Showing posts with label Ambush Z. Show all posts
Showing posts with label Ambush Z. Show all posts

Friday, September 20, 2013

Ambush Z at Toon Con


I ran a game of Ambush Z at ToonCon earlier this evening… actually it will probably be “yesterday evening” by the time I post this…

I had two players that showed up (Rick and Pat). Another had signed up but didn’t show. Another had stopped by as I was setting up and asked if there was space in the game but I didn’t happen to know at the time… Could have done with a couple more players… ah well…


SCENARIO

The players were to controls teams of survivors playing against myself (controlling the zombies).

The survivors were on a hunt of supplies. The had to cross the table and get to the pawn shop and/or the surplus store to pick up supplies. Obviously there was guns and ammunition at the surplus shop – the pawn shop was an objective because someone remembered an old Ham Radio set there and they hoped they might be able to use it to get into contact with other survivor groups.

Infection Level 3

FORCES

I had a few different survivor groups available to play with (not knowing in advance how many players would be there). I said they could each take two.

Pat chose:

Army Sniper team (2) with Suppressed Sniper Rifle and Assault rifle (Special Weapons Team bonus). TQ d10, Morale d10

Army Fire Team (4) 2xM16, 1x M249, 1x M16/M203. TQ d8, Morale d10

Rick chose:

Beat Cops (5) 3x Shotguns, 2x Pistols. TQ d8, Morale d10

Armed Civvies (6) assorted hand weapons and a chainsaw. TQd6, Morale d8




This is why I don’t often go other places to game… Run demos at the Dragon's Den, etc... That’s my zombie game all loaded up on my bike…


THE GAME

(Remember: click on the pictures for a bigger version)

Sorry about the quality of the photos, the lighting in the hall was horrid.


The lay of the land: the Pawn Shop is at the left edge of the picture, the Surplus Shop is top center, and the deployment/exit area for the players survivors is at the right of the picture.


There was 20 zombies on the table at the beginning, scattered about in three groups.


Snipers with suppressed weapons are awesome… First Turn – down go some zombies and they had no idea where it was coming from!


The players pretty much ran straight up the center of the street.


I just kept getting hordes and hordes of more zombies every turn and every time they fired.

Seriously, with an infection level of 3 I should have gotten reinforcements on half the turns… of the 10 or so turns we ended up playing I don’t think there was a single turn that I didn’t get reinforcements! And half of the pop up rolls due to gunfire generated more zombies. It was insane.


Luckily the cops and sniper team were kicking some serious zombie butt!


The Regular Army Fire Team… not so much… On their first attempt to run out from cover and fire on some zombies, a zombie team actually managed to interrupt them and charge and wipe them out in two rounds of close combat!?


From that point on the cops covered the civvies and pretty much blew away anything that came near them, and the sniper team covered the cops and blew away anything that came near the cops…



The Civvies made it to the pawn shop and, for once, I failed a roll against the infection level – so they found no zombies in there.


Rick’s cops charged the zombies by the Hot Spot hoping to clear it so they could run through the alleyways behind the buildings to get away as there was rather a LOT of zombies coming from the other direction.


Rick was rolling HOT for shooting. On five dice I rolled a 6, 6, and 4 and was thinking that was pretty awesome… they rick rolled this mess: 8, 8, 7, 7, 6, 6, 6, 4, 4, 4…

Unfortunately everytime Rick shot more zombies kept popping up at Hot Spot #1…


…and one of those mobs took down the civvies as they staggered out of the Pawn Shop with all of the radio equipment…


Rick attempted to recover the radio and clear off some more zombies, but another batch of NINE reinforcing zombie showed up at that Hot Spot and wiped the cops out…

At this point the only Living team left was the Sniper that was hiding behind a broken down truck on overwatch and so they decided to scarper.

Good times were had by all (I think?)! It was very, very loud in that hall – which is good – there were a lot of people playing a lot of games and having a good time – but I had to shout constantly for about two hours and my throat is sore and my ears are ringing… and I have another 5-6 hours of the same tomorrow!?

Coming soon on Tim’s Miniature Wargaming Blog:

Tomorrow I am running Force on Force and helping John run
Wargaming Nineteenth Century Europe 1815-1878 (with some snazzy new Austrian Cavalry!).

Thursday, August 15, 2013

More Imperial Guard and a Zombie Survivor


I’ve been cleaning and tidying this week – getting ready for some gamin’ on the weekend. Here’s a few more Imperial Guard items (and a Zombie Apocalypse Survivor)

Sorry about the picture quality... This is what happens when I take pictures as dusk approaches instead of just being patient and waiting until tomorrow morning... 

(Remember: click on the pictures for a bigger version):


An Imperial Guard Commissar from Games Workshop.


A few more Catachan Guardsmen – also from Games Workshop.



Some Catachan Support units – you guessed it - also from Games Workshop.


A wounded Cadian Imperial Guardsman... again...  Games Workshop.



A Zombie Apocalypse Survivor from Reaper Miniatures.

Coming soon on Tim’s Miniature Wargaming Blog:

More of the same… and maybe a game report or two. 

Saturday, January 19, 2013

The Marines Have Landed!


I ran a quick game of Ambush Z for the kids and some friends on Friday afternoon. It almost turned out a lot quicker than I’d anticipated!?

SITUATION

Royal Marines from an Amphibious Task Group are landing on the shores of Scotland to begin the reclamation of  the UK after the zombie “invasion”.

SCENARIO

Duration:10 turns
Table Size: 4’x4’

ROYAL MARINE MISSION

Clear the beach and first row of buildings to begin establishing a beachhead.

ROYAL MARINE FORCE
Supply Level: Normal
Body Armour: 1D
Troop Quality/Morale: D8/D10

Royal Marine Forces

Fire Team B
Team Leader – SA-80
Marine – SA-80
Marine – SA-80 with UGL
Marine – GPMG

Fire Team K
Team Leader – SA-80
Marine – SA-80
Marine – SA-80 with UGL
Marine – GPMG


Fire Team F
Team Leader – SA-80
Marine – SA-80
Marine – SA-80 with UGL
Marine – LSW

Fire Team S
Team Leader – SA-80
Marine – SA-80
Marine – SA-80 with UGL
Marine – LSW

Sniper Team
Sniper – Sniper Rifle
Spotter – SA-80


Infection Level: 2

THE GAME

(Remember: click on the pictures for a bigger version)


Starting Set up – the Marines are aboard their landing craft… Zombies roaming the shore and street.


Fire Team K stormed ashore! Before they could get shots off they were overrun by zombies.


…and… um…


…I kind of took them all out…


Fire Team B didn’t fair much better!? (At least they took a couple with them!?)


Teams F & S rushed to the front of their respective crafts and shot the remaining zombies.


On Turn 2 the medic made it to Fire Team B and got most of them back on their feet. One seriously wounded, one lightly wounded, the other two were just fine – knocked down by the rushing zombies, but completely unscathed!


The Sniper team started picking off Zombies in the street.

It took a turn or two for the Marines to get on their feet after the initial shock of being ambushed as they hit the beaches. On the second turn the medic made it to Fire Team K. Casualties there included one dead, one lightly wounded, and, once again, the other two were completely unscathed! The four that were unscathed reformed a new team (with two grenade launchers and two GPMGs!?) and left their wounded in the care of the Medic – who escorted them back aboard the landing craft.


Teams F and S made their way past the mess of wounded and disorganized and rushed the buildings at the North end of their AO.


Sniper picking off more Zomibes in the street.


Just as they were about to reach the buildings a group of zombies shambled out and made a mess of Fire Team S!

On the following turn, however, they did a first aid check and, once again, found two to be perfectly okay and the third downed member was dead. They rushed into the Comic Cave to clear it only to find MORE Zombies there and this tiem they were wiped out and no one was able to come to their rescue in time.

Fire Team F, meanwhile, had stormed the Flower shop and cleared it.

The reforemed heavy weapon team making a mess of the Zombies rushing them at the other end of the street.


Fire Team F moved next door into the Comic Cave and cleared it. I can’t remember what happened to the downed member(s). But I know there was some still kicking at the end of the game and they cleared the Comic Cave…

Y’know I think he might have died because I remember thinking they’d had 6 dead at the end of the game…


The amalgamated Heavy Weapon Team cleared the Thrift Store and was in the Credit Union at the end of the game.

There were no Zombies on the table at the end of the game, three buildings/hot spots had been cleared, but two hot spots had yet to be cleared. The Marines had suffered six dead, one seriously wounded, and two lightly wounded.

Straight off things looked pretty grim, but the marines bounced back and did not too bad in the end.

I hadn’t really thought of victory points for the scenario beforehand. I suppose there should have been points for each building cleared/hot spot removed and clearing all the zombies off the table by the end of the ten turn limit. Zombies would get points for killing Marines… but how many…?! I haven’t realy got my head around that part of scenario development.

Coming soon on Tim’s Miniature Wargaming Blog:

More painting… modern… WW2… 

Monday, January 7, 2013

Another Zombie Game


Because Keira didn’t get to play in the game on Finnegan’s birthday, and Amanda has yet to join us in any of our zombie games, I left the table set up and on Sunday we played the game again. This time each (Amanda, Finnegan, and Keira) took two of the teams and played the same scenario.

(Remember: click on the pictures for a bigger version)



Amanda and the kids discuss their strategy.



All set up and ready to go.



Once again the Firefighters (this time played by Amanda) turned out to be pretty hard chargers. They swept through the Super Pawn with the greatest of ease.



Amanda’s CDC Team shoots down two zombies in the street.



One of Finnegan’s Army fire teams takes down a couple more.



Keira, extremely pleased that one of her CDC teams cleared the flowershop – though they took two casualties in the process – one lightly wounded, the other seriously wounded.



This was a pretty shameful moment; a group of four zombies managed to take down Amanda’s CDC team of six!? Yikes!



The Firefighters charged out and finished them off, however.



One of Finnegan’s Army fire teams entered the Thrift Shop from the back alley and were wiped out by the zombies within – then reinforcements arrived and poured out into the street.



Finally Keira and Finnegan’s teams started working together – falling back in the street and taking out most of the horde with firearms before rushing in to kill the last bunch.

The last building was cleared on the final turn (of the 10 turn limit).

Quite different outcome from the game the day before - two teams (10 combatants) wiped out, plus two other injuries…. But good fun was had by all. That’s the important thing.

Coming soon on Tim’s Miniature Wargaming Blog:

More zombies and survivors. 

Sunday, January 6, 2013

Zombie Apocalypse Birthday Extraveganza!

Saturday was my son’s 9th birthday and he decided, more than anything else, he’d like to have some friends over to play a tabletop miniatures game… How could I say “no”…!?

We played a zombie game with about 7 players. Each player had a team and they were all tasked with clearing a section of the town.

(Remember: click on the pictures for a bigger version)


Finnegan, in yellow, and a bunch of his friends – and some of my freshly painted brand new terrain! (The roads and some of the buildings).


Firefighters taking down some wandering zombies in the street.


More Zombies wandering the streets – everyone got a big kick out of the zombified mascots!


One of the CDC teams takes down the Zombie Chicken Mascot!


Christian’s military fire team clears Super Pawn with little trouble…


CDC team shooting more down in the streets.


Anotehr CDC teams takes down the rest – after having cleared the flower shop.


The firefighters were hard chargers – attacking another horde of zombies in the streets.


…and taking them all down.


EVERY TURN for about three of four turns in a row zombie reinforcements showed up in the Super Pawn which kept Christian’s team from clearing the building (there was a one in three chance of reinforcements showing up at all each turn, then a one in six chance they’d show up at that particular location… I’m sure it happened at least three times, maybe four!?)


Each time, though, he’d take them all down…


The Firefighters retake the Fire Station!


About halfway through the game. Everyone still smiling.


CDC mixing it up with some Zombies in the street!


The last batch of reinforcements to arrive finally took down one of the army troopers.


The CDC also lost one of their own in the battle in the street.

Due to some superior teamwork (and lucky dice rolling) the town was cleared well before the 10 turn time limit. I think there was only two casualties (among the living!) in the whole game. One was seriously wounded, the other only lightly wounded. I didn’t bother to check if they got infected…


Afterwards there was homemade pizza and cake and much rejoicing.

Coming soon on Tim’s Miniature Wargaming Blog:

Maybe some more game pics…? or pics of the buildings…? Or some more Zombies…?