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Made in no
Boom! Leman Russ Commander






Oslo Norway

It seems to me that the defender gets too many pts to spend. If this is going to be a fair fight, the defender needs to really soften his force. Your force was really soft for the 600 pts you've got to spend when you playtested. You can get 2x tactical squads for 300pts, or as shown here, over 40 orks with a warboss. That is the core of a small army

The defenders I've got lined up are pretty soft, but I still got 40 men with heavy and special weapons + IC in the fort and a pretty hitty killteam

Maybe cut 100pts from the defenders in the fort, then space marines would have an understrength tac squad + some scouts, IG could have 30 men, but with fewer weapons etc.
This would probably call for an option of not taking full squads (divide squadcost by members = cost for one or something)

Maybe cut 50 pts from killteam as well, 200pts gives you some very hitty squads

I like the idea that crusoe has put out landmines etc., some counters should be traps

   
Made in us
Dakka Veteran







Illumini wrote:It seems to me that the defender gets too many pts to spend. If this is going to be a fair fight, the defender needs to really soften his force. Your force was really soft for the 600 pts you've got to spend when you playtested. You can get 2x tactical squads for 300pts, or as shown here, over 40 orks with a warboss. That is the core of a small army


The defender gets 500 total 300 for the fort bound defenders and 200 for the kill team. The zombies get a 540 points of zombies a turn factoring at 9 points a zombie, plus Crusoe and with the addition of feral dogs and zombified members of the defenders race - See below. I might tailor the points a little, but I am getting mixed feed back. My game with imperial defenders and a harden veteran kill team played out pretty much exactly like I wanted.

I am working on altering the scenario a bit. One thing I see that has to be done is putting restrictions on the kill team to keep them from becoming some super elite combat guys that rip apart the zombies. The kill team were not meant to be units like the death company, ork nobz, chosen or other such heavy hitter units. Right now I am thinking mandating that the majority of the kill team be composed of troops.

I am also modifying the equipment of the kill team to reduce their starting ability. I going to call the rule "special options" - in which you are only allowed three special options. Any weapon upgrade or enhanced ability like power weapon or rendering will be considered a special option. So Illumini your kill team in you previous post would not be allowed because it has 5 special options (power sword for inquisitor, eviscerator for priest, plus the special weapons carried by the veterans).

I am also giving the zombie player a pack of feral dogs (see previous post) and zombified version of the defenders race that the zombie player can mix in with his standard zombies. I will post the new rules when they are done.


   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Grunt13 wrote:
The defender gets 500 total 300 for the fort bound defenders and 200 for the kill team.


OH!! Dear.

This right here may be THE reason our results have been so different. The way it was written, I thought the point values were: 300 for the squads, 100 for the IC, and 200 for the Kill team.

So my playtests have had 100 more points than they're supposed to.

That changes things remarkably. It also probably explains why my games have been taking longer than yours.

You might not want to make any big changes to the rules, until we can get a feel on this.

(The loss of 100 points would have removed 15 ork boyz and two big shootas, or forced me to take an entirely different BA army.)
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

I also read it exactly the same way. If that is not the way it is supposed to be read, then my proposed changes to defender pts values are not really that different.

This is the way I interpret it:
100pts HQ
300pts defenders
200pts killteam

I like the idea of a heroic individual as a leader of a small group of survivors, so I think it should be like this, otherwise you may just see the same hordes of guys, as that is more effective, but less in the spirit of the game:
100pts HQ
200pts defenders
150-200pts killteam

I also counted close combat weapon upgrades when I made my second version of the killteam, a powerweapon is just as deadly to zombies as a grenade launcher, and it makes the counters worth picking up when you have less weapons from the start

   
Made in us
Dakka Veteran







Sorry, the fault lies with my crappy wording. I will try to fix that in the rewrite.

I am going to give the zombies a bit more in terms of feral dogs and other zombified races, but I will be tilting the scales back to the defenders by adding more counters.

This message was edited 1 time. Last update was at 2009/05/13 21:09:43


   
Made in us
Dakka Veteran







I have made some revisions to the scenario and will post it again soon, but for conveniences sake I have included my changes here so people won’t have to hunt through looking for the alterations.

I tried to clarify some issues and performed some general rewording.

IC cost maximum cost lowered to 75 points.

Modified Kill team rules:
Only 3 “Special Options” allowed
2/3 of team must be troops with some exceptions

Added to noise generation:
Fighting in combat now generates addition noise
Groan: zombies may follow other zombies that detect kill team

More Counters:
Added 6 more counters
Anti-zombie traps

Added new Threats:
Feral Dogs
Lost Friends: D6 zombies are given to the zombie player that are created from the protagonist own race (see Zombification). These zombies may be used when the zombie player desires.

Also a note from the author which suggest allowing the zombie player to DM the game, by concealing special rules from the protagonist and allowing the player to discover them through game play.


   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Chaos Chosen are the same as regular CSM except for one Leadership and Iniltrate. I really didn't want to just slam through the zombies, but the MEQ's seem a little too tough. I'm thinking some form of Rending (maybe like for every two six's the zombie player rolls to wound, he can deal one Power Weapon hit instead of two regular wounds) or an outnumbering rule (something like, if the zombies outnumber their enemy in a combat, they count every zombie above the number of enemies as an additional wound to combat resolution).*

*Please note, I haven't tryed the new zombie rules, I'm gonna test them with a Tau friend and maybe have him DM a game for me afterwards

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in us
Dakka Veteran







RustyKnight wrote:Chaos Chosen are the same as regular CSM except for one Leadership and Iniltrate. I really didn't want to just slam through the zombies, but the MEQ's seem a little too tough. I'm thinking some form of Rending (maybe like for every two six's the zombie player rolls to wound, he can deal one Power Weapon hit instead of two regular wounds) or an outnumbering rule (something like, if the zombies outnumber their enemy in a combat, they count every zombie above the number of enemies as an additional wound to combat resolution).*

*Please note, I haven't tryed the new zombie rules, I'm gonna test them with a Tau friend and maybe have him DM a game for me afterwards


Sorry I don't play chosen myself and thought they were tougher. I included the Lost Friends rule to help balance out the zombies against MEQs without the disadvantaging of non-MEQ forces. Imperial guard have to fight imperial guard zombies, while space marines have to to fight space marine zombies.

   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Before I begin, I'd like to say that I think 100 for the IC was ok, now that I know I know it's part of the squads. (heck, I thought it was Ok before) because with the current situation, an SM army has exactly 1 choice for IC: A techmarine. with an upgrade or two. Every other IC they have is 100 points, minimum.
The second scenario we ran gave us some insight into the workings of the scenario, which I will explain after the batreps.

SO, without further ado, Deffgob's Orks versus AllWillFall2Me's Zombies, part Deux

Assault 2:
Recovery: The lone ork rolled a four, and returned from the dead. (NOTE: it was at this point that I read your post regarding the "secret infection" idea, and so we implemented it. Which lead to an amusing exchange: *rolls* "You may have your boy back...for now." "Ominous.")

Deployment: this time, all six zombie squads, drawn by the scent of blood started three squads to the west, and three to the East of the fort. Orks maintained their original deployment.

Turn 1:
The ork boyz, seeing the legions of the dead closing in on them, opened fire. On the east side of the house, 5 zombies fell, on the other, 4. The kill team spent the turn grabbing a resource chip, giving them the Medic rule. (Making the only time in the entire scenario that RC hit and wounded irrelevant.)

The zombies did what they do: shamble. Slowly. The eastern half of their forces moved a total of approximately 9" in the movement AND shooting phase. Meaning their Slow and purposeful, and run, averaged to 3" of movement a unit.

Turn 2:
The kill team, emboldened by their new found medicines, decided to try their luck with the half strength unit of zombies. Though their sluggas did nothing, their charge leveled the beasts, unfortunately leaving them exposed, between two units of zombies. The ork boyz this turn shot a mere 3 zombies to death.

Zombies dead: 17. Orks dead: none. Yet.

The Zombies, hungering for the flesh of the living, swarmed over the Kill team. ON the other side of the fort, they approached the doors, and one unit even shambled into the ork boyz. The Kill team was unprepared for the zombies flanking them, and sustained 5 wounds, killing two nobs and wounding a third. The kill team, confused at their losses, and unable to strike effectively, killed only two zombies. Out numbered, and having lost over a quarter of their men, they fled to the house, zombie hands slowing their escape (roll of 3-4" on fallback) The ork boyz lost three of their number to the claws of the undead, but exacted revenge, sending 3 zombies back to the grave.

Zombies dead: 22 Orks down: 2 nobz, 3 ork boyz

Turn 3
The kill team trips on their way to the house (snake eyes. No real effect, just low movement) The ork boyz, seeing their nobz in dire straits, fires at the weakened unit of zombies, killing 4 of the 5. Meanwhile, on the other side of the house, the war boss fires his skorcha, burning three of the zombies to ash, before charging into the fray, striking down 3 of them in his initial assault, and crushing another 2 who didn't have the sense to stay out of his reach. (No Retreat). The boyz chopped their remaining two zombies to bits.

The lone remaining zombie of the Eastern unit, driven by unholy power, charges the confused and frightened nobz. They break under his unstoppable assault, falling to the ground, and crawling back to the house. (He assaulted a broken unit, they failed leadership to regroup.) Another 4 zombies fell to the warboss's Big choppa (2 from assault, 2 no retreat) One lone zombie stood before the wrathful warboss.

(NOTE: the astute among you will note that this latest statement implied the unit facing the Warboss was 13 strong. While not accurate, the multiple combats became confusing when reporting wounds taken/models killed. We're unsure exactly what happened, but this is how it was written down. (My personal belief? The warboss WOUNDED the three zombies with his skorcha, but failed to kill them. It seems the most logical place for the math to go wrong.))

Zombies dead: 38 dead 8 Ork Nobz down, one guardsman down, and 3 ork boyz down.

Turn 4.
On the west, the ork boy mob swept out to avenge and protect the retreating nobz, firing their shootas at close range, and tearing down 4 of the zombies. The other unit of ork boyz fired on another squad of zombies, killing 2. The Warboss slaughtered the remaining zombie.

Robinson Crusoe makes an unexpected contribution, by missing. Then, the zombies charged, one unit facing a Warboss, and the other a unit of ork boyz. The warboss killed the 7 zombies that charged him, but not before taking a wound. (4 from his initial, and 3 from no retreat.) The boyz and zombies each killed 4 of their enemy.

Zombies dead: 56. Orks down: 8 nobz, 1 guardsman, and 7 boyz.

Turn 5.

The 4 zombies down another ork boy, and are then killed by the remaining boyz.

Final tally:
60 dead zombies, 8 nobz down, a guardsman, and 8 boyz.






Assault 3
Recovery rolls:
Having had time to regroup their thoughts (and get smacked around by the Warboss), the nobz get back into the mindset of they're the biggest, and the strongest. 7 of the nobz roll fours or higher, as does the guardsman. The remaining nob was indeed dead. (The warboss smacked him too hard). Of the ork boyz, a far more satisfying result: 3 of the boys were fine, but a total of 5 got back up. 3 remained down, but for two of them, it was only temporary.

Deployment: identical to Assault 2, except for exact zombie positioning, and minus the (few) ork casualties.

Turn 1.
The newly restored kill team showed their authority by tearing apart 5 zombies in a hail of slugga fire. On the other side of the fort, 1 zombie dropped to shoota fire.

The zombies shambled forward.

Turn 2
Eschewing the protection of the fort, a unit of boyz sallies forth to combat the zombies, their guns cutting down 3 zombies. On the other side of the map, 4 zombies die from shoota fire. The Kill team charges the unit they decimated with guns, and executes the remaining 5.

4 successful reserve rolls lead to 2 ork boys falling to the ground and slowly rising again, their eyes now glowing, and the sound of shambling steps in the basement.
The zombies fall on their prey wherever they can, the two zombie orks striking their former mob, a unit of zombies charging the Kill team, and the other unit of boys also getting assaulted. The zombie orks kill two boys, but one of them drops, and another boy dies from No Retreat. A nob falls to zombie claws, but 4 zombies pay for their sin. 3 boys are cut down by the assaulting zombies, taking 1 down with them. In pile-in, the warboss shoulders his way to the door, to face the zombies. THe zombies in the basement fail to break the door.

Zombies dead: 24 Orks dead: 1 nob, 3 boyz.

Turn 3:
(WARNING: Again, at this point, things are going to look weird. the remainder of the game was, by the end of this turn, almost solely assault phases(the kill team gets 1 move before the game ends.), comprised of multiple combats, with varying initiatives, so bear with us. The wounds are all correct, we were just unable to record which wounds went where. )

Zombie Ork Jim (the name we bestowed on him) takes another ork down. However, his tough undead hide repels all blows against him. The Warboss kills 4 zombies with his big choppa. The nobz kill another 2 zombies, but take a wound

Those not already tearing at the living move to do so. The basement orks again fail to break the door. The zombies all charge a unit. The kill team, locked in combat with the remains of a squad, get assaulted by another unit. Ork boyz on all fronts face zombie attacks. The kill team lost 2 nobs, but killed 6 zombies, and an additional 4 from No retreat. The warboss kills 4 of the undead, taking a wound from their claws. 5 ork boyz fall to zombies, taking 3 with them. 2 more die, unable to retreat.

Count: 47 dead zombies, 3 nobs dead, and 12 ork boys.

Turn 4
The three remaining zombies (in this combat!) kill a member of the kill team, as they are wiped out. 5 more boys die to zombie claws, taking 2 with them, but they are broken and devoured (we ruled that, since you can't fall back to the house while in the house, and having no way to regroup, they just got swept.) 3 zombies die to the Warboss.

The warboss cuts down Zombie ork Jim, as his two brethren from the basement finally emerge. The normal zombies deal another wound to the distracted warboss. 2 more zombies perish from ork boy choppas, and one is trampled under ork feet.

Count: 58zombies dead (2 were orks) 4 nobz dead, 27 boys dead.

Turn 5.
The warboss crushes another zombie ork, as they remaining one takes him down. 1 more zombie dies to ork boyz.

The last three normal zombies die, leaving the last zombie ork surrounded by ork boyz.

Count: 63 dead zombies (three ex-orks) 1 dead warboss, 4 dead nobs, and 27 dead ork boyz.

Turn 6 the last zombie ork is chopped to bits.


Whew! An intense game!


   
Made in us
Dakka Veteran







Glad you enjoyed the scenario. I particular like your style of reporting. I think the new rules that I am making add to the game - let me know what you think, having experienced the original version.

   
Made in us
Dakka Veteran







The Ultimate Zombie Scenario (version 2):

Armies: 60 zombies in 6 squads of 10 plus extras verse 300 points of squads which may include a low level IC (total points must by under 75 points) and a kill team (see below) held up in a barn, house, temple, or other fortified location. Squads may to fielded at decrease numbers than allowed in the codex.

Zombies: WS 3 BS 0 S 3 T 3 (4) W 1 I 3 A 2 Ld 7
Fearless, shambling, feel no pain.
Shambling: Zombies will always move and assault as if they are in difficult terrain. They retain their initiative when charging and still can run.

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 of the zombie units first followed by protagonist, protagonist always gets the first turn.

Table: Table should be approximately 4’ by 4’ if not a little larger. Center the fort on the table and place a tower to one side and a jeep on another side of the table. Place terrain throughout the table and then finally place the counters throughout the table. Zombies are placed emerging from the table edge. Zombie player should attempt to have his zombies coming from all directions. Place Crusoe in his tower. Once the zombie player has placed all his models the defender then gets to place his forces.

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). All defenders flee towards the fort if broken.

Doors: The fort has doors with an armor value of 9. The zombies must beat down the doors to 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 next 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 special options can be taken (see below),) and team is under 200 points – left over points may be used by the defenders. Finally the kill must be composed mainly from the troops selection with a 2:1 ratio - 2 troops to every non-troop, some exceptions are allowed if the unit is fitting for a seek and recover type mission (example Imperial veterans, space marine scouts, and ork kommandos). Count such models as troops when composing the Kill Team.

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.

Special Options: These represent weapons that the team can take via paid upgrade. Any weapon upgrade save grenades or weapons that can be freely exchanged is considered a special option. Also any innate ability that confers power weapon, rendering, poison, and etc status is considered a special option. Also any weapon that is given special option status in a codex is considered a special option even if it is the basic armament of the kill team member (example a fire dragon’s fusion gun is a special option).

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, 1 ratling, 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
Fighting in combat: +2
Drove Vehicle or Fired heavy/blast weapons: +4

Groan: If a zombie unit is within double their initiative of another zombie mob that has detected the kill team they may react to the team even if they are not able to detect the team themselves.

COUNTERS: place 18 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 Building supplies – allows one door to be rebuilt
11 Building supplies – allows one door to be rebuilt
12 Cat in a cage. – see below
13 wire trap – see below
14 mine field – see below
15. Gas canister - Equip one model one use only
16 Zombie Survival Guide – kill team’s shooting and combat attacks count as rendering
17. Survivor – One imperial guardsman joins kill team. Armed with lasgun.
18. Vaccine – One use only: one model completely recovers after being “kill” last assault. Use before rolling.

Demo-Charge: One shot weapon
Range 6 inches strength 8 Ap 3 ordnance.

Sniper Rifles: firing sniper rifles does not count as firing a weapon when rolling in terms of generating noise, the weapon also does not allow the target a feel no pain save.

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 is now considered assault instead of heavy

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.

Cat in a cage: the kill team traps a small animal and places it in the cage hoping that the zombies would be drawn to the animal rather then them. Have a model place the cage instead of firing a weapon. Cat generates 10 inches of noise, if the cat is closer to the zombies then the kill team zombies may not react to kill team, they may advance upon the cat though. Dogs within 10 inches must past leadership test or charge cat. As soon as a unit engages the cat it is removed.

Wire trap: place marker when enemy unit gets within 3 inches of marker place a small blast marker on the unit. Place by kill team member instead of shooting.
Strength 4 ap 6 hit. Remove after use.

Minefield: set up between assaults. Place the marker with in 12 inches of fort. Any unit moving within 6 inches of marker most roll for each member within distance on a roll of a 5+ model takes a strength 4 hit - Leave in play.

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 reserves, 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 it will turn on its once allies. The newly infected zombie uses the modified 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,

All weapons and special rules are lost when a modeled is zombified. The one exception is innate abilities like beast, poisonous, rendering remain. Use your common sense to determine if it is appropriate to keep the abilities. An example would be a zombie genestealer would have rendering but a zombie death company marine would not.

Additional Forces:

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. The protagonist may not attempt to harm Crusoe until he proves himself to be a threat.

Crusoe is a wild card in the game, if the zombie player decides to have him leave his tower he may. In which case Crusoe can claim counters and use them against the kill team. If he is killed the team gets his counters considering they were not expended by Crusoe. Understand that Crusoe is not on friendly terms with the zombies and feral dogs – if he is off his tower the zombie player may be obligated to turn the zombies upon Crusoe if the situation arises.

Crusoe WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle


Feral Dogs: These creatures hunt through the landscape while avoiding the zombies. Have the zombie player control the dogs like a normal unit with restrictions, they are free to move around like the protagonist - they can smell the kill team. There is only one pack of 5 dogs, casualties for the canines carry through same as the protagonist. Zombie player can place dogs when he sets up the zombies, keep them in reserve and have the come out on a table edge, or withhold them from an Assault entirely.

Dogs: WS 3 BS 0 S 3 T 3 W 1 I 4 A 2 Ld 5
Beast, can not damage units with an armor value, 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 are engage with the kill team they must use their hit and run skill to attempt to flee from the zombies.

Lost Friends: Zombie player rolls a D6 at the start of the game. This is how many zombies he gets that are created from the race of the protagonist. If the protagonist are space marines then the zombie player gets D6 zombified space marines – see Zombification above.

These zombies can be placed during any assault within any of the zombie mobs. They do not regenerate with the other zombies, and are lost if destroyed.


Message from the author:
This game is about creating a narration of surviving a zombie assault. One way in which the experience of the game could be furthered is if the zombie player also takes on the role of DM. The scenario involves many special rules like the finite fuel supply for the jeep and its ability to ram, zombification, the behavior of feral dogs, the lunacy of Robinson Crusoe, the counters, and many more. By discovering these special rules during game play the effect of the rule will be increased.

If you have players that are willing I recommend that the zombie play reads the rules and narrates the game to the protagonist keeping him ignorant of special rules like zombification let it be a surprise for him merely roll for his men keeping the results and simply tell him if his man are alive or slain.

The game starts with a lone man in a tower on one side of the table and a jeep parked on the other side. Inform the player that the counters are important to his survival and that the game with last for three assaults. Feed him information as he acquires items, inform him of the jeeps capabilities when his team boards it for the first time. I feel this method would add to a lot to the game.

Comments are always appreciated.

This message was edited 4 times. Last update was at 2009/05/14 16:32:29


   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

After the second run-through of the scenario, I noticed some things that got me thinking.

1st: I'm not certain if all the "need to balance" suggestions, at least from my posts, are necessary. So far, two games, 1-1. Zombies beat a CC army, but lost to a relatively shooty army. New things are going to seem unwieldy, that's just how things work. Don't stop doing what you think needs to be done, but I'm officially withholding judgment. Especially after these new dogs and pre-converted models.

2nd: I am in no way criticizing you, (and in fact, I praise you for being able to deliver rulings on your scenario "in-game".) but a few things could have been clarified. And by this I mean solely, consider things that might come up, and have an answer prepared, and have it in your original post. No one expects you to be perfect, hell, as errata and FAQs prove, not even GW does a perfect job. But if there had been a single sentence in the original rules that said "Broken units fall back to the house", it would have shown that you were on top of such concerns. I suspect this was already a rule, and just hadn't been posted, and that's what I'm getting at. I love this little scenario, and every time I ask you something, the answer is usually very obvious, but sometimes, it's better to spell out the obvious, especially at the start.

If you have other armies, try running a few battles yourself, try different things. (If you don't have other armies, say your models "count-as". I mean, if you're playing yourself, no one's going to argue.) But until we get some repeatable results, (and, you know, I actually playtest using the right values ) I wouldn't make many changes. You might be making cuts that are only going to hurt.


One last thing I like is the danger of power. You're trying to limit what the players can take, but consider this: statistically, you're going to do well if they get some powerful stuff.

When I lost 1 blood angel from my first battle, that was a full 17th of my army. Almost 6% of my power was gone. Then, I lost the chaplain. Not only have I lost now 12% of my power, but YOU gained 6% of it. (these values are purely model wise. The chaplain was probably 15% of my power on his own.) If the enemy brings tough things, that just means they'll have fewer.

An example: if some SM player tried to be cool and field the following list:
Chaplain
Terminator Squad

Killteam: 5 man each unit of sternguard and Scouts.

That may look like it'll trounce some zombies, but that's a pretty stationary killteam. And let's analyze, on a pure probability of averages math-hammer (so, not too accurate, but close enough for our purpose) if a single unit of zombies charges the terminators.

Sergeant goes: 2 attacks, 4/3 hits, 2/3 chance of wounding.
Zombies go: 30 attacks, 15 hits (on average), 5 wounds, 5/6 chance of dead term
Terminators go:8 attacks, 16/3 hits, 4 4/9wounds,
5 1/9 zombies dead,
5 No retreat, 5/2 pass. 2.5+5.11=7.61, or 7 10/18
next round:
Sergeant 2 attacks, 4/3 hit, 2/3 wounds so another zombie probably dead (8 and 2/9 dead)
zombies: 4 attacks, 2 hit, 2/3 wound, 2/9 chance of dead termie. (15/18+4/18=19/18)

And the zombies get murdered, but, You will probably kill 1 terminator with that assault. And that terminator has a 1/3 chance of being on your side now. And a T4(5) Sv2+/5++, FEEL NO PAIN Zombie is going to be a pain to kill. Hell, since it can't use it's power fist, it now attacks before other terminators.

That means, that for every unit that charges the terminators, you have a pretty good chance of getting a zombie terminator. And after you get that, things are going to start getting difficult for the other guy.

EDIT: Ah, you posted while I was typing. Reading that now.

This message was edited 1 time. Last update was at 2009/05/14 00:32:21


 
   
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Well first off thanks for taking such an interest in my scenario.
AllWillFall2Me wrote:1st: I'm not certain if all the "need to balance" suggestions, at least from my posts, are necessary. So far, two games, 1-1. Zombies beat a CC army, but lost to a relatively shooty army. New things are going to seem unwieldy, that's just how things work. Don't stop doing what you think needs to be done, but I'm officially withholding judgment. Especially after these new dogs and pre-converted models.

My changes are relatively minor so far, done with the intention of improving the game rather then make drastic changes. The dogs and D6 Lost Friends zombies are probably not going to be ground shattering changes especially since I balanced their addition with an increase in counters.
AllWillFall2Me wrote:2nd: I am in no way criticizing you, (and in fact, I praise you for being able to deliver rulings on your scenario "in-game".) but a few things could have been clarified. And by this I mean solely, consider things that might come up, and have an answer prepared, and have it in your original post. No one expects you to be perfect, hell, as errata and FAQs prove, not even GW does a perfect job. But if there had been a single sentence in the original rules that said "Broken units fall back to the house", it would have shown that you were on top of such concerns. I suspect this was already a rule, and just hadn't been posted, and that's what I'm getting at. I love this little scenario, and every time I ask you something, the answer is usually very obvious, but sometimes, it's better to spell out the obvious, especially at the start.
I sorry for not being clearer in my wording and omitting certain rulings. Truthfully I made this scenario as more of a concept piece and I imagined people might attempt a game after altering it a bit to their own taste, that is if anyone even cared enough to attempt the game at all. I hope my version 2 rules help clarify some of the areas of confusion. I would have probably never noticed the problems if they were not pointed out for me.


My reasons for altering the kill team:

I feel the game should focus on acquiring counters many of which augment the kill teams abilities. They are suppose to grow throughout the game by gaining the counters. By starting at a high combat strength the kill team decreases the importance of the counters. During my play testing the counters are vital for the success of the defenders – I feel this is one of the major components of the game. It is my opinion that the weapons that should be great boons to the kill team not marginalized by the kill teams starting ability.

I really like the notion of having the zombie player becoming an abitrator. In that case all the rules gain an air of flexiablity. Anyway I invite anyone to modify the rules anyway they like and ask them to share their opinions whatever they are. I am going to attempt a few more play-tests myself, don’t worry about me I have plenty of armies - just look at my sig.

This message was edited 5 times. Last update was at 2009/05/14 12:52:30


   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Hmmm, less than 75 points for the IC? That's what, a naked Techmarine for SM? CSM don't even have an optionthat cheap.

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
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RustyKnight wrote:Hmmm, less than 75 points for the IC? That's what, a naked Techmarine for SM? CSM don't even have an optionthat cheap.


The IC is optional. You don't have to attempt to squeeze one into your force. If you like to have characters be the center of attention use your squad leaders. And always feel free to modify the rules to your likening if both players consent. The game was made to be about the squads holding the fort and gathering supplies outside. I felt with 100 points people could still make an IC that was too impressive for this mission, remember its a small force sent to investigate some disappearances, it really doesn't call for Chapter Masters, Chaos Lords, Archons and the like to be involved in such an affair.

This message was edited 1 time. Last update was at 2009/05/14 12:53:37


   
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Played another game, this time with dark eldar. Its brief, not really meant to be an interesting read, just a test run.

First some advice to the zombie player it speeds up the game if you roll for run at the same time you shamble your zombies. I know it cuts into the shooting phase, but I can’t imagine the protagonist complaining if it speeds up the game.

Also I decided requiring that the kill team needs to be 66% troopers was a little harsh. I lowered the restriction to 50%

I am playing with the feral dogs and Lost Friends rules - I just saved them for a later assault.

Dark Eldar:
Assault 1
Turn 1
Kill team is 14 members so I left two inside. I am going make it a rule that an active kill team can only be 12 strong to keep people from making a 60 man grot kill team and picking up all the counters with 20 kill teams of 3 grotz running around.

Team breaks into two units one for fleeting one for engaging. Picked up Gas canister, Mod bolter, and Building supplies. RC fired and hit kill team, but failed to wound, dangerous to tee off the squad with the modified heavy bolter. One dead zombie due to shooting.

Turn 2
13 more dead zombies kill by defenders, team picked up zombie guide, the team now has rendering.
RC kills one fort bound defenders. By rolling two sixes for movement zombies assault the kill team by the jeep. Combat results in 2 dead zombies and a wound on my haemonculus and a dead warrior.

Turn 3
A kill team dives between to zombie units to snatch up more counters but loses a wych to a deviating shredder roll – it could have been much worse.

Turn 4
Zombies are still fighting haemonculus kill team.

Turn 5
A great scatter roll misses a large zombie mob, but wipes at a reduced unit of three zombies that were just as threatening. The rest or the squad fire away and kill 2 from the targeted unit. Kill team Haemonculus kills remaining zombie and pick up a Demo Charge

Zombies break three doors in the course of the game.

Results:
Infected: one kill team warrior
All others recover.
3 broken doors 5 very good counters

Assault 2 and commentary to follow.

[Thumb - DSCN1841.JPG]
defenders

[Thumb - DSCN1844.JPG]
kill team

[Thumb - DSCN1845.JPG]
Deployment

[Thumb - DSCN1847.JPG]
turn 1

[Thumb - DSCN1848.JPG]
turn 2

[Thumb - DSCN1849.JPG]
turn 3

[Thumb - DSCN1850.JPG]
turn 5

[Thumb - DSCN1851.JPG]
casualties

This message was edited 1 time. Last update was at 2009/05/15 18:10:59


   
Made in us
Dakka Veteran







Assault 2

This game I brought into play the Lost Friends and Feral dogs into the scenario. 4 Dark Eldar zombies form their own little unit (I was hoping that their fleet would allow me to assault on turn 2) Dogs where kept in reserve for 2 reasons 1 keep them away from the zombies and 2 surprise the kill team.

I kept the same kill teams but switched the modified bolter guy into the haemonculus kill team making it a firepower unit.

Turn 1
Movement

Turn 2
Fast kill team gets into jeep and runs down nearest zombies mob killing 5 and suffering the lost of its heavy studder and getting shaken. The other team picks up an anti-zombie chain saw. One of the of the jeep bound kill team turns and gets booted off the jeep.

Zombies batter jeep for no damage. The dogs show up and assault the kill team footing it killing a warrior and losing a pouch.

Turn 3
Jeep swings around crushing former warrior now zombie “sorry chuck!” and speeds off picking up sniper rifle and wire trap. The jeep moves 12 inches and runs over the neat line of dogs in combat with the other kill team. All the dogs get scraped and the now free team jumps aboard the jeep uniting the kill team. The team takes aim at the zombies it zipped away from and gives them some buckshot 3 zombies dead. (It’s for moments like these I wrote this mission.)

Defenders take out 7 with one good shredder hit 3 more dead zombies from other shooting.

Turn 4

Zombies break down one door and the eldar zombies assaults a squad of warrior and another group of zombies assault the other squad. Crusoe hits but doesn’t harm the jeep. Combat between warriors and lost friends results in one lost on both sides. The other combat results in 1 lost warrior to 3 zombies.

Turn 5
Jeep passes the fuel test and swings by to pick up some counters (survivor and vaccine) the heavy bolter guy open ups on the tower to no effect.

My Dracon was facing a full squad of zombies with another not that far away and dreading her position as the only unengaged unit. But then I picked up the vaccine so screw it I am going in. 7 zombies are killed by her unit - not bad for 3 people. The lost friends mod is wiped out. Other combat is one to one in terms of wounds.

Dracon is charged by a full strength unit of zombies and is removed along with her to two friends. RC hits and penetrates the jeep but rolls a one so it gets off with a shaken result

Counters Found so Far: sniper rifle, demo-charge, anti-chainsaw, Building supplies used, building supplies, wire trap, fuel canister, survivor, zombie survival guide, survivor, vaccine

Recovery:
Vaccine used on dracon

Dead: dog and 2 warriors
Infected: 2 warriors
The rest recover


Conclusions:

This was just a play test and the same way a food critic doesn’t have to clean his plate to rate the dish I felt that I gave the game enough play testing under the dark eldar to get a decent idea how the scenario plays out. Plus I was starting to make comments to myself, never a good sign. I have defender list for EC, necrons, eldar, and harlequins made out, I just don’t know I soon I can test them.

It’s just a sham that I couldn’t make a third kill team with the human survivor and the two grotesques armed with demo-charge and send them towards the zombies. I was thinking that my shredders were to good for this mission than they started shattering onto my own troops.

1 The added unit, feral dogs, was a fun little addition They gave the zombie player a small edge their biggest threat is their ability to lock the kill team in combat and slow them down. I really didn’t get to see how their flee from zombies rule would play out but I can imagine. They are actually a very fragile and have to be used wisely or they are quickly dispatched.
2 The Lost Friends was kind of wasted by me. For units like dark eldar they are just a little tougher zombies. Their fleet let them get in hand to hand slightly quicker that’s something. I curious on seeing how Lost Friends work for marines and other more threatening stock.
3 There are always going to situations that come up that are going to require an arbitrator. Kicking the infected zombie off the jeep, allowing the kill team to ram the dogs while they were in combat, and how to handle infected dogs. There is no way I can create a FAQ or errata that can cover all the bases in a game and if I did it would be about 20 pages.
4 I thought of a few tweaks for the scenario like restricting the number of the active kill team to 12 but allowing with the excess staying in the fort. Also I can think of a few more counters to add.

[Thumb - DSCN1852.JPG]
Deployment

[Thumb - DSCN1853.JPG]
Turn 1

[Thumb - DSCN1854.JPG]
Turn 2

[Thumb - DSCN1855.JPG]
jeep kills dogs

[Thumb - DSCN1857.JPG]
Turn 3

[Thumb - DSCN1859.JPG]
turn 5

[Thumb - DSCN1861.JPG]
Casualties


   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Any chance you could post your EC list? I'm curious what you did for your IC.

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
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RustyKnight wrote:Any chance you could post your EC list? I'm curious what you did for your IC.


I will post them all once I get the chance to snap some photos. An IC is not a requirement, it is an option (see version 2). I never intended to mandate that the defender be required to use an IC, I just screwed up in my phrasing when I wrote the rules, sorry.

The highest ranked model in the fort for the EC is an aspiring champion.

list and pics to follow.

   
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No pictures I am to lazy to hunt for the models, but here are my lists.

ELDAR
Defenders
Farseer (Guide) 1
Striking Scorpions 4
Dark Reapers 2
Wraithguard 3

Kill Team
Warlock (enhance) 1
Storm Guardians 9
Striking Scorpions 3
Howling Banshees 2

EMPERIOR”S CHILDREN
Defenders
Noise Marines (Sonic Blaster(2) Blasmaster (1)) 5
Aspiring Champion (p. weapon) 1
Zealots 8
Frantics (Eviscerators) 2
Demagogue (power weapon) 1

Kill Team
Noise Marines (1 blastmaster) 6
Aspiring Champion (power weapon) 1
Zealot 10

NECRONS
Defenders
Warriors 10
Warriors 6

Kill Team
Warriors 4
Flayed ones 4
Pariahs 2

HARLEQUIN from CJ
Defenders
Death Jesters (Shuriken cannon) 1
Harlequin Troupe (power weapon/h.kiss) 5
Troupe leader (kiss power weapon) 1
Guardsman (flamer, autocannon) 6
Vetern Sergeant 1

Kill Team
Mine Troupe (kiss power weapon) 5
Troupe leader (kiss / riva-blades) 1
Storm Guardians 8
Death Jesters (Shuriken cannon) 1

Note that since you can leave Kill Team members in the fort they can take the role of a character, for my necrons I will leave one of the pariahs in the fort while the other one leads the kill team.


   
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Infiltrating Broodlord





Hemet, CA

This is the coolest thing ever! I've been working on something like this but this is going to be the template for mine. Thanks for sharing!

Tired of reading new rulebooks... Just wanting to play. 
   
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Grunt_For_Christ wrote:This is the coolest thing ever! I've been working on something like this but this is going to be the template for mine. Thanks for sharing!

If you like it that much you might be interested in the 6 other zombies scenarios I made. This one borrows from a bunch of them that's why its the ultimate zombie scenario. Check out the 2 links I posted when I started the thread.

Also, thanks for the support.

   
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Infiltrating Broodlord





Hemet, CA

I certainly will. While I'm sitting here at work with absolutely nothing to do I wrote up one. Basically what I wanted to do is a kill team type zombie mission that would take an hour or less. Basically what I did is stick some universal special rules on the zombies and survivors and made very easy to remember rules for both teams. I love the tokens and wargear that you put in (reminds me of necromunda), but I wanted something quick. I've attached the first rough draft of what I came up with. If you'd be so kind I'd love some pointers. One thing I'm not quite sure of is objectives... I basically made it annihilation. I just took eldar for an example to see how the forces would work out and whether it'd be fair for both sides.
 Filename Zombie Bugs from Outer Space.doc [Disk] Download
 Description Zombie tyranids
 File size 67 Kbytes


Tired of reading new rulebooks... Just wanting to play. 
   
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Nice mission.
You have with only two squads I would say the game would be more along the lines as a 20 minute game rather then an hour.

Deployment might be an issue. Is everyone deepstiking in? including the zombies? Are they starting in squad formation and then wandering off by their own? You not going to roll deep strikes for 19 individual zombies are you? Deployment this way might take longer then the game itself.

What might be a better way is marking the center of the table and having the zombie player deploy anywhere on the board that is 24” inches away from the center of the table. The defender deploys within 18” away from the center. In that situation the defender will start the game surrounded by zombies who could be in a dispersed state at the start of the game.

You are going to need to clarify shooting a bit. With each zombie being its own unit the eldar squads are going to need a rule that allows them to spread out their shooting to target the zombies clusters. My best answer is let the survivor player target an area of zombies and have him assign wounds not the zombie player – using this method he could cut a route through the zombies.

Your mission looks like it will work out just fine considering you address the shooting and deployment.

You could extend upon the mission in make it more universal so races other than tyranids and eldar can take part. I understand that you want to slow the zombies up and you can’t really roll a difficult terrain test for each individual zombie, but using initiative for might have some drawbacks. How about you do something like zombies get a -1 or 2 to their movement? I am thinking about the situations in which other races might involve themselves; orks can move just as fast as space marines but their zombies would only move half the speed of the other.

This is just me, but I think getting made into a stumbling zombie would impair your aim. Maybe give the zombies a -2 to their ballistic skill. This would be a trade off for the feel no pain, getting up, and their ability to zombify the survivors.

Also 50% of survivor’s hand to hand casualties getting turned into zombies might be a little harsh. But that’s what playtesting is for.

This message was edited 1 time. Last update was at 2009/05/17 04:43:07


   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Grunt, I'm going to try the new Scenario rules sometime this week, give you a batrep when it occurs.

Before I do, I'm going to tell you that Deffgob's only wish is that there was a higher chance of zombified casualties. something like:
1, Dead
2. Dead and Infected
3-4 Alive & Infected
5-6 Alive and Well.

I'm neutral on it for now, will post batrep when I have the time. (Wasting said time on Dakka instead of doing summer session homework.)
   
Made in us
Infiltrating Broodlord





Hemet, CA

Thank you, All. I just wanted to vastly simplify the awesome rules contained herein, but I see your point. I'm actually going to try my very simple rules work and post a batrep myself Thanks to everyone!

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

These are what the Doctor ordered! I have been looking for different Zombie scenarios to run for my gaming group.

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
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AllWillFall2Me wrote:Grunt, I'm going to try the new Scenario rules sometime this week, give you a batrep when it occurs.

Before I do, I'm going to tell you that Deffgob's only wish is that there was a higher chance of zombified casualties. something like:
1, Dead
2. Dead and Infected
3-4 Alive & Infected
5-6 Alive and Well.

I'm neutral on it for now, will post batrep when I have the time. (Wasting said time on Dakka instead of doing summer session homework.)


I just finished version 3.

No major changes I just made it so that the zombie player is the arbitrator for the game and gave him more authority - all rules queries would be determine on the spot by that individual. Also he would have the ability to alter rules on issues like kill team formation, ICs, etc; were the application of the strict RAW might take away from the game. In short he's the DM now.

Also added some new counters to make 20 overall. I also did my best to clean up and organize the scenario to restrict confusion.

 Filename The Ultimate Zombie Scenario.version 3 [Disk] Download
 Description Version 3
 File size 18857 Kbytes

This message was edited 1 time. Last update was at 2009/05/19 16:32:52


   
Made in us
Infiltrating Broodlord





Hemet, CA

Well I'll be trying the simplified ultimate zombie scenario tonight. I'll post a batrep for you to critique and see if there's anything else I can do.

Thanks for putting so much work into this. I think this is good enough for a white dwarf feature.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Infiltrating Broodlord





Hemet, CA

Grunt13 wrote:Nice mission.
You have with only two squads I would say the game would be more along the lines as a 20 minute game rather then an hour.

Deployment might be an issue. Is everyone deepstiking in? including the zombies? Are they starting in squad formation and then wandering off by their own? You not going to roll deep strikes for 19 individual zombies are you? Deployment this way might take longer then the game itself.

What might be a better way is marking the center of the table and having the zombie player deploy anywhere on the board that is 24” inches away from the center of the table. The defender deploys within 18” away from the center. In that situation the defender will start the game surrounded by zombies who could be in a dispersed state at the start of the game.

You are going to need to clarify shooting a bit. With each zombie being its own unit the eldar squads are going to need a rule that allows them to spread out their shooting to target the zombies clusters. My best answer is let the survivor player target an area of zombies and have him assign wounds not the zombie player – using this method he could cut a route through the zombies.

Your mission looks like it will work out just fine considering you address the shooting and deployment.

You could extend upon the mission in make it more universal so races other than tyranids and eldar can take part. I understand that you want to slow the zombies up and you can’t really roll a difficult terrain test for each individual zombie, but using initiative for might have some drawbacks. How about you do something like zombies get a -1 or 2 to their movement? I am thinking about the situations in which other races might involve themselves; orks can move just as fast as space marines but their zombies would only move half the speed of the other.

This is just me, but I think getting made into a stumbling zombie would impair your aim. Maybe give the zombies a -2 to their ballistic skill. This would be a trade off for the feel no pain, getting up, and their ability to zombify the survivors.

Also 50% of survivor’s hand to hand casualties getting turned into zombies might be a little harsh. But that’s what playtesting is for.



You are way too good at taking things literally and reading the rules as they're written. What I actually meant by each zombie is its own unit is that every zombie who becomes one during the course of the game is his own unit. The zombies in the beginning of the game are composed of units. So in the rough example, you have a unit of warriors and a unit of gaunts. But then you'll have 2 striking scorpions and then 4 guardians, etc. But I'm probably going to change this. I'm thinking now more along the lines of having all the same type of newly undead being one unit. So if an eldar guardian becomes a zombie then all other guardians are in that unit. The only problem is that if they become zombies over the course of several turns squad rules become an issue. That's kind of why I wanted to have them be individuals. Perhaps a consolidation move at the beginning of the zombie turn? I'm not sure how to overcome this as well, especially with shooting thrown into the mix. What I was thinking is that you can have specific members of the squad shoot at individuals and then the rest of the squad shoot at the zombie horde.

In reference to zombie shooting, I imagine my zombies being more like the ones in 28 weeks later (the movie that proves sequels are always crappier than the original) crossed with invasion of the body snatchers. They can run jump, swim, and conduct combat basically like normal people and can die just as easily too. Though I didn't put it in, what I'm going to do is use tyranid adrenal gland bitz with sticky tack on them to represent someone being zombified. I have a bunch laying around for use on my bugs and thought that would lend itself more to the zombies being basically as they were in normal life. Any thoughts or suggestions on that? Your point about movement and BS is well taken and I definitely should have explained myself better. I just wanted to make the stats as is so no one has to remember extra stuff.

And in reference to your point about it being eldar/tyranids only, I was basically just using that as a 'for instance'. It helps me focus if I can visualize who's on the board and what would happen if this squad faced that squad and so forth. That and those are the only two armies I have... Other than some guard.

And I know it's harsh to have a 50% chance of the killed becoming zombies, but that's kind of what I wanted. Something quick and dirty. To me with the way I play it'll be very exciting. It makes close combat an extremely good or bad thing depending on what units you want. Do you want a pure shooty list to stay away from them or a pure CC monster list and hope your hit & run rolls do well.

And finally there is the deployment issue. I do kind of want everyone to deepstrike in. The 2 units of survivors and then the 2 units of zombies to represent the forces stumbling upon each other. I do like your idea of kind of having a spearhead type deployment though. I think I'm going to try and integrate that with deep striking because that would definitely add to the action.

Tired of reading new rulebooks... Just wanting to play. 
   
 
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