Friday, 25 August 2017

Rethinking Ambush Z

I enjoyed both my games of Ambush Z, even though I messed up some rules regarding interruptions and overwatch. All part of the learning process. :)

But...

Hmm...

The basic system is excellent but the feel of the zombies doesn't seem right to me.  The rules feature three types of zombies that could fit in with the games I want to play, Oscars, Zulus and Romeos.  There's a fourth type, the Dexter, which is an intelligent zombie who controls other zombies and humans through mental powers.  Not really my thing, so I won't be using any Dexters.  That also lets me skip a load of rules to remember. :)

My test games only used Zulus, which are meant to be your standard slow moving zombies from the original Dawn of the Dead series of movies.  Playing against them they feel more like fast zombies from World War Z, 28 Days Later or the excellent remake of Dawn of the Dead.  

Romeos are officially the fast zombies, I'm currently too scared to even consider facing any of these. :p

Oscars are meant to be the long decayed dead risen from the grave.  They are slower and more fragile than Zulus.  I think they are perhaps more what I am looking for, who knows, I might even complete a mission against them?

There are other variables I can work with, the infection level changes how likely zombies are to turn up due to gunfire or be found when entering a building.  The number of zombies turning up as reinforcements are scenario specific, I've been using the reinforcement table for scenario one in the rule book but I can write my own without deviating from the rules.

But...

I want to change some rules too.  

Zombies get defence dice against fire based on the number of zombies in the mob being fired on +2 if they are Zulus or Romeos.  Romeos can also get a cover bonus.

Forget the cover bonus for a start, my zombies lack the brains to use cover.  I might even consider them to be exposed targets if they aren't inside a building, giving the firer an extra dice. 

But it still leaves the issue that the more zombies there are the harder it is to hit them.  If I fire at a stationary lone zombie with six dice he gets one defence die is he's an Oscar, three is he's a Zulu or Romeo.  That seems odd, their heads are the same size.  If I fire at nine of them the Oscars gets nine dice and the Zulus or Romeos get the maximum ten allowed.  More targets makes it less likely I'll hit any of them?  Nope, doesn't seem right against zombies.  Against humans it makes some sense, but not zombies.

My solution to this is to give the zombies a number of defence dice equal to the number of firing dice.  Zulus and Romeos get +2 dice only against a unit they are charging, to reflect their rapid approach putting people off their aim. Units firing on rapidly moving zombies will not get the +1 fire dice, which I think is more realistic when you are trying to make accurate head shots and nothing else will have any effect.

Close combat remains as it is, because there the number of zombies really should make a difference.

So, next game sees me up against Oscars, same scenario as before I think with unchanged reinforcement table and infection level.  That's when I'll find out if I'm on the right track with these rule changes.  I don't imagine I've come up with a perfect solution at the first try. :)

And because I like to always include a picture, here's the zombies I have now surrounding four troopers in a building. :)







Thursday, 24 August 2017

Second Game

I discovered I'd made an error in yesterdays game, if there is gunfire zombies automatically move towards it at the end of the turn if they didn't react to something else earlier in the turn.

Anyway, on to Game Two.  Same scenario as last time, but I increased the humans to five groups of four and a leader.  Still Q8 M10.


I actually outnumber the zombies at the start, this should be a cakewalk, right?


Group One moves up and enters the bar, which fortunately doesn't contain any zombies.  They then open fire on the group of six zombies behind it, killing one.


This provokes the zombies to rush at Group One who successfully pass their quality check and gun three of them down with defensive fire.


The remaining two zombies are easily dispatched in close combat without causing any injury.  This could be described as a good start. :)


Group Two moves through the alley beside the bar entrance.


Groups Three and Four move cautiously up the road.


And Group Five with the leader attached moves round the rear of the bar.


The two remaining zombie mobs shuffle towards the sound of gunshots they heard earlier.


And then it all goes pear shaped.  Having established a nice front line, nine zombies come on as reinforcements on the flank of it.  And the reinforcement roll also determined that zombie quality rises to Q8 a turn early.


Group Three opens fire on the zombies to their front, killing two of them...


Provoking the other four to charge...


Where two more are killed by defensive fire.


The remaining two zombies are quickly destroyed, but not before injuring a member of Group Three.


And to add insult to that unfortunate injury nine more zombies come to the sound of gunfire.


Group Three drag their wounded companion into the bar where they can check how badly injured he is and help themselves to a little liquid refreshment. For medicinal purposes, honest. :)


Group Four doubles up the road, attracting a group of zombies who stumble out of the alleyway to pursue them.


Given the success of my shoot/provoke/defensive fire/easy melee tactics I try it again.  Group Five moves up and opens fire, missing with every shot.  Oops!  

The zombies charge and Groups One and Two interrupt to try to save Group Five, killing four zombies.

Then Group Five misses with their defensive fire.  Not just missed, every roll was a one or a two.  Still, five of my guys against two zombies, how bad can it be?


Two casualties bad, that's how bad.


And the gunfire draws four more zombies.


Who shuffle forward with their neighbouring group to the sound of gunfire.


The start of turn three brings more bad news as nine new zombies appear ahead of Group Four who had been running along the road pursued by a mob of zombies.  It looks like a Group Four sandwich is on the menu for zombie lunch today.


Group Three check their injured trooper, it was just superficial and he's back in the fight.


Group One fire at the backs of the zombies chasing Group Four, knowing it will draw them towards the fire and open an escape route for Group Four.  Three zombies are terminated with extreme prejudice.


Unfortunately the zombies respond by charging group One and wiping them out for the loss of only one zombie!


Group Five drags it casualties behind the bar where they can check them out.


Group Four doubles back and guns down two of the zombies at the bar.


Attracting four more zombies.


And leading another mob after them.


Group Two comes back down the alley by the bar and kills another two zombies.


And the turn ends with the remaining zombie mobs marching to the sound of the guns.  Well, shambling, to be precise.


Four more zombies arrive.  I'm glad I painted more or I'd have run out by now.


Group Four continues to fall back, killing the final zombie at the bar on the way.


And their fan club trails after them.


Group Two enters the bar but is followed by zombies who cause a casualty, losing two of their number in return.


The next two rounds saw another casualty for Group Two before the zombies are finally finished off.


And the sound of gunfire attracted eight more zombies, right next to Group Five who had checked their casualties, one KIA, one WIA..  


The turn ends with unactivated zombies closing in on the echoes of gunshots.


Zombie reinforcements for the new turn enter in the worst possible location.


A view of just how bad the situation is.


Group Two checks their casualties, one WIA, one superficial injuries. Group Four falls back and fires, to no effect.  Two huge zombie mobs pursue them.


Group Five avoids the temptation of seeking cover in the bar, knowing they will be followed by the adjacent zombie mob.  Instead they draw them off down the alley.  Group Three quietly barricades the bar.


The remaining zombie mobs move forward and the game ends.  Groups Four and Five exit the board, Groups Two and Three will remain silent in the bar until the zombies disperse and them make their escape.

I think I was really unlucky that time, mainly in the zombie reinforcements coming in such large numbers and bad locations for me.  And their quality improving one turn early didn't help.

But then neither did my tactics, I need to work on a better plan.  But hey, I enjoyed the game and I want to play more. :)



Wednesday, 23 August 2017

First Attempt at Ambush Z

Had my first trial game today, I like these rules. :)


Three groups of four soldiers at the bottom right plus a leader have to try to make it across the board and exit top left.  Red dots are the 'hot spots' were zombie reinforcements will arrive and three groups of six zombies each are already wandering the city.

The soldiers are trained, Q8 M10, and their leader is a veteran, Q10 M10.  The zombies are the basic type from the rules, they start at Q6.  Infection level is 4, stress level starts at 0.


Group One (furthest forward) opens fire on the zombies up ahead.


Dropping two of them.


While the zombies mill around unaware where the shots came from Group One cuts down the alley to the right towards the compound.


Group Two (on the right) opens fire dropping two more zombies.


Then advances to Ami's bar.  The zombies still fail to react and no new ones have been attracted by the gunfire yet.


Group Three advances to the oil drums and the two remaining zombies react, turning in their direction.  Before they can take more than a couple of steps Group Three drops them and the leader moves up to join them.  Still no reaction to the sound of gunfire, which is some compensation for how few hits were achieved.


Start of turn two and a new hot spot is added.


And seven zombies reinforcements appear out of Flick's store.


Group One runs to the security fence and easily crosses, but they were noticed heading for it and a group of zombies moves towards them.


Group Two advances towards the zombies emerging from the store who react and move towards them.  Two of them fall as Group Two opens fire on them.


Group Three moves up and adds it's firepower, unfortunately all aiming at the same zombie.


And the shooting attracts six more zombies.

The zombies from outside the holodrome move over towards them.


Turn three and another hotspot appears and the zombies change to Q8.


Four more zombies arrive as reinforcements, worryingly close to the exit point.


Group Two opens fire again, dropping two more zombies.


Then vault the wall of the house on the corner.  The zombies react to this but are interrupted by Group Three who manage five hits.  Shame there were only two zombies left to hit.  Group Three loses it's move because of doing an interruption.


Unfortunately the sound of the shots causes three zombies to rouse themselves from where they were slumped against the wall.  (Should have been four I now realise, oops.)


While all this is going on Group One moves along the side of the warehouse and opens fire on the zombies who entered the compound.


And my shooting gets terrible again, only two hits.  The zombies react automatically and it's close combat time.


Seven more zombies head towards the sound of gunfire.


Group One fails it's quality check so there is no defensive fire.  They stand for the first round of combat where one of them dies and then fail their roll to flee for the next two rounds.  By then they have wounded who they will not abandon so it's a fight to the death.  Group One is wiped out with only one zombie destroyed to show for it.


At the corner house Group Two also fails it's quality check for defensive fire but easily dispatches the zombies over two rounds of combat with no casualties taken.


The remaining groups of zombies wander randomly about, but remaining too near the exit point.


At this point the mission was cancelled and the survivors pulled back to their entry point.  

Final Thoughts

I spent a lot of time looking through the rule book, but I think a couple more games should get most of the rules fixed in my head.  My die rolls for firing were terrible, I may have to consider using veterans (Q10) rather than trained (Q8).  

I need a lot more zombies, seeing as they are guaranteed reinforcements every turn and can also get them as a result of gunfire or if I enter a building.

The rules seem to have some gaps in them, for example some rules mention vehicles but I can't find any rules for how to use vehicles in the game.  Not a huge problem, I can make some rules up myself, but slightly annoying.

I didn't use 'Quirk of Fate' cards, just to keep things as simple as possible for the first game.  I want to get a good grip of the rules before I add them in.

Well, that was a fun experience, might have another go tomorrow. :)