, one guard, heavy weapon gunner
Alive and well: 5 guardsman including sarge, and flamer
conclusions:
My kill team is looking good with their acquired weapons, having the jeep parked right outside their fort for easy boarding, and the zombie survival guide providing them rendering against the ghouls. My kill team has been very durable so far they even increase their numbers by one. For the third assault my team is going to be recombined into one unit and be a dedicated zombie hunting force. I managed to conserve my jeep as a viable tool and with any luck I will be able to pick up a fuel container. This is the last assault so there is no point in holding anything back.
Assault 3 to follow
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/10 21:36:19
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Boom! Leman Russ Commander
|
Looks like awesome fun, looking forward to the last assault.
I think you could include a random number of assaults to give the zombie player some additional choice. In an ancient white dwarf I own, there was a scenario like this, just with orks vs. IG.
Rules adapted to this scenario could be something like this:
Zombie player secretly write down at the start of the game how many assaults he will launch. He can launch from 3-5
If he launches 3, he gets an additional 4 units as reserves
If he launches 4, he gets an additional 2 units as reserves
If he launches 5, he gets no additional units
Reserves come onto a random table-edge when one unit is destroyed (WoN-pretty much)
You could maybe also include some random element to what kind of zombies you will be fighting, something like this:
Before each round, the zombie player rolls six times on this chart to see what his wave will consist of:
1-4: 10 zombies
5: 5-ish zombie hounds (beast movement)
6: Big stuff
Big stuff (either random or you can only choose each option one time in a game):
2 Lurkers: Deep strike or infiltrate, move through cover, quite fast, high I, good in combat - ie. those zombies climbing the roofs & jumping around in resident evil
1 Tanker: High T, many W's, MC?, really slow, I1 etc - something like the zombie version of the GuO, of course with much lower stats
3 Big zombies: like the LatD guys, without shooting, zombie ogryns
1 Zombie boss: some kind of smart zombie, shooting weapons, maybe heavy stubber - assault version, can spot killteam as normal and direct zombies towards them?
Really like your use of markers, gives the defender something to do other than just sitting still and firing. My suggestions is so that the zombie-player get something else to do than just wander slowly into the firing, the different units and unknown element of the game length adds another layer to the game
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 04:35:57
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Stubborn Dark Angels Veteran Sergeant
Ontario
|
You need to add some way to make the Zombies more fun to use. This game could be played with one person with similar effects as the Zombie Player doesn't do anything other than move his models towards the fort or the kill team if they get within range. That smart zombie idea seems really good, kinda like the black zombie from Land of the Dead.
|
DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 04:49:24
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Illumini wrote:Looks like an awesome scenario, might work even better with necromunda rules, where you have such stuff as jamming/out of ammo weapons, different stats for lots of small-arms etc, it is a rule-set that is made for smaller skirmishes, and as such would probably fit better. Of course that would complicate stuff and demand more of the player
Anyways, keep the reports coming, looking great this far
I played scavvies in nercomanda so I bought zombies into every game, I think there was one zombie scenario in which you had to flee the board when surrounded by plague zombies. You make a good point, but I designed a game for 40K with the protagonist having the option of being space marines, eldar, or tau. It would be fairly easy to incorporate my rules into a necromanda game – but I don’t see many people subjecting their gangs to that kind of assault. See the first link thread in my original post for my nercomanda zombie stories.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 22:07:56
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Assault 3 and final assault.
Deployment:
Zombies are placed around the table as before. Kill team is now a single unit deployed by the jeep parked outside fort; combat-servitors remained in the fort stationed with the officer’s unit and guardsmen. With 2 dead and infected and 3 walking infected the team is going to have to deal with a lot of attacks from within. The stormtroopers and guardsmen swap their positions.
Turn 1:
Protagonist:
The reunited kill team jumps aboard the jeep passes their fuel test and rush off to pick up a counter which turns out to be a sniper rifle which is fairly useless at this point in the game. The infected heavy gunner takes aim at he tower and fires away at the dancing figure. Despite his fortified location Crusoe is reduced to a red mist. In a great showing of marksmanship the stormtroopers kill 5 of the zombies coming in from the south. The kill team drives by the nearest zombie pack and kill 7 thanks largely to their rendering hits. The officer’s unit failed to accomplish any damage with their shooting.
Zombies:
All the zombies move toward the fort save the remaining three, which attack and stun the jeep.
Turn 2
Protagonist:
Kill team leaves the jeep and moves toward a counter and pick up a med kit. The squad finds that 2 of its veterans have a range on a pack of zombies in the southeast and kill one. Stormtroopers kill one of their zombies and both the officer’s unit and the guardsmen fail to cause any damage to the zombies.
Zombie turn 2
One zombie guardsman emerges from the basement the same time heavy gunner turns himself the two zombies attack their form unit. Two zombie units, one greatly reduced due to the kill team, close in one kill team but fail to get decent assault
The two newly made zombies assault and kill two guardsmen but are promptly crushed by servitor.
Turn 3
Protagonist:
Kill team jumps aboard jeep and guns it to the counter by the through the mess that was once Crusoe hoping for a fuel as they just failed their fuel roll. – Modified heavy bolter. The stormtroopers fire at their zombies killing, 3 but loss their uninfected plasma gunner due to overheating. Other shooting did nothing.
Zombie:
The infected plasma gunner drops his gun and turns on this fellows, the same time a zombie climbs up from the basement. All units move closer to the fort. Stormtroopers dispatched the zombie with no wounds and the basement zombie is killed by one of his former pals.
Turn 4
Protagonists:
Kill team no longer has the jeep to rely on; they disembark and move toward unit of 3 zombies. The defenders all move and charge their respective zombies. The kill team charges the 3 zombies and move closer to the fort. The stormtrooper’s sergeant kills one zombie with a shot from his plasma pistol. Storm troopers round the fort and attack on mob from behind, the guardsmen charge zombies to the north and the officer’s unit charges the zombies to the west.
The death cultist choke and 2 of the vets die because of it, the 3 zombies are then wiped out. The guardsmen kill one of their zombies while the zombies could get through their armor (5 armor saves). Officer kills two zombies who fail to wound his unit; the servitor kills 1 and 2 more die due to no retreat. Stormtroopers were wiped our by the zombies with no wounds to the ghouls.
Zombies:
Two zombies stumble into the middle of the fort from the southern door. One large zombie mob advances towards the kill team. The officer is not stuck in between two zombie mobs; they swarm around the small unit. The zombies kill all the guardsmen save 2 who break and flee to the fort. The Officer’s unit loses its servitor and attendant, leaving only the officer in the middle of a zombie swarm.
Turn 5
Protagonists:
The fleeing guardsmen are caught between the zombies and are torn to pieces.
Guardsmen are torn apart by zombies. The kill team advance towards the large zombie pack to their south. 2 of the zombies die to the flamer, 1 to the heavy bolter, and the team charges. One dead veteran later all the zombies are wiped out. The kill team consolidates into the fort to engage the zombies still feasting on the unfortunate guardsmen. Commander kills 2 of the zombies but is pulled down by the large pack of ghouls.
Zombies:
The 2 groups of zombies merge and charge the kill team. The two groups that were fighting the officer merge and move into the fort, but are blocked by the other group of zombies from charging the kill team. 10 zombies assault the kill team and kill the heavy bolter and sniper bearer. All the zombies are killed in return.
Turn 6
Protagonists:
The kill team moves toward the large zombie group. Flamer kills 6 zombies and group charges. The death cultist cut down 4 ghouls and the two remaining veterans kills one more. The one wound the zombies land is annulled by the medic. 2 more zombies are removed due to no retreat.
Zombies:
The remaining zombies are removed by the kill team who succeed without taking any wounds. Only the 2 death cultists and 2 veterans are left.
Conclusions:
Conclusions hard to write this off as a victory considering that the defenders died to a man while the kill team is now only four members strong. I gambled on the counter by Crusoe’s tower being the fuel container and lost. I could have used that movement to mow down some more zombies and probably saved the defenders with my kill team I just got greedy.
I liked how the game played out; I might try to out with my Emperor’s Children and harlequins. I am considering giving Crusoe more options and maybe some minions to undermine the kill team, but it seems that the game is hard enough on the defender. Hard to measure the actual game length, as I was stopping a lot to take pictures and take notes. Probably about 40 minutes.
General conclusions
1 If given the choice always ally yourself with a ninja
2 In a zombie infested hellhole you are safer wandering around then sheltering yourself in a fortification.
3 If you find yourself in a hazardous situation with a lunatic – kill the lunatic as quickly as possible.
4 Acquiring counters is really the best method of stopping the zombies it’s a handful of you verse 180 of them, the weapons and tools are essential to stopping them.
5 The one counter you really want (fuel container) will be the last one on the board
6 Running over zombies despite the risk is very satisfying. My largest regret was not just plowing into a full squad of ghouls with the jeep.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 23:25:51
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Unrelenting Rubric Terminator of Tzeentch
|
Just kinda curious, but what would a CSM/SM team look like? With your HQ at 100 points, CSM can take a naked Lord, and SM can take a Techmarine.
|
DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 23:27:51
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
RustyKnight wrote:Just kinda curious, but what would a CSM/SM team look like? With your HQ at 100 points, CSM can take a naked Lord, and SM can take a Techmarine.
They're might be some flexibility in that regard. I just made the rule about a low point leader in put emphases on the squads.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/11 23:45:28
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Unrelenting Rubric Terminator of Tzeentch
|
That looks like a lot of fun, curious though, are you playing with yourself (pervs)? The rules do look kinda automated for the zombies. I'm thinking that I may try this using zomby bugs.
As far as squads go, I'm looking at CSM, and the best I can do is an eleven man kill team, including a Psword champion, and fourteen men defending with a naked lord. I'm contemplating trying to find a fan-made LatD codex with two wound CSM champs.
|
DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 01:33:25
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Speedy Swiftclaw Biker
Edinboro, PA
|
This was definitely an entertaining read. As a big fan of Left4Dead and zombie stuff in general, I would like to give this a try myself. It was a good idea that appears to have come out well and with a bit of tweaking could be a really good time. I think it would be interesting to add in special zombie classes a'la L4D to give the kill team something to think about. And perhaps zombie marines in the last wave? Scary!
|
"...and so nothing can end or die that has once had a place in Time." --Susan Cooper, Silver on the Tree
---Begin Dakka Co...wait, what's that? WAAAAAGH! *chop* Ey, boyz, dere's somefink on dis screen!
DR:80S++G+MB+I+Pw40k08+D++A++/fWD-R++T(T)DM+
Oy! Gerrof dat! *smash* End Dakk..a...fzk---
Rolf Silverfang's Great Company
Kharn the Betrayer and his Delightful Companions
Warhost of the Summer Sidhe |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 03:22:05
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
While testing the game I played both sides. I decided to keep it simple in regards to the zombies. If I allowed for variety it would stop being a game about survival and more of a of an outright battle, besides I am a traditional zombie kind of guy – I don’t like all the new types created by video games in order to add variety. To me a zombie is a zombie. By adding different creatures with shooting abilities, sneaking abilities, or increase power and durability I would have to reduce the numbers of the attacking zombies to even out the game and I wanted hordes of traditional zombies. Although using Darkreaver55 suggestion and adding a few zombified space marines, orks, or other aliens is appealing. The game is difficult enough for the kill team without giving the zombie options of a leader who could hunt down the kill team, it would have severely unbalance the game which is already geared against the protagonist. Plus the zombie player has as much if not more control of his units as the opponent to the kill teams in the 4th edition kill team missions. I am fairly happy with the noise generation/detection rule, I might extend upon it. There were times in which the zombies heard the kill team but elected to proceed to the fort – no rule that they have to react to the kill team after all. Crusoe and the infected rule were incorporated with the desire to give the zombie player more options of play in a fluffy way. I could extend the role of Crusoe and maybe give him more option (traps?). He was someone who had a big impact on the game in terms of giving the protagonist something to worry about. One shot from him could have pinned the kill team or taken out he jeep. But, like I said the game is geared against the defenders. I am already thinking of adding more counters that might be things like land mines, tripwire bombs, and maybe a something to distract the zombies. I really can’t give the zombies anything without giving something to the protagonist as well. And I want them as small fairly unequipped squad not a bunch of decked out super warriors. I have thought about adding feral packs of dogs that would flee from zombies but attack the kill team and defenders if able, I would have it that they would not be able to damage doors and vehicles so as long as the fort is intact the defenders are safe from the dogs. I also really wanted to throw a daemon host in there but I really couldn’t fit the host into the game without it dominating it.
|
This message was edited 1 time. Last update was at 2009/05/12 17:51:01
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 09:31:21
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Apprehensive Inquisitorial Apprentice
The Labyrinth
|
So, myself and my roommate played a game under this scenario, it just concluded as I post this. I can't give a full battle report, (we were mainly trying to have fun, and I do have faulty memory) but here's the outline:
My army(Blood Angels): 1 Brother Corbulo, 2 tactical squads whose sergeants possessed power weapons, and plasma pistols, and one trooper with a flamer.
And a 5 man death company with Chaplain Kill team.
IN retrospect, I picked a pretty dang good CC list, against an army with only CC, so some of the results were predictable.
But, turn 1 my death company with chaplain went on a gather resources/murder zombies mission, while the rest of the army sat in the fort, and fired. By the end of turn 5 of the first assault, the zombies had battered down A door to the fort, and had maybe 20 zombies remaining.
(This was mainly from a combination of rolling an average of 6-7 rending/power hits on any unit the death company charged, and my roommate's horrible luck with dice. For the first two assaults, his average run/move roll was ~3")
Assault 2, I realized I was destroying him, so I focused on some lesser objectives. I grabbed the jeep, drove it through a squad or two, shot at Robinson Crusoe (my apartment's favorite aspect of the game, btw.) etc. By the end of turn 5, I had lost, total: 2 doors, 1 normal tactical marine, and my Chaplain. he rolled on the 'recovery table' and got a dead and infected chaplain, and an infected normal marine. This marked the beginning of the end.
Assault 3, he failed less than a quarter of any Feel No Pain roll he had to make. Further, I made things slightly easier, by charging my defenders out to fight the the zombies. (Fluff-wise, I argued that an army now consisting entirely of models with Furious Charge would decide a final crushing assault to be the best plan. My results? Between my opponent's regained luck, and my own tactical handicaps, by the end of the game, he had won, with about 6 zombies, my corrupted chaplain, and Robinson Crusoe.
Here's what we first disliked:
1 The zombies' low initiative makes it very difficult for them to do things against any assault unit with higher initiative. By the time they can attack, more than half the unit is dead.
2. We were mildly concerned as we played, about options you might not have considered. For instance, an upgraded carnifex, with, say bonded carapace, and two sets of rending claws, a mere 111 points, can't be harmed by the zombies. Now, we understand, carnifexes aren't exactly in the spirit of the scenario, but a simple clarification on the types of "squads" that you can take for the 300 points would make them outright uninvited.
3. I don't own the LatD codex, and my perusal of the internet did not tell me what, exactly, shambling meant. we ruled it as simply slow and purposeful, so if we were wrong, well, that probably affected things.
4. The number of 'odd' rules. Every turn or so for the first and second assault, we would be checking the scenario rules, or unit rules, to see how this thing or that thing interacted. like, if we assault a unit in the jeep, is that unit locked in combat? Can Robinson Crusoe see into the house and shoot at the people inside?
Here were things we did notice/enjoy:
1. As evidenced by how the game played out, we liked the "you only need to mess up once" feel to some of the rules. I lost one chaplain, and it hobbled my death company, and set a powerhouse loose in my own base. You can shoot a thousand zombies, but all it takes is one to get you.
2. The flavor of the scenario is simply fantastic. We loved the idea, we just hated watching zombies and thinking of them as the underdogs.
3. This will sound hypocritical, but we liked a good deal of the odd rules. Running over zombies in a jeep was awesome, and we couldn't stop making jokes about "Mean Joe Green", the infected Space Marine.
Some thoughts we had:
If you didn't want to stop the carnifex from coming (and personally, I don't support excluding units without really good reason) maybe a small rules change on the zombies could compensate. For instance, giving them a poison (5+) attack. After all, this is the zombie plague we're talking about. Most movies I watch have any bite being fatal. In fact, we're in support of the 5+ poison regardless of the carnifex solution. But giving that swarm of zombies with a total of 40 attacks a hope to kill the carnifex, would make it more fair.
Also, we thought the suggestion of Illumini to be highly intriguing. A swarm of normal zombies is scary, but a swarm with some special ones scattered in? That can be terrifying. We also believe this could solve a few of the early problems. For instance, a group of say, gene-stealer speed zombies, even as, say, a single 5 model unit would put the fear back in those Space marines.
However, one match does not a master make, so we plan on running it again tomorrow, this time with myself as zombies against my roommate's orks. We'll give it a shot against the other armies in our apartment(DH, Eldar, Nids), and we'll get back to you on how they turned out.
Overall, as stated, we loved the entire thing, we just wish some of the things made a touch more sense/were more clear, and we hope to see a game where lcuk isn't the prime factor.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 18:37:12
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Hey thanks for play testing the scenario. Yes shambling means slow and purposeful. I not sure about RC, he was made to be a figure to combat the kill team. But, there is no reason to restrict him in anyway. Just bare in mind that even though he is “on” the zombie team they will treat him like any other human and until he starts shooting he is just some random guy in the tower. I think the game would be the most entertaining when the defender is ignorant of the special rules. That way each counter will be a surprise, finding out that the jeep has finite fuel would be an interesting situation, and I could see the kill team attempting to contact/rescue RC right before he starts taking shots at them. Just tell the protagonist their situation and let them go with reveling to them information as they discover it, like that the jeep has the capability of running down zombies but risk damage the first time the kill team boards. That way the zombies player could be a kind of DM as well, rolling for casualties secretly. Just imagine the defenders surprise well zombies started pounding of the basement door or a friendly model turning to a player who didn't expect an attack from within the fort. Yeah, your kill team looks like it be kind of one sided when against the zombies. The idea was to have the kill team focus on stealth and savaging. Also playing such a force reduces the need for the many of the weapon counters. In my game acquiring the weapons were rather important for my team’s success. I really can’t do much with the zombies initiative they have the same of their race: human 3, orks 2, space marines 4. The game calls for squads so it is both against the spirit of the game and the written rules to bring TMCs and vehicles. Poison attacks might be a good idea, I didn’t really consider that many people would be showing up with 5+ toughness guys when I wrote the rules. The people on a jeep are only locked in combat if the jeep is immobilized. Otherwise treat it like a normal vehicle. Feel free to play in the manner that makes the most sense to you. The game was made to be more of a narrative rather then a win or lose game. PS how long did the game take you?
|
This message was edited 3 times. Last update was at 2009/05/12 19:18:57
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 22:32:08
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Boom! Leman Russ Commander
|
With weapon upgrades for the killteam, do you mean special/heavy weapons only, or does close combat weapons also count towards this?
Example killteam:
1 Inquisitor, hammerhand, power weapon, bolt pistol
1 Priest, shotgun, eviscerator
8 veterans, flamer, 2x grenade launcher
1 Familiar, laspistol, ccw
1 Sage, laspistol, ccw
1 Warrior, hellpistol, ccw
What would count towards the three weapon upgrades in this team?
I'm going to try out your scenario, but slightly modified to include big stuff and fast stuff + some other small changes
How far from the fort did you start the zombies? I'm thinking at the 24'' line?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/12 22:34:05
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Unrelenting Rubric Terminator of Tzeentch
|
I'm gonna go run this with some Tyranid Zombie proxies. I'm looking for a Fandex Lost and the Damned for some lower strength CSM HQ's, but if I can't find one I'll just run a Chaos Lord with Power Weapon.
|
This message was edited 1 time. Last update was at 2009/05/12 22:36:13
DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 00:04:15
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Apprehensive Inquisitorial Apprentice
The Labyrinth
|
@Grunt13: Well, we started playing after the House Season Finale, and ended sometime around 12:30-1. So, around 3 hours, for all three assaults. Which isn't bad at all, considering a few of the things we did/didn't do. (We originally didn't think zombies should run, and didn't know if the shambling rule prevented it, so we played the first two assaults w/o running zombies) Also, there was the learning curve of the scenario (the first few turns had a lot of "so, what's their strength?" "His BS is?" questions) And my roommates and I always take a while.
I've no doubt that tonight's game will go faster. I'll post again, try and include a full batrep for this one.
IN retrospect, it might have been fun to do the "reveal as you go" aspect of the scenario (I've been DMing for almost 11 years now. I can dig it.) But, as most of my apartment knows the rules now, c'est la vie.
I see your argument with the zombie initiative, and I think I'll try running my eldar against them to see if the initiative is so important or if it was the combination of lower initiative, and lower strength that made them fall apart against space marines.
Personally, I felt we needed more play-testing before really offering our opinion, but my roommate thought we should make the points anyway. When it comes to game design, I try and listen to him simply on the fact that he and I are so vastly different in terms of style, that when we come together on something, it's typically best. (He states things categorically, I always make exceptions. He's more driven to win, so he can see the strategies people would use, whereas my goal is enjoyment, etc.)
We totally agreed on no vehicles, we just wondered, given that if you took away tyranid monstrous creatures, he'd (he being my nid-playing roommate) have very little to work with, if some effort could be made to include them, but still keep zombies lethal to them.
And we agree on the jeep and so forth.
Again, we still love the scenario, we may try a wiggle of rules here and there. (I especially like having the zombie guy roll the recovery tables, and just tell the player which models are alive and which are dead.)
Now, I wanted to respond to your post before mine, and make/discuss some points there.
If you were to include some alternate zombies (heck, even the daemonhost sounds fine to me) you might want to do it on a "unit to creature" scale. Maybe include a "growing assault" idea. Maybe the first way can only be the 60 normal zombies. then the next wave, you can trade a unit of zombies for say, 3 zombified ogryn or 5 zombified kroot hounds (representing wolves or some such). Maybe the only time the daemonhost would appear is the final assault, at the cost of 2 units of zombies.
Which leads me to another question regarding zombified units: how much of their abilities do they retain? For instance, does a zombified chaplain or death cult still have power weapons? Do the death cult have furious charge still? (if death cult don't have furious charge, replace with something that does. We played it last night that they retained their abilities, which lead to some cool events. However, we can also see where things would get weird. Maybe a good halfway point would be models who were infected but still alive retain their abilities, whereas those who died do not?
This adds a bit of additional fear into the protagonist when he loses his men. Call it "reverse Darth Vader syndrome" to steal from Jim Butcher's Harry Dresden 'there's no villain as scary as the one we trusted to save us five minutes ago.' Although, it might be more appropriate to only allow certain weapons to be retained by zombies. A zombie is probably just going to drop that power sword he's carrying, but the power fist on the other hand...
However, you make a point with the need to balance opposing forces. If the zombies get a few bonuses, the protagonists need some as well. Maybe give them traps they can set up. Strapping a few frag grenades to the door at maybe 2 points (or simply removing two model's frag grenades) would set off a small blast when the zombies assaulted it. The door would automatically break, but the zombies would face a strength 4-5 blast.
One of the problems I see with your current mindset is that there are very few forces in 40k that will be scared by the zombies. IG, certainly. tau, probably. Maybe eldar. But CSM and SM? Orks? Necrons? Most of those forces don't fear anything. To them it would be unsettling, and strange, not exactly terrifying. SO we need ways to MAKE them fear the horde, and that's where I'm coming from on the variant zombies idea.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 00:54:10
Subject: The Ultimate Zombie Scenario and battle report (pics)
|
 |
Unrelenting Rubric Terminator of Tzeentch
|
I just played through it rather quickly. I used CSM, using a Lord with Power Weapon and two five man Plasma teams in the building and a nine Chosen kill team with a flamer and a Champion.
Round One-The Chosen split into three teams to grab counters. Six Chosen versus twenty zombies (two combats) resulted in two dead Chosen and all the z's dead (again). In the building, a plasma overheated at the start, killing the bearer. Aside from that, the zombies were able to kill a single door by the end. Crusoe killed a kill team member. I got quite a few counters, including the medic and gas cans. The Plasma gunner was alive and well after rolling, but the three kill team members were dead and infected.
Round Two- Three Chosen rushed to the Jeep and started the crushing. They killed about twenty zombies this round (the damn thing just wouldn't stop, it got shaken once and lost the stubber). The other zombies mobs were dispatched with ease. Crusoe caught a sniper round to the face.
Round Three- Same situation as last round, although the Jeep ran outta gas turn 1 and again one turn four. I used the demo charge, I don't have the IG codex, so I guessed Strength 6 Ap2. It scattered a bit and killed a Chosen. I lost an additional two defenders this round.
Overall, the CSM just tore through the zombies. I'm thinking that some specialized zombies may help in the later levels.
|
DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 01:27:35
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
Illumini wrote:With weapon upgrades for the killteam, do you mean special/heavy weapons only, or does close combat weapons also count towards this?
Example killteam:
1 Inquisitor, hammerhand, power weapon, bolt pistol
1 Priest, shotgun, eviscerator
8 veterans, flamer, 2x grenade launcher
1 Familiar, laspistol, ccw
1 Sage, laspistol, ccw
1 Warrior, hellpistol, ccw
What would count towards the three weapon upgrades in this team?
I'm going to try out your scenario, but slightly modified to include big stuff and fast stuff + some other small changes
How far from the fort did you start the zombies? I'm thinking at the 24'' line?
About 24 inches is what I used and what I recommend.
The rules where made to restrict the special and heavy weapon upgrades. I am actually thinking of removing weapon upgrades entirely, both to further emphasize the need to acquire counters and to reduce the kill team from starting the game to strong.
let us know how the game plays out.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 02:33:44
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
@ AllWillFall2Me when I designed this mission I felt that the advantage fell to the zombies. I guess I might be wrong in that regard. In the mission I played my kill team did not possess and special weapons like flamers and sniper rifles, that may have influcenced my thinking. I was hoping that the infection rule would help balance the game against MEQ. A, “if you want to play with space marines you have to fight space marine zombies” deal. How about a rule stating that D3+1 zombies at turn that belong to the race of the defenders? These zombies would be shattered into the zombie mobs. The disappearance of their comrades could be the reason why the defenders are in the fort in the first place It was my intention that the zombies do not possess any of the weapons or special abilities of the individual zombified. @ RustyKnight thanks for the input. Demo charges are strength 8 ap 2 large blast. See above about mixing in same race zombies. A pattern I am seeing with the kill teams is that they are being created to be close -combat units designed take apart the zombies. Kill teams are scavengers, their purpose is to gather supplies not to slaughter every zombie they come across. Think along the lines as marine scouts, chaos space marines, kroot, orks commandos, and the like. The game really calls for the players to coorperate in that regard, I didn’t go through and give a long list of restrictions on the forces the defenders, but consider this, they are a small force sent to investage an abandoned building. I really didn’t intend for the defenders to use highly elite and rare forces like terminators, incubi, and other rare and valuable units. Perhaps a price adjustment is necessary to tone down the kill team. One more thing I didn’t intend to make it mandatory to have an IC in the fort – I know, I am the guy who wrote the rules, but consider the IC to be optional. I been thinking about adding feral dogs feel free to add these rules to the mission. Feral Dogs: 5 dogs Zombie player plays the dogs as if they are his kill team. Dogs: WS 3 BS 0 S 3 T 3 W 1 I 4 A 2 Ld 5 Beast, can't not bit through armor, fear zombies, hit and run Armor: Dogs do not possess the ability to tear down doors or damage vehicles Fear zombies: These dogs have survived by avoiding the zombies infesting the area. Dogs will never end their turn within 12 inches of the zombies if they can help it. If zombies get within 12” while the dogs who are engage with the protagonist they must use their hit and run skill to attempt to flee from the zombies. Perhaps this will help balance out the zombies.
|
This message was edited 1 time. Last update was at 2009/05/13 02:39:16
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 03:15:28
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Towering Hierophant Bio-Titan
UK
|
A friend & I were thinking of a similiar scenario.
Spire-side landing pier. The Spire is invested with tyranids & your on your way to be exactuated. Exact in 4-6 turns. 100-300pts worth (still coming up with the details) of HQ choices. Retinues may be taken. Unqiue character rules must be adhered to. FOC rules do not.
Increasingly deadly swarms of nids each turn with a slight D6 roll of variability. Turns 1 see smaller creatures, turns 3 see warrior style creatures & turns 4-6 see larger monsterous creatures. Recommened as a three player game. Nid hive mind players, 2 HQ players.
Turns 6-7 sees a Hiro-large-spidey-looking-tyranid-I-cant-remember-the-name-of climbing up the side of the spire that starts to cause ID wounds on 4+ (armor allowed). turns 8+ see armor save ignoring (invunerable allowed) ID wounds on easier-to-make rolls. Turn 8-10 = you loose, youve been eaten. Transports left.
A lolly-pop shapped (I cant think of any other way) game board.. with the stem being the landing/strip/pad, obviously slightly wider than a standard lollypop.
Good batrep/zombah idea though
|
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 04:22:55
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Hungry Little Ripper
Seattle
|
Hello, I've been watching AllWillFall2Me's test plays and another couple questions came up.
As Zombies are considered to be Slow and Purposeful, do they only go at Initiative 1 when charging?
If the Kill Team loses combat and runs, do they flee towards the house? (that's how we played it)
Otherwise, it's been fun, being Nids should be interesting as the defenders.
Battle Report to follow, although under AllWillFall2Me's name.
|
This message was edited 2 times. Last update was at 2009/05/13 04:57:40
7500 points total
1500 points
In Soviet Russia, Forum Posts on You! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 04:49:32
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Dakka Veteran
|
4square wrote:Hello, I've been watching AllWillFall2Me's test plays and another couple questions came up.
As Zombies are considered to be Slow and Purposeful, do they only go at Initiative 1 when charging?
If the Kill Team loses combat and runs, do they flee towards the house? (that's how we played it)
Otherwise, it's been fun, being Nids should be interesting as the defenders.
Zombies keep their initiatives typically 3. Everyone flees towards the fort.
I'm going to modify the scenario a bit based on the reports I am getting. I'll send it when its done. Keep the reports coming I definitely value the feedback.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 07:56:12
Subject: Re:The Ultimate Zombie Scenario and battle report (pics)
|
 |
Apprehensive Inquisitorial Apprentice
The Labyrinth
|
As promised by 4square, another battle report.
(as both of my roommates are on Dakka, I will hereby use their dakkanames. 4square is the nid player, Deffgob the categorical pessimist.  )
Deffgob's Orks versus AllWillFall2Me's Zombies
Chronicled by His chronicleness, 4square (the Chronicler) and edited by AllWillFall.
Da Forces of Deffgob:
1 Warboss w/Big choppa
Heavy Armor, Cybork Body
Skorcha combi-weapon, and Attack Squig
95 points
2 units of
23 Shoota Boyz, two wif da Big Shootas.
148 points apiece
Killin' Krew:
8 Nobz, packed up wit 'eavy armor
200 points
Terrain: Three small swamps spread through the map. the Jeep was in the SE corner of the map, on the opposite side of a swamp from the fort. Everybody's favorite madman with a sniper, Robinson Crusoe, had a tower NNE of the Fort.
(Small note: we ruled RC could fire into the house, but it gave units inside a 3+ cover save, as a bunker.)
Deployment: To represent the Zombie hordes, we fielded 4square's Gaunts. The zombies mainly struck from the E and W of the fort, but there was a unit to the S, and one very NE. The E and W walls of the fort were covered in shoota boy mobz, and da warboss stood at the E door. The kill team started at the SE door of the fort.
Assault 1.
Turn 1.
The kill team sprinted forward to recover a supply counter just 4" from the door. Their modified heavy bolter was then immediately tested on a zombie unit, and performed admirably for ork accuracy, eliminating 1 zombie. The ork boys with the warboss opened fire, and managed to pick off one of the approaching dead. The Eastern ork boyz however, fired on a unit of zombies and mowed down 7 of them in one turn! Hooting and hollering, the orks passed the turn.
The Zombies shambled slowly toward the fort (the average movement? 4") ignoring the kill team in their hunger for those inside the fort. Crusoe, spotting a shadow moving in the house, fired, but a cover save prevented his shot from killing an ork boy. This was the closest he came to hurting a model the entire scenario.
Turn 2.
The Kill team, noting a zombie squad with only 9 members standing over a supply counter they desire, charge the squad, firing their sluggas. Failing to drop a single zombie, they throw themselves into battle, while the ork boyz on the east of the fort shot down the remaining three zombies in the unit they killed. On the west, the ork boys further weaken the unit they had shot before, killing an additional 4 zombies. The nob kill team lived up to it's name, killing 7 zombies in the first assault, and sustaining no wounds from the remaining two zombies, who fall to No Retreat rules.
The zombies shamble ever closer to the defenders, and one squad noticed the kill team, and began a slow approach.
By this point 25 zombies have died. No orks have been hurt.
Turn 3.
The Kill team headed south, picking up a Gas Canister, and firing at another zombie unit. They took out one of the living dead, before charging in for another doomed squad of zombies. Back on the fort, ork shooting from both units produced 1 dead zombie.
Angered by their lessening numbers, and hoping for a taste of flesh, the zombies shambled ever closer to the fort. two units reached the northern and western doors, battering them down.
Turn 4
The kill team, far from the now-threatened base, and faced with a severe lack of zombies, ran for another token and the jeep. The token turned out to be a guardsman, who they allowed to tag along for purposes of amusement. THey then ran, guardsman in tow, to the jeep. Unfortunately, their run was for naught, as they realized they would need to board in the following turn, and would be unable to drive the jeep anywhere. Ork boyz opened up the dakka at the undead just outside their door, killing 4 of the 5 at the norther door, while the other unit of boyz fired on the other zombies, killing 3 outside the west. The warboss charged the remaining zombie on the north door, while the boyz swarmed at the zombies to the west. Both units of zombies died, but one ork was taken with them.
By this point, only the lone unit of zombies that had started in the north east corner was still alive, making slow progress to the eastern door, as Crusoe took a shot at the freshly exposed war boss, and found his gun jammed. (A 1 to hit. A feat he would replicate several times through the assaults)
Total kills: 50 zombies, 1 ork boy casualty.
Turn 5
The ork boyz fire on the approaching unit, killing a single zombie.
The zombies reach the eastern door, and in a last show of force before the assault ended, tore it from its hinges.
The following two assaults will be posted tomorrow, as I have class in the morning.
|
|
 |
 |
|
|