Grekwood Miniatures

Sunday 24 November 2013

Testing Grekwood Zombie Rules PART 1

My last post showed how we roughly set up the table, so now we’re all ready to go into action. Using our FREE downloadable fast play rules (which will be online in the next few days), we mention that any zeds in the open on the playing surface would automatically be attracted to the survivors.  I’m not going to give a play by play account of what happened, so I won’t bore you with all the specifics, but you can get all those from the rules!  For ease of play we assumed all the starting zombies were walkers.

So we begin:

TURN 1:
Our four heroes: Adele, Ben, Gina and Xavier pulled up in their car, with their head count trophies neatly stored in the back. The actual street seemed quiet. Everything seemed clear but there was an almighty ruckus coming from the back alley behind the houses to their left. 




The group moved cautiously down the road. But unknown to them, there was a zombie in the house to their left. 

We rolled for priority using a 20 sided dice, and unfortunately the zombie was first to strike. This meant he caught the survivors by surprise (never good on your first move!). The house zombie therefore entered the street but luckily he was rubbish and failed to bite Ben [the closest survivor to him].


Ben “baseball bat”, alerted by the noise of the approaching zombie, manages to spin around and clobber him with his bat and lands a critical hit! The zombie is no more…  One down 7 billion to go whoo hooo!

Meanwhile…. the zombies in the back alley have sensed there are survivors near, and begin to pile into the back gardens and rear of the nearby houses (You can roll to see if doors are open/unlocked, or you can assume all are open).

The rest of the zombies on the playing surface now move towards the survivors, in as straight a line as possible. Since the survivors were taken by surprise by the first zombie, we needed to see how it affected their morale. So we rolled, and everyone failed!!!. The gang, now scared, automatically started to run away… well, that was a quick game!

Rather than running off the board or jumping back in their car [as would be normal], we decided to leg it down the road towards the petrol tanker (which appeared clear).

TURN 2:
Since our survivors are routing, they have to be dealt with first. Being startled they ran down the road at maximum speed towards the lorry which meant they are unable to shoot.
All the zombies therefore continue to head directly towards the survivors. The party zombies in the alley way continue to move towards the survivors previously known location as they can’t see them. This means they are now moving through the houses!

We now checked to see if more zombies appear on the board… but luck is on our side, and no new zeds appear!

Morale is tested once again at the end of the turn to check if the rout is stopped. One zed is within 8”, but there are obstacles in the way and nothing to “startle” them. No survivors are injured, so using the necessary modifiers (please see rules) every survivor manages to recover from the rout. Yay!


TURN 3:
Having recovered from the rout, the survivors get their bearings and become aware of the party zombies piling out of the house by their car. Nooo!! That’s the get-a-way vehicle is now compromised! (Photo left)

The gang of survivors decide to move forward at a normal pace [Each type of movement has it’s own modifier for combat].

Using the cars as a shield, they decide to shoot at the closest zombie to them, the “shopping lady zed” (image below). Adelle from Admin is quick to fire but misses, but Ben hits and wounds the zed. He turns to Adelle, smiles, and says “Yeaahh! That’s ‘ow it’s done”. Being wounded the shopping lady zed is now reduced from a walker to a stumbler as the shot didn’t kill her. Gina 2 guns attempts to finish the zed off but also misses!! Luckily Xavier shoots and kills. Yep… the men saved the day (the women had better stats on paper!) So that's two zeds down!! 

The zombies all move at a regular zombie pace and the new arrivals are calculated using the zombie reinforcement table. Zombies will enter the board at 5 locations, these being location 5, 1, 5, 3 and 3 again. Rolling a 6 sided dice, we determined how many turn up at each location. 12 new zombies appeared in total. They were as follows:
5 at location 5, 6 at location 3, and finally 1 lonely zombie at location 1.



TURN 4:
After the combined successful killing of the shopping lady, the survivors continued to walk cautiously up to the next car (the black one), where they were faced with more zombies coming from around the corner of the local store. Adelle decides to shoot first at the female zombie which is getting a little too close. She manages to wound her, and Ben quickly follows up with a killing shot. Xavier tries his luck and shoots at the other close zombie... He scores a critical hit! 

Gina “2 Guns”, with no zombies too close, decides to go for a long range shot, and unbelievably scores a hit which kills a zombie all the way in Dragon Park! Seems like the girls are getting their own back on the lads!!

The zombies all move closer again, with more zombies appearing on the table at 4 different locations, these being locations 1, 1, 4 and 3. A total of 11 new zombies appeared. 4 appeared at location 1, 4 at location 4, and finally 3 at location 3.

Turn 5:
The party zombie horde behind the survivors seems to be growing quickly, so the survivors decide that they desperately need to put some extra distance between them. They move to a  jogging pace which gives them a negative modifier when shooting. They see that there are zombies to their right coming around the side of the local store so they have 2 options:

1)      Attempt to kill the oncoming store zombies and get to the local store (plan B) with no idea what’s inside or,
2)      Head straight towards the lorry which looks clear, but they are not sure if there is anything on the other side.

After some quick thinking, they decide to head towards the clearer area by the left of the  lorry and take out some zombies. Since they are now jogging, they have a -1 modifier to their skill level. We rolled to see who gained priority and who was able to shoot first (this isn’t essential, but it can help if you are keeping score of zombie kills/ammo etc). Gina and Ben both shoot and miss by a mile! (Gina rolled a 20, and Ben rolled 19!). Xavier managed to kill the male zombie sporting the yellow tank top, and Adele managed to wound another. 

The zombies etch closer and their groans become louder and louder. Fresh zombies appear at 2 locations, bringing a total of 8 new zombies to the board.

TURN 6:
Adele decides to move cautiously to the corner of the houses to get a better look of what lurks around the corner. It’s not good…there are more zombies coming from the 5th entry point.  Xavier slowly walks towards the lorry, with Gina closely following behind. Ben moves in-between both Adele and Xavier. 

Xavier and Ben both shoot but somehow miss!!! Noo!!!!!!! Luckily, Adele (with a + modifier since she’s moving slowly), and, Gina save the day and both score hits which kill. Another one for the girls!
The zombies all move again, but only 4 new zombies appear at 2 different locations.

Now with a large horde of zombies coming at them from behind, two smaller groups coming from either side, and a lorry blocking their view of the front...what will they do next?! ...Stay turned...

I don't want to make these posts too long, so in a day or two I will post another with the second half! I will leave you with a photo of the party horde coming up the road from the rear as you can see the side horde in the above photo.



Cheers  to everyone who has taken the time to read this so far. Any comments are welcome!

13 comments:

  1. Don`t look now....But there is a zombie behind you!

    Oh dear, it really looks like trouble, a lot of trouble! Nice battle report so far and good pictures to go along with it. Looking forward to part two (And to see the rules)

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    1. Cheers! Yeah...always zombies creeping up from out of nowhere!

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  2. Great report. The zombie ambush was a great start to the game typical of a movie start then a ridiculous panic away from safety in the lions maw! Great batrep look forward to part 2!

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    1. Thanks! The ambush was purely decided by dice rolls when we set up the game. So luckily it turned out really well!

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  3. That board is sure filling up with a LOT of zombies. I can't wait to see what happens in part 2.

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    1. haha yeah...tons of zombies. I mean we have loads, so may as well use them! We do state in the rules that you can alter the amount of zombies to your own needs, so if you have less, or want less, then it can easily be altered. I think we were just unlucky that out of all the entry points, the ones nearest the survivors were the most active :( But still, makes for an interesting game :)

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  4. "Ben... you've got red on you!" Very nice, superb terrain and can't wait to see what happens next

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  5. It does seem to be quite a hectic game and it's great to see more than the usual half a dozen zombies on the table too. Your spawn points are very close to my own ideas about zoombies continually turning up too.

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    1. The spawn points (and pretty much most of the rules) are actually my dads idea, and we thought it's only normal to have more zombies come onto the table throughout the game. Lol it is a bit hectic, but we do say in the rules that people can limit/reduce the amount of zombies if they need/want to.

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  6. Love it, looking forward to pt2 and having a read of your ruleset

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  7. Bring on part 2. It seems that the survivors have the odds stacked against them at the moment.

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