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Pappa Midnight- 05-13-2007
Midnight's zombie Game........Second Battle Report
The following is a battle report of a game played last weekend with my ever suffering mate Fritzy as a guinea pig for my home-brew zombie rules. The table was set up ( 5’ X 3’) and terrain features placed. Originally this was going to be a two player game with two teams of Survivors, so a total of 4 Spawn points were placed: The Hospital, The Theatre, Block of Flats and an In Road. As I wanted to record the game and oversee any problems I asked Fritzy if it was Ok for him to play solo and I observe. He agreed and rather than reduce the Spawn points he kep them the same ( Very Brave!!!!!) Fritzy’s gang was his old faithful Bikers, consisting of Spike armed with a SMG and a bike chain, Jayne armed with an SMG and a knife ( she also had a First Aid kit) an Moose armed with a Pump Action Shotgun and some knuckle dusters. The game was quite simple: The gang had to get to the Bike repair shop on the other side of town, pick up their bikes and leave the table using the same table edge they had entered. Round 1 A total of 12 Zombies initially spawned. These were divided evenly between the Spawn points. The Bikers made there way up the table past a block of apartments. The three Zombies outside the Hospital spotted them and shambled towards them. Whilst rolling for spawning Fritzy managed to get 8 Zombies AND a “Special” in the form of a dog move onto the table at the Road Junction ( which was quite close to the bike shop) Round 2 The Bikers continued moving up the table. Conscious that firing weapons tends to attract Zombies, Spike fired a short burst from his SMG at the Zombies next to the Hospital. He managed to knock over the Zombie in the wheelchair, but didn’t take it out of action. The Zombies at the junction merged into a larger horde ( two hordes coming within 2” of each other merge) and the Theatre spawned three Zombies. Round 3 Spike throwing caution to the wind opened up on the Zombies near the Hospital, firing 2 short bursts. The Zombies fell under a hail of bullets. Fritzy being quite pleased with the Bikers’ performance moved them confidently up the table. A combination of weapon fire and bizarre dice-rolls resulted in 5 Zombies Spawning at both the Hospital AND the junction and 9 Zombies and a “Special” ( This time a huge Zombie with 2 wounds) spawning at the Theatre. At the end of Round Three there were 39 Zombies and 2 Specials on the table!!!! Round 4 The Bikers broke into a run up a side alley trying to avoid the larger groups of Zombies. A few more Zombies emerged from the Hospital, the rest of the Zombies on the table shambled around aimlessly. Round 5 The Bikers crawled under a lorry blocking the road, catching sight of their precious bikes! No Zombies spawned this round but the Zombies at the junction moved slowly towards the bikes! Round 6 Realizing that they won’t get the bikes without a fight the bikers go on the offensive! Spike opened up with his SMG knocking 2 Zeds flat, Moose opened up at short range with his shotgun cutting another in half! Jayne switched her SMG to burst fire sending 2 Zeds back to Hell!! The Zombies near the bikes surged forward en masse attracted by all the noise. The dog broke from the horde getting dangerously close! Despite all the firing no new Zombies spawned this round! Round 7 Jayne let rip at the dog with her SMG, missing!!! Moose stepped in and blew the dog to pieces with his shotgun whilst Spike reduced another to a pile of rotten meat with his SMG. The Bikers braced them self for the zombies’ attack. The Zombies surged forward sensing the kill. Spike fended off an attack from a lone Zed whilst 2 Zeds piled into Moose Ko’ing him!!!!! Yet more Zombies Spawn at the Junction. Round 8 Spike swung his bike chain wildly trying to fend of the stinking rot. He managed to knock it done and get some distance. Jayne switched her SMG to full auto and “Burnt The Clip” on the three Zombies adjacent the unconscious Moose tearing them to pieces. She then grabbed Moose and dragged him back from the approaching horde. The Zombies surged forward again, one clawing at Jayne who managed to beat it off! Another 6 Zombies spawned at the Hospital and another 1 at the junction. Round 9 Jayne dispatched the Rot in contact with her with a well placed blow to the head and dumped the unconscious Moose, leaving him to his fate. Spike let off a couple of burst of SMG fire taking down another Zed. The Zombies close in knocking Spike to the ground. He was down but not out! The unconscious Moose is surrounded by the ravenous dead, oblivious to the fact he will soon be Zombie chow! The Hospital spawns another 11 Zombies and another 5 emerge from the Theatre. At this point there were 62 Zombies on the table!!!!! Round 10 Spike jumped to his feet and caved in the skull of the Zombie next to him. He spun and fired a burst from his SMG at another stood next to his bike, bursting it’s head like a water melon. He then used his remaining movement to out distance the Rots that were still standing. Jayne reloaded her SMG and moved up next to Spike. Spike and Jayne could only look on as Moose is eaten alive. Round 11 Spike and Jayne realized that it was now or never………They both switched to full auto and “Burnt their clips”! Spike rolled a critical, meaning that he wouldn’t be out of ammo and blasted 3 Rots into a green mist. Jayne ripped 4 apart leaving her weapon empty. A remaining Zombie closed in on her causing a wound but not knocking her out. 3 more Zombies spawned at the junction and 8 emerged from the Office Block. Round 12 Jayne attacked the Zombie in base contact with her but in her weakened state she misses. Spike moved in and smashed the offending Zed to pulp with his bike chain. They both then moved up to the bikes, ready to mount up next turn. Looking at the table it looked like the Zombies were trying to block the road. Round 13 Fritzy decides that the Bikers will mount the same vehicle ( so the passenger is free to fire weapons ) so Spike and Jayne mount the Trike and set off across the table. No new Zombies spawned, but there were plenty in hot pursuit! Round 14 Spike headed up the quie-*test*-('") part of the table, with Jayne using this as an opportunity to reload! Round 15 Spike gunned the engine, realizing that escape was in sight! Jayne opened up with a burst from her SMG but failed to hit anything. The Zombie hordes, attracted by the engine noise closed in. Another 5 Zombies spawned at the Hospital Round 16 Even moving at half speed for crossing rough terrain ( grass) Spike and Jayne make it off the table!!! The Zombies can only look on as they speed away. At the end of Round 16 there were a total of 79 Zombies on the table. As you can see it was a pretty close run thing. It could have all turned nasty really quickly especially with Fritzy’s unlucky spawning rolls. I didn’t include any “pick ups” in the game just to see how survivable the characters were without them. Whilst talking to Fritzy afterwards, he was a bit miffed that he didn’t notice that Jayne had a first aid kit and could have saved Moose. Oh well, I’ll just have to do a Zombie Biker mini!!!!! :lol: Regards PM

Lowtardog- 05-13-2007

Pappa, said it before, will say it again...awesome. Any tidbits on how the rules play?

GalvanziedYankee- 05-15-2007

Wow that looks great! What did you use for terrain and roads? Nearly 80 Zeds, OMG, I need to do a lot of painting! :shock: Also any comments on your rules?

Pappa Midnight- 05-15-2007

Wow that looks great! What did you use for terrain and roads? Nearly 80 Zeds, OMG, I need to do a lot of painting! :shock: Also any comments on your rules? Thanks! :D The roads are by Worldworks, part of their Urban Mayhem printable terrain line. The buildings are a mixture of Worldworks, O scale rail models and "Twilight Street" by Microtactix. http://www.worldworksgames.com/store/ http://www.microtactix.com/ The rules are stilll WIP, but I will keep you posted! Regards PM

Dave R- 05-15-2007

PM, That was great!!!!!! Loved the huge Zed.(Reaper Ghoul King) Are your rules based on ATZ? Or did you create them on your own.

Pappa Midnight- 05-16-2007

Thanks Dave! :D It is my own rule-set, the only similarity being that it is a miniatures game with Zombies in it! Regards PM

auton- 05-16-2007

Looks good mate!

kwailung- 05-17-2007

Pappa Midnight, more excellent work. Count me in as being one waiting with bated breath for your rules, whether you want more play-*test*-('")ing or offer them as a commercial product. Gotta go get a ghoul king now. Christopher

Pappa Midnight- 05-18-2007

Thanks Auton & Kwailung! Christoper: that's another name to add to my list! :D Regards PM

captaingeneral- 06-02-2007

Hi Pappa,just caught up with your game report...truly awesome! and a cinematic finish to boot! I think i am catching that zombie virus.......

Pappa Midnight- 06-02-2007

Thanks CaptainGeneral! :D I will be writing out an overview of the rules shortly. I'm currently working on character Creation and a few Character templates to get started with. I'm also working on rules for interaction with "Innocents" which will normally part of a scenario. The Campaign rules are a little more difficult than I first thought to put together. I don't want to use money as such and I am looking at an abstract bartering system. Oh, and once that "Z" virus has got you............ :wink: Regards PM

captaingeneral- 06-02-2007

Sounds intriguing. If i can help in any way, i'd be happy to do so. Without boasting i reckon i'm a pretty good (amateur) at games design and rule writing, so just ask, and if you are unhappy with anything just bin it, i wont be offended! :oops:

fatgoblin- 06-02-2007

too cool!

Pappa Midnight- 06-04-2007

Thanks CaptainGeneral, I will keep your offer in mind! Hey FG, Long time no see!!!! :D Regards PM

phobia- 01-29-2008

If I can get my game looking half this good, I'll be happy. Nice work!

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