Scenario 6 – The Invasion of the Tanks
Compiled by Alan, of Tring Wargames Club
It all started as a “normal” day, but it came to be known as
the “Day of the Tanks”.
Set-up
Set up as per normal game with the players deploying in the
usual way and activate in usual way. Players each place two caches of supplies
in the usual manner.
Card Choice
Survivor |
Zombie |
Tank zombie |
Zombie Horde |
The Round ends. |
Zombie Rising |
Random Occurrence Card |
5 |
4 |
2 |
0 |
1 |
1 |
0 |
Spawning Points
The Players each place a Spawning Point in the usual manner
as supplies etc. Spawning happens in the
usual way from the spawning points in addition to the special rule noted below.
Special rules
When a Zombie activation starts, each player rolls 2D6, add
+1 to the roll for every supply token picked up, on 8+ a Zombie Tank appears
and is placed within 2” of the supply collector. A single Zombie also appears
on a roll of 7or less.
Zombie “Tanks”
In rare cases, the
Zombie virus mutates the corpse, into a stronger, more aggressive Zombie. These
“Tanks “often hurl debris at survivors before moving in for the kill.
When a “Tank “is
activated, if there is a survivor within 10”, roll 1d6 – on a 5 or 6, instead of
moving, the Tank hurls debris (doesn’t need to be represented on the table) at
the nearest survivor. The survivor is hit on a 4,5,6, with damage inflicted as
per close combat
Victory points
Each Tank Zombie destroyed is worth 5 points to the player.
A supply token when recovered is worth 1 point to the player. To obtain the points the figure needs to
survive the game.
The Adventure
The game began with the deployment of items of interest
(supply caches), according to the campaign rules, and then with deployment of
the Zombie Spawning Points according to the scenario rules.
The Society of Africa team added a new character (Harry, a dock-worker).
The Butcher St Boys team added a new character (the “Duchess”). The Bow St Runners team added a new character (PC George Dixon),
to replace PC McGarry 452, who was killed in the last scenario.
Each team also beefed up their skills and weapons to the
extent permitted.
Henry opted for the Southwest corner of the board as a
deployment point; Alan took the Southeast corner, while Martin chose the
Northeast corner.
Martin still had the most Victory points, so he had the
Initiative for the first move. On subsequent turns, we diced for the
Initiative, and then proceeded clockwise around the table from the high roller.
Fig 1: The terrain looking
North-west
The scenario started
with the Zombies restocking immediately, which gave them 10 Zombies on the
table.
All the teams began by moving towards the centre of the
table, from their respective jump-off points. The Butcher St Boys split into
two teams, with one led by their new character the “Duchess”, who was carrying
a crate of petrol bombs.
Fig 2 - The Duchess, the Detective and Basher,
of the Butcher St Boys
The Society of Africa had also split into two sub-teams
again, with Lord Dunce leading Rose, Brian, and their new character Harry, towards
a Spawning point containing a small group of Zombies.
Fig 3 Lord Dunce, Rose,
Harry and Brian, of the Society of Africa encounter some Zombies
The Zombies then got a move, and the Bow St Runners were now
close enough to attract the Zombies’ attention, as they tried to grab their
first supply cache.
Fig 4 The Bow St
Runners attract attention as they grab their first supply cache
Sgt Calahan fired his shotgun, but missed his target, while
PC Plod picked up the supply cache. All
the other Human characters moved towards their objectives, either the supply
caches or to get to grips with the Zombies.
The Zombies got the next move, and promptly attacked PC
Plod, who fought back and succeeded in killing one Zombie, but another was
closing in on him.
Thus ended the first turn.
In the Zombie Restock at the start of turn 2, they got ten
reinforcements plus a Zombie Horde. The Zombies then moved, but were unable to
contact any other Humans.
A second Zombie Restock meant there were already well over
twenty Zombies on the table - things were heating up for the Human teams.
Fig 5 Suddenly the Bow
St Runners face lots more Zombies
The Butcher St Boys continued to live up to the reputation
they have acquired in this campaign for poor marksmanship. Purdy fired his
shotgun, but missed, and the Detective fired his pistol and also missed. The Inspector did hit his target, but only
obtained a Knockback result. Meanwhile, the Duchess evaded a Zombie that was
getting a little too close for comfort, leaving Dapper Dan to attack and kill
it.
Over on the northern side of the table, the Bow St Runners
were mostly moving to try and gain advantageous positions. However, PC Plod
tried to evade a Zombie Grab, but failed, so he was forced to use his second
action to Wrestle Free, which he succeeded in doing. Sgt Calahan then fired his
shotgun at the Zombie but missed, while PC Dixon grabbed another supply cache.
On the other side of the table, the Society of Africa was
having a much more successful time. Scoop fired his pistol, getting a Knockback
on one Zombie, and although Kate missed with her pistol, Brian killed another
one.
Meanwhile Lord Dunce, the Rev. Green, and Rose all attacked
and killed Zombies, thus demonstrating to the new guy Harry how it should be
done. Fred moved into a good position and threw a petrol bomb, immolating no less
than another three Zombies.
Thus ended the second turn.
In the Zombie Restock at the start of turn 3, they got nine
reinforcements, followed immediately by a Zombie activation, which generated a
Zombie Tank under the special rule for this scenario.
The Zombie move also allowed them to initiate some combats,
and Dapper Dan was able to despatch two Zombies, while Fred finished off
another one.
The Zombies then got another move – no Tank was generated
this time, but it did enable them to close on more Human characters and
initiate combats. Two Zombies moved towards Sgt Calahan and one Zombie was able
to attack him, but his thick uniform saved him from being wounded. The Society
of Africa took the brunt of the Zombie attacks, but their team was in fine fettle,
and Lord Dunce, Rose, and Fred each finished off another Zombie.
Fig 6 The Society of
Africa melee with multiple Zombies
In the next Human move, Sgt Calahan was able to Wrestle Free
of a Zombie which had successfully Grabbed him. Insp. Gadget fired his shotgun and
missed, but PC Plod successfully killed one Zombie. Dr Watson felt a little
exposed, and fell back behind his colleagues.
For the Society, Brian moved and then shot and killed a
Zombie with his second action, while Scoop and Harry were both also able to
achieve kills. Fred threw his second petrol bomb, but failed to hit anything
with it.
However, the Duchess also threw a petrol bomb, and succeeded
in killing five Zombies with a direct hit.
Fig 7 The Duchess
throws a petrol bomb
A Zombie Restock then gave them six additional Zombies, plus
a Zombie Liche. The centre of the table was fast becoming a very unhealthy
place to be.
Fig 8 Hordes of
Zombies occupy the centre of the table
PC Plod was grabbed by one of the new Zombies, and failed to
Wrestle Free, but he was able to kill it in the ensuing melee, while the rest
of his team retreated.
For the Society, Brian fired at a new Zombie, but missed.
However, Fred hurled his last petrol bomb, and succeeded in killing a Zombie
Tank, the Zombie Liche, and one other Zombie. He then moved to grab a supply
cache before the Zombies could regroup.
The Butcher St Boys continued the strategy that had worked
well for them thus far, of avoiding close contact with the Zombies whenever possible.
Dapper Dan, Basher, and the Duchess fell back, while Purdy, the Doctor, and the
Detective all fired. However, as has become the norm in this campaign, their
marksmanship was poor, and only the Detective managed to kill his target.
In the ensuing Zombie move, the Zombies in the centre split
to pursue the Bow St Runners and the Society of Africa. The Butcher St Boys
were too far away to attract any Zombies towards themselves.
The Zombies then got another move, but only PC Dixon was
close enough to be contacted by them. He was able to kill his first Zombie in
the resulting melee.
In the next Human move, the Society of Africa continued to
withdraw towards their jump-off point. Brian fired his shotgun to cover their
retreat, and succeeded with a Knockback on one Zombie.
The Butcher St Boys were also in full retreat, with the
Duchess leading the way. The Detective and Purdy gave covering fire, and for
once they succeeded in obtaining a Knockback on one Zombie and killing another.
However, the big success of the turn went to the Bow St
Runners. Sgts Carter and Calahan, and Insp Gadget all fired at the same Zombie
Tank, each inflicting a “kill” result. Tanks are extra-tough Zombies, which
need to accumulate three “kills” to finish them off; until then, the “kills”
are treated as “wounds”, which merely slow the Tank down and make it less
effective in combat. The Runners were delighted therefore, to have finished off
a Tank with such relative ease.
Thus ended the third turn.
In the Zombie Restock at the start of turn 4, they got nine
reinforcements plus a Zombie Horde, followed immediately by a Zombie
activation, which again generated them a Tank, under the scenario rule.
Fig 9 The centre of
the table was now infested with Zombies
All the Human teams demonstrated little appetite for
continuing the fight against the thirty-plus Zombies, two Hordes, and a Tank
infesting the centre of the table.
The Society of Africa led the way, with all team members
withdrawing off-table.
The Butcher St Boys fired their parting shots, in the shape
of a final petrol bomb from the Duchess, which killed two Zombies.
The Bow St Runners also retired off-table, which ended the
game.
Tallying the Adventure
Under the campaign rules, Victory Points were awarded for
gathering supply caches (1 point) and killing Zombies (1 point each). A Liche was worth 1 point, and a Zombie Tank
was worth 5 points.
Henry’s Butcher St
Boys had retrieved 2 supply caches, and killed 13 Zombies – worth a total of 15
points.
Martin’s Bow St Runners had retrieved 2 supply caches, and
killed 4 Zombies and one Tank – worth a total of 11 points.
Alan’s Society of Africa had retrieved 2 supply caches, and
killed 14 Zombies, one Liche, and one Tank – worth a total of 22 points.
The Society of Africa was awarded victory in this scenario.
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