Grekwood Miniatures

Showing posts with label wargame. Show all posts
Showing posts with label wargame. Show all posts

Sunday, 5 October 2014

Blast-Tasitc 2014



Yesterday we headed to Bristol for a new wargames show called "Blast-Tastic". It was a show purely about Sci-fi, which was cool to see as so many have historical figures everywhere.

Overall it was a decent day. We left Cardiff around 07:20, and got there around 08:10-20 which gave us plenty of time to set up our stand (see image right). As soon as we finished setting up, we got our first order, and from then on there was a steady flow of customers throughout the day. There were a couple of quiet moments, which were welcomed (always nice to have a sit down!), but in general it had a nice relaxed atmosphere which was great from a traders point of view.

Amongst greeting customers, I finally met Colin from "Down Among the Lead Men", he's been a great supporter of Grekwood Minis, so it was cool to meet him. We started to have a chat and then I had to deal with a customer, so we only had a brief chat, but I'm glad I finally met someone from the blogs!

There were quite a few games going on, which we slowly watched from behind our stand. My dad (who is in one or two of the photos) had a look around and said he saw some pretty cool stuff happening. I didn't really get a chance to have a close look around, but I guess there's always next year! The table next to us (Precinct Omega.. above photo) had developed some rules for the Dreamforge figures which we stock, so that was pretty cool!





So yeah, great day! We'll definitely be going next year. I just want to say a big thank you to Michael Stockin of Angel Barracks who organised the show. Also to everyone who bought from us or came along to say hi, thank you, your custom is always appreciated!

Sunday, 1 December 2013

Testing Grekwood Zombies Rules PART 2

...and so it continues...

TURN 7:
All four members cautiously move forward into the gap between the lorry and the red car, while Xavier protects their backs. Gina, Adele and Ben decide to reduce the number of zombies coming from down the road (which are now visible to all) , but they ALL miss (terrible shooting and I feel another wave of panic begin to spread!!). Xavier tries to slow the mass of party zombies coming down the and shoots the maid zombie reducing her to a stumbler. 

Since the survivors are moving around a vehicle, some zombies cannot see the survivors any more, so the zombies who are closest  (coming up from the local store)will head towards the last place they saw the survivors as they don’t know where the survivors plan to go. Well they don’t have much brains!
Finally, luck is on our side, we rolled a 19 which means no new zombies appear!!

TURN 8:
All the survivors continue to move extremely cautiously. Gina moves through the gap in the vehicles and around the back of the lorry, while Ben moves around the red car to protect Gina’s back. Xavier and Adele cover the others whilst moving backwards. They all shoot…but miss!!! Arghhh Now’s not the time for bad shooting with all those zeds getting closer!!

7 more zeds appear at 2 different locations… will this town ever run out of zombies?!

TURN 9:
With the zombies closing in, the survivors see that the wooded area (aka Dragon Park) is relatively clear/empty. They need to increase the distance between themselves and the zombies as there are just too many of them, so they decide to leave the protection of the cars, pick up the speed, and jog into the park. They don’t run as the view isn’t 100% clear as zombies could be hiding behind trees.

Since they are jogging they get a negative modifier, and unluckily everyone misses yet again, what’s wrong guys? Good job there’s now some distance between them and the approaching hordes!

The zombies creep forward, but luckily no new zombies appear. Maybe the town has finally run out of zombies (yeah.. I doubt it…).



TURN 10:
Since there is a little more distance between the survivors and zombies, the survivors decide to stop jogging, and walk deeper into the park, while heading towards their primary objective, Grekwood General Hospital. Both guys manage to hit and kill oncoming zombies, while both women score hits which only wound. But at least that’s better than the misses they have all been having lately!
As the zombies move in, 7 new zombies appear at locations 1 and 3. Luckily 3 is on the other side of the table so it most likely won’t affect them.

TURN 11:
The survivors see that the Hospital fire escape is close, so they head straight for it. Xavier and Adele both miss. Ben searches for a shot through the woods, sees a nurse, shoots, and kills her… “yes!” he says under his breath. Gina sees the pregnant zombie, and hesitates, but realises she has to shoot, and ends up killing her.
All zombies move towards the survivors, but luckily no new zombies appear.

TURN 12:
The group now move to the bottom of the fire escape stairs and take a quick look to see if there are any zombies present. Luckily it’s clear. Knowing there is nothing on the stairs, all turn their back to the fire escape for one last shot. Ben quickly fires, but misses everything…he doesn’t even hit a tree (it was that bad!). Xavier and Adele both shoot and kill 2 more unlucky zombies. With no zombie too close, Gina searches for a visible shot, and amazingly she spots a zombie through a tiny gap in the trees! She raises one of her guns, looks down the barrel and through the gap in the tree, and pulls the trigger. Boom! It’s a kill!

This is our favourite photo (to the right) of the whole game. We used “line of sight” a lot to determine who we could see, or what we could shoot, and this just takes it to a whole new level of “real” line of sight! The gap between the trees was SO small, but enough for Gina to see a potential kill.

Because the survivors have reached the base of the stairs, this now activates the zombies in the hospital wards closest to the survivors (the zombies we placed on the roof when setting everything up). We do the location rolls using a 6 sided dice, and determine that there are 4 zeds on the middle floor in the ward, and 5 zeds in the middle floor day room. Now the hospital entry points are activated, it means there are now 8 entry points total.

New zombies appear at 4 locations, these now being entry point 7, 2, 5 and 7 again. 11 zombies total with 2 being on the ground floor of the hospital.

TURN 13:
After an almost all round successful turn of shooting, the survivors go up the first flight of stairs to increase the distance from the zombies. A “normal” walking pace takes you up 1 flight of stairs per move. They see that the day room on that level 1 is full of zombies, so they have a choice, either fire, OR use the rest of their “move” to get to the bottom of the second flight of stairs. Since they only moved 4” it meant they could either shoot, or turn their move into a run and move a total of 8”.
Not wanting to get trapped by the zombies coming from the forest, they decide to risk it and to carry on to the next level.
Luckily no new zombies appeared.








TURN 14:
The survivors scrambled up the stairs. Amazingly, the day room was empty which allowed the survivors to gain access to the hospital. …and so the game had ended!

END OF GAME




Overall not bad! It’s the first game we have done where we have actually reached the primary objective and the first game where we never had any injuries!
The game turned out to be a rather strange one for most zed reinforcements all seemed to come down the back alley where the party zombies came from. I suppose [in reality] that’s where the housing estate is so the game actually gave a ‘real’ result.

When we started we thought we would have been forced more toward the general store, rather than the straight line option we actually got. If more reinforcements had come in at the back edge, then everything may have turned out differently.
With our survivors entering the hospital, the next game will be to get the meds and scarper! (when this game will happen I don't know... so for now, that's all folks! Hope you have enjoyed it. Stay tuned for the rules which will be posted up on our website in the next week. Everything has been delayed as I have been ill for about 2 weeks, but I am finally starting to do better, so apologies for the wait!

All comments as usual are welcome.

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!

Saturday, 16 November 2013

Setting up: Using Grekwood Zombie Rules

Some of you may know that we (Grekwood Minis) have created some zombie rules. So last week we tested them out and played a demo game. I will use this post to explain how the demo game went, and how we set everything up!

So here we go, (Click all images to zoom)
 
The first thing we did was lay out the game surface (right), then select the type of game we were going to play. This may sound a reverse way of doing things, but it actually stops you introducing preconceived ideas into your layout as you have no idea what scenario you’re going to play during set-up.

We wanted to keep things random, so we rolled to see which of the five game styles we would play. We got the Salvage and Scavenging scenario. Therefore the aim seemed quite simple. We had placed our hospital building PDF in the top right corner of the table so it seemed logical to mount a scavenger raid on it.

Our earlier helicopter recon showed the ‘Zed Zone’ to have a low level of activity and since the copter was low on fuel we’d have to go in by ground transport. Since we’ve played a couple of games before we knew that the chances of success for our Plan A was usually quite low (we like a challenge!), so we always do a back-up plan. So Plan B was to visit the local store “Greksco”, grab a few beers, toilet rolls, toothpaste and some tins of grub if we get blocked in!

Ok, so the next step was to decide how many player characters [survivors] we were going to have. We chose four, two men, two women (we wanted to keep things even!). So here's a photo of them: 

We did all the roles for skill level, health etc and we came up with the following: Rather than giving all their stats, I've summed it up:

Baseball Ben is the best fighter and most skilled but his health and morale are basically average.
Adele From Admin is probably the number two as she’s above average in almost all respects, being the fittest of the group with an above average morale.
Xavier is the ‘extrovert’ of the group. No-one knows his real name, and no-one cares to push the issue. He’s the third most skilful being a tad above average, but despite his flamboyant nature he’s suffering some chronic health issues which means he doesn't like to close on the ‘zeds’, preferring to fight at a distance, as a result he has the lowest morale of the group.
Gina ‘two guns’ is pretty much an average type but her ego is big, giving her the highest morale of all, she’s a girl with attitude and wants to prove she’s tougher than the rest. 

Now that was done, we needed to put the ‘team’ in place. Since the prime objective is to reach the hospital, we inserted the group on the left edge of the playing surface. Like I said, we wanted to make things difficult and that’s the furthest away from our objective. From looking at the table, we were able to identify four insertion points here – two roads [A & C] and two alleyways [B & D]. So we rolled the die and found they enter at C, allowing them to drive the vehicle onto the table (Cool vehicle shown below).



Our next problem was to work out where the ‘zeds’ are and how many. So we do our rolls and find we have 20 ‘zeds’ on the access/entry points and a further 28 on the ‘grid’ (rest of the playing surface). Luckily we got some really low rolls here which meant there weren't many ‘zeds’ on table at the start…always good news! The ‘zeds’ have five entry points [1-5], they can’t use alley B as it’s been fenced off and they won’t get through that way. Also they can’t use the PC insertion point either (aka C).

So rolling on the Zombie reinforcement table (in our rules) we rolled a 6 which means the ‘zeds’ appear at three separate entry locations. Rolling for these we find they are points 2, 4 and 4 again. With 20 ‘zeds’ we split these between the three entry points as best we could, giving 7 at point 2 and 13 at point 4… umm maybe there’s a party or something happening?! Here's a photo:


In the photo, entry point 4 shows 16 zombies... (it's a mistake, we removed 3 after this photo)


Next we have 28 ‘zeds’ to go on the ‘grid’. The grid is formed by the basic tile system we use [at Grekwood Minis]. These tiles form a visible grid on the playing surface and by using a ‘battleships or chess board’ type system where we letter or number the game area edges, we can identify any individual 6x6 tile.

Our table was 8 tiles by 13, but we ignored the far right column as it was far away from our entry point and makes rolls easier as most gamers probably have a 1d12 [if not a random number generator on the internet will do the roll for you]. We used a 1d8 for the depth (8 tiles) and 1d12 for the front edge of our area (12 tiles). Once we pinpointed a tile, we rolled a 1d6 [for the number of ‘zeds’ present per tile) and placed the resulting number on that tile. We did this until we used up all 28 zeds!
  
When a zombie appeared on a tile occupied by a building, we placed them on the roof to indicate their position [this is for illustrative purposes –in a game their positions would simply be noted by the games master].

Okie dokie, that’s the set up done. It sounds long but I wanted to explain it well as this might be used for reference if people used our rules.


My next post will have the game in it…so stay tuned!

Sunday, 29 July 2012

Hospital Beds - Now on Sale!!

Short blog this time just to let you know that the hospital beds are finally on sale now, so check out the website: http://www.grekwoodminiatures.co.uk/HospitalBeds.php

Here's a photo of some packaged up beds:


Reminder, contact me for postage if you are outside of the UK. I can't stress that enough as normal postage doesn't always cover countries outside of the UK.

Also, once again, if you want the normal zombie nurses and want to save on postage, then please wait until next week as that is when I should hopefully have the zombies for sale.

If you know of anyone who might like these, whether on forums/facebook or whatever, please post a link to them :)

Cheers to everyone who has commented and been patient the past month or so. It's been a while getting there, but I finally did it!

Until the next blog...cheerio!


Thursday, 19 July 2012

Zombie Masters... and other beings... coming shortly

Masters for the current batch of 28mm figures arrived today. So they have been sprayed white to show up the detail a bit better (silver is too reflective!). So, without any further delay, here they are:



4 Zombie nurses with "normal" zombie heads. Nice, how badly do you want these lovely ladies to look after you?!? haha




and  now for the behind shot...


 Some demon people. Kinda zombie like, just without arms flapping about. So they have a "straight jacket" appearance.  Their expanded chest has caused the front to tear open, making it a weak spot...or a weapon which squirts out infection?!?

... now for their behind shot...


Now for those mutants with guns! I like these, I know I sculpted them so I should like them right? But it's one of those things where you sculpt something and think...yeah, I really like them. I think I like the amount of detail I managed to put on them, and just because they were something different for me to sculpt.


So...behind shot, tubes everywhere, butts handing out...ummm.. yeah...





Ok that's those sorted for now. I assume that the production castings will be in my hands in the next week or two, but we'll have to wait and see. So I'l update when I know something. But for now, it's one step closer.

Once again, thank you for looking, feel free to use the photos to show friends and people who may like them. All comments are welcome as always. I will give an update on the Hospital beds and building next week. Cheers!

Saturday, 14 July 2012

28mm Hospital Ward Complete!

This is the 3rd prototype, but I think it is the final one. I made the room at the back wider for a couple of reasons: Figures on a 25mm base take up a floor area of 5ft x 5ft, rather than what a real human takes up, about 2ft x 1ft. So a room scale room at 9ft x 9ft can only fit one figure in, whereas in real life it can fit quite a few people. So this was my first problem to overcome. I had to make some of the rooms (day room area/storage room and toilet) a lot larger to fit figures in. So, for example, the storage room is double the size of what it should be to compensate for bases. So it's no longer "true" scale, but it is visually better, and more playable for a game. Ok, now the fun part, here's some piccys!




Overall view of one ward. Notice the back part has been made bigger because of the reasons started above. It is actually more like the shape of the hospital I am basing it on (Llandough Hospital).








Bigger windows in the day room, with an emergency exit in the middle image.

I also created wall corner pieces to cover up joins and awkward corners. It helps make it look more detailed. It's a pain to cut out though, well, more boring that anything lol








Photo 3: So "cool" angle shots... I mean "artistic" shots :P Pretty much jst showing the basic layout. A front desk will be pt where the black figure is. The the small room will have a shower and a toilet/sink in it. There will be enough room to fit a figure, I mean you don't get people sharing toilets!






A closer view of the day room area. The large carpeted area is the day room. It'll have a couple of sofas and a tv in it. The room where banana man is in will be a storage room. I'll be making cupboard out of resin to fit in this room. Finally the small room is a toilet. Big enough to fit one figure in. Again, we don't share toilets!




Another angle to show the emergency fire exit door (with signs!). As the wards will be upstairs, I plan to make a little staircase to go up to them.






Finally a birds eye view of the ward... just because!









Something a bit different. This is the floor plan idea that I have come up with and I am building. The wards will be on the 1st floor (2nd floor depending where you live.) The ground floor (or first floor) will have the entrance area, x-ray dept, outpatients and so forth. It is designed so that the building can be as many levels as you like :)



Ok that's it for now. I should get back to design work or building or something...

Cheers again for any comments and for reading!

Wednesday, 11 July 2012

A Bit Of Everything

Hello!

I would like to start by saying hello and thank you to those who have recently started to "follow" me.

Zombie Hospital
I have been busy all day with the hospital building. I have been taking photos of each stage and writing a documentation explaining how to put it all together. Once finished, I plan to put it on the website as a PDF download which people will be able to purchase. I thought I may as well as you never know who might want it. I have created a number of floor/ward colours, such as light blue, green, red, pink, and tomorrow I will probably make a yellow and dark blue ward. Each floor is checkered with the ward colour and white tiles just to make them different.

Once the wards are complete I will start work on a hallway, well, multiple hallways, depending on how I want to lay out the hospital wards.

Latest Releases
I am currently awaiting a parcel for the new zombie nurses/mutants/demons. I'm not 100% sure whether this is just the masters, or the production figures as well. I hope it's both as I really want to start selling them. I originally wanted to put them on the website near the end of June/begining of July, but there were a few casting delays, but I have been informed I should have them early next week. So fingers crossed for that!

As soon as I recieve them I'll update the blog for people who are interested in them.

Hospital Beds
The new resin seems to have a better viscosity, but it sets pretty fast which is a bit of a problem. Because it sets fast, bubbles are difficult to get rid of as it becomes thick quickly..soooooo... We have an idea; building up the moulds in layers rather than in one go. The idea is to pour a small amount of resin into the moulds, poke it into place to get the detail, and when it is dry, top it up with more resin. It's a plan which I hope works. 

If this fails, then what I might do is touch them up with some putty (the bubbles are so tiny it's crazy), and sell them that way. Once painted you wont know it's there. So that's an option, what do you think?

We'll keep trying, but that is a last resort...

Final thought...
Hopefully over the weekend I will post a blog which shows the hospital coming together! I decided to open up a bag of 50 trees (Tree link!) to decorate around the hospital when done. I am making a few alterations, such as putting them on sturdier bases, and spraying them with green sprays to give more variety :) 

Okie dokie, that's all for now. Cheers for reading if you got this far as it's bit of a long blog without pictures...

As always, comments etc are welcome. If you're new, check out our website. Things will be added next week :) Grekwood Miniatures Website

Friday, 6 July 2012

WIP Zombie Hospital!

Helloo :)Here's some WIP photos of the hospital I am making. It's a prototype so make sure I get sizes/proportions correct. It's all pretty much working so far.


I have started off by making a ward. It will have 8 beds in it, a front reception desk, and a bathroom/toilet in the main ward room. Towards the back I decided to put an "extension" on, which will include a "Day Room", storage room, and another toilet/shower room, as it's a ward, you need a few toilets... one may cause problems :P As it is a prototype, the "proper" ward will have long continuous sides of foam board, rather than a separate piece for the day room.


To the bottom right of the photo is a nice chocolate/caramel shortbread cake... I recommend them, they taste goooooood!



The photo to the right now has interior walls! It took ages to line all the windows up and repaint the walls.

I decided to put some beds in there to show scale along with a few "survivors" from various companies.

Photo to the left shows the exterior view. Larger windows in the day room. A smaller window can be seen at the far end where the toilet will be. We don't want people peeking whilst someone is in there!!!

A close up of the day room shows the banana man chatting up Ashley Campbell from Hasslefree (Nice one banana man!) The plain white wall is a WIP of where the bathroom/storage room will be.

FINALLY... I took ages colouring in all those blue squares(using Photoshop) ...totally forgetting that I could have just created a small area and copy and pasted it all!!!!! Oh well, it's done now and looks pretty decent. I plan to have about 6 wards. Each with it's own unique colour, so pink for maternity ward and other colours for random wards. Makes it a bit different rather than all the same.
The hospital will be quite large, but it's meant to be the main focus/scenario of a possible game, such as clear the hospital of all infected and save any survivors... so there may only be a small exterior surrounding it.

I plan to make it so that it will be a number of pieces which are connected together. So the hospital can either have loads of wards spread over one floor, or be a small but tall hospital or whatever I feel like at the time I play. What I mean is, it's not a set size, it can be altered, so it can be made bigger or smaller and any shape, that's the plan anyway if that makes any sense??

So that's all for now. Hopefully tomorrow we'll try casting the beds again so fingers crossed. Oh apparently the zombie nurses are being case today... so we'll see what happens with those. Fingers crossed they'll be ready soon (I know I keep saying that....).


Cheers for reading! Now I'm off to eat some fish and chips...yum! :)