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Made in ca
Fresh-Faced New User




After play-testing this and reworking it. I have got it to a pretty fun point I would say.
I originally designed it specifically for Tau but switched it up and made a game that anyone with a bunch of models can play.
Check it out and play it if you have some time.

Here it is, my Single Player variation of 40k, SQUAD VS ZOMBIE:
https://docs.google.com/document/d/1NtGxXM_LL9Q0ZOPVjjuO5FAYWjAiGx1jQDTM6_ThGnU/edit

Enjoy!
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

I Like it, but there are a few things I thought that made it too easy to get far:

You said Build an infantry Squad, does this consist of only one type of model (E.G. Space marine tacticals) or a Mixed unit (Tacticals, Devastators and Terminators)
There are two ways to take this, an Infantry squad could be stranded, holding out in a vain hope of extraction against overwhelming odds whereas the mixed force could be a handpicked extermination force tasked with rooting out the infection and stopping it at the source. this gives two game types, a wave survival and a kill point based game.

It also feels that, without any reason to go over to it, at least half the board will be used purely for the purpose of soaking up some of the zombies and making them effectively pointless, in order to combat this, you could introduce an ammo reserve rule and randomised ammo drops across the board in order to make it less sit on the sofa and more about strategic choice between staying in a defensible position, clearing out zombies to thin the ranks and resupplying.

Out of ammo:
When a model rolls a natural 1 to hit with their ranged weapon, roll an additional D6, if another natural 1 is scored, then from that point on, the model cannot fire any weapons as it no longer has any ammo, they may still fight in close combat as normal, but cannot benefit from the +1 attack for two hand weapons if one was a pistol.

Ammo Drops:
Although Stranded, the beleaguered stranded are not forgotten, as relief drops are dropped into their midst.
At the start of each new incoming zombie wave, roll a D6. on a 5+ place a representative token in the centre of the board and roll 4d6 and a scatter to determine the initial drop site, if a Hit is rolled on the scatter die, then you may select the direction of the drop. once this has been determined, roll a further 2d6 and scatter as though deploying by deep strike. if the final position would rest in impassable terrain, on the roll of a 3+, move the token the minimum distance required to move it out of impassable terrain, on a 2 or less, the supplies are destroyed.
When a non-zombie piece moves within 3 inches of the supply drop, Roll a D3 to determine how many models can resupply from the ammo drop. these do not have to be used all at once.

I could add more but I'm a bit strapped for time at the moment to add more.


5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in us
Ragin' Ork Dreadnought




I see a pretty big problem with this. Your 'Revive' mechanics are way too forgiving, and a little unbalanced internally, too. 2D3 is always preferable to 1d6, because your minimum result is 2, not 1. (You are slightly less likely to roll a '6', sure, but that is not a big deal unless the player is desperate.) By level 3, you'll have enough points to, guaranteed, bring 9 of your squad members back, and potentially up to 27. And as long as you can kill five zombies for every two models you lose (Not a difficult prospect at all,) you could potentially keep playing forever. Even with crummy squads, like Ork Boys, it's entirely possible to leash the Chaos units in a big circle while shooting them - With a maximum move of 8", (Assuming that the player takes advantage of terrain, which they absolutely will be, especially once the Zombie units get bigger,) anyone with a gun ranged longer than that will just be able to move in circles and shoot like they're playing COD Zombies.

Eventually, it would reach the point where the Squad player can't keep going, but at that point it won't be because their tactics failed, it'll be because the entire board is covered by Zombies and the Squad player literally cannot move.

(Also: No matter how many models you have, you can only get so many to attack in Assault, since they have to be within striking range. Assuming an endless, unstoppable horde is facing something even remotely decent, like Assault Marines with a couple Flamers, here's how it's going to go down:
The Assault Marines kill some-odd ten zombies with flamers and pistols. Then, they charge. Assuming ideal crowding, 60 zombies will get to attack - That's 30 hits, 10 wounds, of which I'll be generous and say that 4 fail to save. The Assault Marines also get to hit, and with 30 attacks, they get 20 hits, 10 wounds, and kill 6 zombies.

They've now killed 16 zombies, which is enough to get 2d6 squad members back, or 3d3. They recover all of the lost marines, and repeat.

The comparison just gets worse if we use really good infantry. You mention that the players have to balance the game themselves in order to choose what level of difficulty they want, but something like ten Deathwatch Veterans with 4 Frag Cannons and a bunch of flamers everywhere else are just going to annihilate zombies, with absolutely no recourse - One squad of shooting with that, you're going to kill 50 zombies. One Overwatch with that, you're still killing 12 models.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I don't really like the whole "No Points" mechanic. I'd rather see points costs for different difficulties. Plus, as has been said above, with a good squad, you can do it indefinitely.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ragin' Ork Dreadnought




There also needs to be some variety in enemies, so that a single weapon type doesn't become the default 'Best' choice. If the Zombies were just Plague Zombies, but came in multiple smaller units, that would help. 'Bruiser' type units could also show up, using weapons that actually have AP and maybe some other decent special rules. Later on, big, beefy enemies like Bloaters from TLOU could also make an appearance, giving AP2 weapons a reason to exist. Variety, as they say, is the spice of life.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Zombie
WS-3
BS-0
S-3
T-3
I-3
A-1
Sv-6+
Fearless
Feel No Pain
Slow And Purposeful

At level 3, T increases by 1.
At level 5, S increases by 1.
At level 7, I is increased by 1.
At level 9, A is increased by 1.
Repeat this pattern every two levels, capping their stats at 3 higher than normal.
________________________________________________________________

Bruiser
WS-4
BS-0
S-5
T-4
I-4
A-2
Sv-4+
Fearless
Feel No Pain

At level 3, T increases by 1.
At level 5, S increases by 1.
At level 7, I is increased by 1.
At level 9, A is increased by 1.
Repeat this pattern every two levels, capping their stats at 3 higher than normal.
________________________________________________________________

Speeder
WS-5
BS-0
S-4
T-3
I-6
A-3
Sv-6++
Fearless
Feel No Pain
Dunestrider
Move Through Cover

At level 3, T increases by 1.
At level 5, S increases by 1.
At level 7, I is increased by 1.
At level 9, A is increased by 1.
Repeat this pattern every two levels, capping their stats at 3 higher than normal.
________________________________________________________________

Spitter
WS-2
BS-3
S-3
T-4
I-2
A-1
Sv-5+
Fearless
Feel No Pain
Spit-Range 18", S4, AP6, Rapid Fire

At level 3, T increases by 1.
At level 5, S of their spit increases by 1.
At level 7, AP of their spit is decreased by 1.
At level 9, Range of their spit is increased by 6".
Repeat this pattern every two levels, capping their stats at 3 higher than normal.
________________________________________________________________

Tank
WS-5
BS-4
S-6
T-5
I-4
A-3
Sv-2+
Fearless
Feel No Pain
Thrown Rock-Range 12", S6, AP4, Assault 1

At level 3, T increases by 1.
At level 5, S increases by 1.
At level 7, I is increased by 1.
At level 9, A is increased by 1.
Repeat this pattern every two levels, capping their stats at 3 higher than normal.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Fresh-Faced New User




Thanks for all the feedback. I will clarify though that the no points limit and loose stipulation as to what you can use is so the player can make the game as easy or as hard as they want.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

wantedposter wrote:
Thanks for all the feedback. I will clarify though that the no points limit and loose stipulation as to what you can use is so the player can make the game as easy or as hard as they want.


That's laziness. Not to diminish what you've already done, but that's AoS style, balance it yourself.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Fresh-Faced New User




Waaaghpower wrote:
I see a pretty big problem with this. Your 'Revive' mechanics are way too forgiving, and a little unbalanced internally, too. 2D3 is always preferable to 1d6, because your minimum result is 2, not 1. (You are slightly less likely to roll a '6', sure, but that is not a big deal unless the player is desperate.) By level 3, you'll have enough points to, guaranteed, bring 9 of your squad members back, and potentially up to 27. And as long as you can kill five zombies for every two models you lose (Not a difficult prospect at all,) you could potentially keep playing forever. Even with crummy squads, like Ork Boys, it's entirely possible to leash the Chaos units in a big circle while shooting them - With a maximum move of 8", (Assuming that the player takes advantage of terrain, which they absolutely will be, especially once the Zombie units get bigger,) anyone with a gun ranged longer than that will just be able to move in circles and shoot like they're playing COD Zombies.

Eventually, it would reach the point where the Squad player can't keep going, but at that point it won't be because their tactics failed, it'll be because the entire board is covered by Zombies and the Squad player literally cannot move.

(Also: No matter how many models you have, you can only get so many to attack in Assault, since they have to be within striking range. Assuming an endless, unstoppable horde is facing something even remotely decent, like Assault Marines with a couple Flamers, here's how it's going to go down:
The Assault Marines kill some-odd ten zombies with flamers and pistols. Then, they charge. Assuming ideal crowding, 60 zombies will get to attack - That's 30 hits, 10 wounds, of which I'll be generous and say that 4 fail to save. The Assault Marines also get to hit, and with 30 attacks, they get 20 hits, 10 wounds, and kill 6 zombies.

They've now killed 16 zombies, which is enough to get 2d6 squad members back, or 3d3. They recover all of the lost marines, and repeat.

The comparison just gets worse if we use really good infantry. You mention that the players have to balance the game themselves in order to choose what level of difficulty they want, but something like ten Deathwatch Veterans with 4 Frag Cannons and a bunch of flamers everywhere else are just going to annihilate zombies, with absolutely no recourse - One squad of shooting with that, you're going to kill 50 zombies. One Overwatch with that, you're still killing 12 models.


Yeah you are right, I had it at higher point values before but from play testing they were too high, they are too low now.


Automatically Appended Next Post:
Tristanleo wrote:
I Like it, but there are a few things I thought that made it too easy to get far:

You said Build an infantry Squad, does this consist of only one type of model (E.G. Space marine tacticals) or a Mixed unit (Tacticals, Devastators and Terminators)
There are two ways to take this, an Infantry squad could be stranded, holding out in a vain hope of extraction against overwhelming odds whereas the mixed force could be a handpicked extermination force tasked with rooting out the infection and stopping it at the source. this gives two game types, a wave survival and a kill point based game.

It also feels that, without any reason to go over to it, at least half the board will be used purely for the purpose of soaking up some of the zombies and making them effectively pointless, in order to combat this, you could introduce an ammo reserve rule and randomised ammo drops across the board in order to make it less sit on the sofa and more about strategic choice between staying in a defensible position, clearing out zombies to thin the ranks and resupplying.

Out of ammo:
When a model rolls a natural 1 to hit with their ranged weapon, roll an additional D6, if another natural 1 is scored, then from that point on, the model cannot fire any weapons as it no longer has any ammo, they may still fight in close combat as normal, but cannot benefit from the +1 attack for two hand weapons if one was a pistol.

Ammo Drops:
Although Stranded, the beleaguered stranded are not forgotten, as relief drops are dropped into their midst.
At the start of each new incoming zombie wave, roll a D6. on a 5+ place a representative token in the centre of the board and roll 4d6 and a scatter to determine the initial drop site, if a Hit is rolled on the scatter die, then you may select the direction of the drop. once this has been determined, roll a further 2d6 and scatter as though deploying by deep strike. if the final position would rest in impassable terrain, on the roll of a 3+, move the token the minimum distance required to move it out of impassable terrain, on a 2 or less, the supplies are destroyed.
When a non-zombie piece moves within 3 inches of the supply drop, Roll a D3 to determine how many models can resupply from the ammo drop. these do not have to be used all at once.

I could add more but I'm a bit strapped for time at the moment to add more.



Some good ideas in here. I like the ammo mechanic.

This message was edited 1 time. Last update was at 2017/01/09 23:49:32


 
   
Made in us
Ragin' Ork Dreadnought




Okay, well, that will certainly make the game end much more quickly. Once everyone is up to +2 Toughness, there are no real anti-infantry weapons that can deal with it. The best army is still going to be Deathwatch, since they can use Flamers and Frag Cannons at first, then switch over to Poisoned weapons later on.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Seems kinda fitting, actually. But yeah, that might progress a little TOO fast.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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