Friday, October 9, 2015

Leaving Town (part 2)

Zombies everywhere!
Dawn was surrounded, but she could see the street open behind the nearest zombie.  "Gotta make run for it."  She muttered as she fired and ran.  
Dawn on the move
The SMG barked and then clicked, jammed.  Dawn checked the weapon, finding a round jammed in the action.  As Dawn worked to clear the jam she heard a scraping sound from the rock wall across from her.  Looking up she could see a lone zombie stand up and start towards her.
Gun jammed next to a zombie!
Dawn activates, but the zombies don't (my crazy initiative rolling continues!) She fires at the closest zombie and gets one hit (which kills the zed) and runs out of ammo again with the SMG.  She runs (fast move) to a fence/gate area about as far from the zombies as she can get.  I figure if things seem to be going poorly, Dawn can at least escape.

The next turn the zombies activate and Dawn is stuck standing there with a weapon that is jammed.  I see my luck is holding!  The nearest PEF moves right up behind Dawn, hiding out of sight just behind the gate she is standing beside.  Meanwhile, the closest zombie charges her, and they are locked in combat.
Dawn faces one zombie with more on the way
Dawn ducked the swipe of the undead arm, responding with a swing of her machete.  The arm came off at the elbow, flopping to the ground.  Quickly, Dawn reversed her swing, bringing her machete down on the zombie's head, smashing it to the ground, dead.
More zombies shuffled from the driveway of the nearby house.  Dawn checked the SMG, unable to clear the jam.  She slung the useless weapon and pulled her pistol from it's holster.  Aiming at the leading zombie, Dawn calmly faced the remaining zombies as they approached.
Dawn switches to her pistol
Dawn passes 1d for the tight ammo check.  This means that the SMG is reloaded, but another out of ammo means she is out of ammo for the rest of the scenario.  Instead of risking it further, I switch to her BA pistol she keeps as a back up.
Dawn fires and kills the nearest zombie.  Then she gets to act the next turn before the zombies, shooting two and charging the last to finish it off in hand to hand.
Dawn shoots the first zombie
More zombies on the way

Dawn shoots two before charging the last remaining zombie
Dawn faces the last zombie chasing her
Dawn fired her pistol twice at the zombies across the street.  With grim satisfaction she saw two zombies foreheads burst in gray-green rotten flesh.  Gripping her machete, Dawn charged the last zombie which was standing swaying next to its dead companions.
Dawn finishes off the last zombie
After finishing off the zombie, I decided to go ahead an check the SUV and house nearby.  The PEF was still lurking nearby, and one zombie had spawned among the shipping containers.  I figured it was pretty safe to try and find either a ride or something useful.
Orange is a sporty color
The orange SUV is empty, and out of gas.  I guess I'll try the house...
Is anyone home?
Zombies!
Dawn shouldered open the front doors, surprised at how easily they opened.  As she stepped into the gloomy front room, the shuffles and groans told her she wasn't alone.  Three zombies dressed in tattered rags stumbled from the shadows.  Dawn fired twice, watching one zombie tumble back on the blood stained sofa.  The remaining two zombies crashed into Dawn, jaws snapping.
Dawn's machete flashed in the sunlight streaming behind her as she quickly sliced the first zombies head, dropping it to the floor.  As the second zombie grabbed for her, Dawn slashed its legs out from under it, knocking it to the floor.
Dawn fighting in the house
Dawn killed two the zombies and knocked the third down.  She fired her pistol as she entered the house, and while one of my own 'house rules' is gunfire inside doesn't spawn more zombies, it will draw them.  I check the rest of the house (a total of 4 rooms) for occupants, somehow the rest of the house is empty.  Meanwhile, the zombie from the container yard wanders over...
Why did the zombie cross the road?
Yearrgh!

The zombie makes pretty good time...
Dawn dispatches the last zombie, and sees the lone zombie wandering up the driveway.  She has the time, so Dawn searches the main room quickly, but finds nothing.  She waits, setting a trap for the zombie when it enters the house.  Of course, the game throws a random event my way...
The zombie is armed!
Dawn waited behind the door, she could hear the zombie stumbling up the front steps.  A strange metallic clank sounded with each step the zombie climbed.  "What the hell is that noise?"  Dawn thought as the undead dock worker pushed through the doors, still clutching a crowbar in its mangled left hand.
Jumping out Dawn hacked at the zombie with her machete, working to avoid the large steel bar being swung by the zed.
One more zombie to fight
Dawn easily dispatches the zombie after it stumbles into the house.  Even with the weapon, it is no match for her in melee.  There are no more active, mobile zombies left on the table.  There is still a rep 2 PEF mostly staying put in the container yard, so the next turns go pretty fast.
Dawn searches the house and doesn't find anything useful, which is disappointing, but hardly surprising.  Still in need of a vehicle, Dawn moves out looking for fuel and any other useful supplies.
Dawn leaves the house
Dawn checks the vehicles
Dawn finds 2 units of fuel in the sports car, but nothing else useful.  Dawn moves to the blue SUV, and finishes off the zombie still strapped in.  The shot doesn't attract any more zombies.  The SUV is empty, but Dawn does get a unit of fuel from the truck.  Dawn drops the fuel in the orange SUV and moves to investigate the last PEF (which has been moving around the nearby container yard) which will remove the last unknown on the tabletop.
It turns out to be nothing...
Dawn crossed the now empty and quiet street, approaching the container yard.  She could hear a rustle from the gate shack, and slowly Dawn moved to see what was lurking there.  As she moved to the fence and leaned out enough to see, a calico cat bolted from his hiding spot, running off into the yard.  Startled, Dawn nearly shot the cat.  "Good hunting to you."  She said to it's retreating form.
Looking at the containers, Dawn paused and listened for any other movement.  Looking at the various shipping containers, Dawn could see many had already been looted.  Boxes and cans were spilling out of a few, others still seemed to be closed.  A small office near the gate caught Dawn's eye, maybe it would have a list of cargoes.
Keep Out?  I don't think so.
The office is empty
Searching the office didn't yield anything useful.  Again, not surprising given the difficulty with looting now.  I have Dawn move out and search the containers.  I'd like to find some fuel (assuming Dawn gets the SUV started, she needs 6 units of fuel to start her trip) and get a move on.
Dawn searches the containers
After searching the containers (and the two trucks in the yard) Dawn finds a unit of fuel and a unit of food.  I finally hit a deck reshuffle, and decide to quit while I'm ahead (there were no zombies in the containers, which was a surprise!)  Dawn gets back to the SUV and loads up, still with no keys.  Luckily, Dawn is logical, and gets a bonus on the chance to hotwire the SUV.  She manages to pass 2d, and get the truck started.
Time to try and find some place for fuel...
Time to leave.
Dawn shoved the trash out of the back of the orange SUV, the empty boxes and bits of junk made barely any sound, but it still made her pause and look around.  Stowing the case of soup she had salvaged from the container earlier, she closed the back and walked warily to the driver's side door.  Getting in, Dawn dropped her pack on the passenger seat, making sure her weapons were all within easy reach.  Pulling out a small multi-tool Dawn started to work on the ignition.
The SUV roared to life as Dawn got it started.  "I need more gas."  She muttered, looking at the low fuel gauge.  Digging out a folded map from her pack, she scanned for likely places to go for fuel.  "Where to next?"

Sunday, October 4, 2015

Zomtober 2015, A Beginning


Ahh the first signs of autumn, shorter days, the leaves start to turn colors and the internet spawns zombies and survivor figs being painted!  Another Zomtober has arrived, and I'll be using it as a good excuse to put some paint on some figs.
Zomtober 2014

Last year I painted my season 1 Zombicide zombies, and started in on season 2 zombies.  I'll continue with zombies again this year, I have my season 2 Zombicide figs to finish, plus a few other zombie miniatures to paint.  Much like last year, I'm just trying to get them to decent tabletop quality - nothing outstanding.

Raw materials for 2015
I have more Zombicide figs to paint, plus some of Wargames Factory zombies and zombie vixens, a Zpocalypse set of hospital zombies and a pack of Dark Heaven Bones zombie 'George'.  This should be more than enough to keep me busy!

For the end of the first week, I only have three zombies done.  I have had to remake my zombie wash, so these are a bit of a test for my new wash as well.
First three done
More to follow...

Friday, October 2, 2015

Leaving Town (Part 1)

Dawn moved forward, trying to move quietly.  She could see several zombies wandering the streets ahead.  "No need to draw attention to myself."  Dawn thought as she watched the undead shuffling aimlessly.  Cautiously Dawn moved forward to a low brick wall, pausing before entering a rubble strewn alley.
Dawn starts behind a handy brick wall
It is daytime, day 41, in a suburban area with an ER of 4.  Dawn has a primary objective of exiting the board opposite her starting side.  If she can find a vehicle and fuel and drive off the edge of the table, that is a complete success.  All the buildings can be searched (even the ruins) all of the vehicles that are not burned out can also be searched, vehicles can possibly  have occupants, as determined by the Risk and Rewards deck.  any zombies found in a vehicle are trapped (seat belts, etc) on a 4-6.

The first turn, Dawn doesn't act.  The zombies wander about aimlessly, and one of the PEFs moves up next to Dawn.  There may be more action than I expected right away...
Is something out there?
For the next turn, the zombies return the favor, Dawn acts but the zombies do not.  She steps around the corner, revealing the PEF.

Contact zombies!
Dawn heard the shuffle and crunch from the opposite side of the wall.  Checking her SMG, Dawn stepped around the wall, face to face with a pair of zombies.  Glancing around, Dawn sprinted the opposite direction, running for a nearby ruined house.  Pausing at the corner, she raised her weapon and fired on the zeds...

Dawn turns and fires at the zombies
Dawn fired three times, and only managed to run out of ammo.  Sigh.
Out of ammo and zombies nearby...
Dawn passes 0d the next turn and reloads her SMG.  Under the very tight ammo rule, you roll versus the max target rating of the weapon.  Thus, the higher the target rating, the less likely you are to fail, and so passes result in out of ammo.  The SMG has a rating of 3, which makes the check a 'normal' pass/fail.  A BA pistol has a rating of 2, a SAW has 4, so the pistol still has ammo on a 3+, the SAW on 5+.  I found the rule to be a bit confusing until I used it.

Once she has reloaded, Dawn moves to the middle of the street, getting distance from the zombies.
Dawn keeps moving
At the start of the next turn, I get a random event.  The zombies 'pause'.
Can we take a moment?
Dawn fires, killing one zombie and runs into the nearby ruined house.  The zombies pause...
Just keep moving around
Dawn crouched in the ruined kitchen, watching through the front windows as zombies shuffled through the streets.  As Dawn watched, she could hear the drag and crunch of more zombies in the rubble strewn streets around her position.  Dawn paused, wondering what her best course of action was.

For the next two turns, Dawn doesn't activate.  She finally activates and goes second as the zombies approach the ruined house.
Done waiting yet?
Dawn stepped out of the rubble and triggered the nearby PEF.  It turned out to just be 'nerves' and was nothing.  As there wasn't anything at the PEF, Dawn runs onward to check out the nearby SUV.
Dawn checks the SUV
Dawn ran past the rubble wall, approaching a blue Explorer.  "This could be a good ride."  She mumbled as she opened the passenger door. "At least it doesn't look like it burned..."
A snarl and snapping teeth greeted her as the door opened.  Dawn backpedaled from the door as two zombies stumbled out trying to bite her.  A third thrashed in the back seat, still buckled into its seat.
Dawn faces two zombies from the SUV
Dawn found three zombies in the SUV, one of which was still strapped in and unable to attack.  Dawn moves away (as if she had just entered a building) but the two mobile zombies charge after her.  Dawn decides to handle these in melee, no need to attract more.
Dawn handles the two zombies
The next turn the zombies go first, and the zombie Dawn had knocked down jumps up to try and kill Dawn again.  I decide that the lone zed in the SUV is making enough noise to attract the wandering zombies, but not to spawn any more.  The zombies close in on Dawn as she finishes off the zed in melee.  She does a shoot and scoot - firing at three of the zombies and heading for the nearby intact house.
Zombies spot Dawn
Dawn gets to the trees
Dawn fired her SMG as she sprinted for the treeline.  With some satisfaction she saw two zombies collapse to the shattered pavement.  As she entered the brush, Dawn paused hearing a rusty creak from the wrecked sports car nearby.  A lone zombie pushed its way out of the wreck, reaching out at Dawn with dead hands.
A zombie appears near Dawn
Dawn doesn't activate the next turn (it's like all I can roll are 6's today) and the zombies close in.  The closest zombie manages attack Dawn in hand to hand.
Dawn faces a lone zed
Dawn handles the zombie easily, and looses initiative.  The zombies close in and Dawn fires and kills one before running through the hedge into the front yard of the house.
The zombies don't quite catch Dawn...
...and she runs into the empty yard.
Dawn paused next to the topiary, its overgrown shape still recognizable as a spiral.  She held the SMG tight to her shoulder, ready to shoot the zombies as they stumbled through the bushes in front of her.  Branches snapped and broke as the undead started pushing through the undergrowth.  Each snap and crack made Dawn wince, how many were there?

A crunch of gravel behind Dawn made her break her concentration and glance over her left shoulder.  A zombie stumbled past the overgrown shrubs at the edge of the driveway.  Dawn started to turn and face the nearby zombie when she heard the under brush crack and the thud of a zombie breaking through.  "I'm surrounded!"  She thought, feeling panic creep in.
Dawn is surrounded
Yet again, Dawn doesn't get to act.  At least the zombies are far enough away that they can't get to her this turn.  Hopefully Dawn can activate on the next initiative!

To Be Continued...

Sunday, September 27, 2015

It's Dangerous to Go (well you know...)

Dawn adjusted the pack on her back, dusting off the guide book she had just found in the ruined hunting store.  "A Guide to Edible Plants of North America may be handy."  She thought as she tucked the book into a cargo pocket.  Dawn checked her SMG, slinging it under her right shoulder before moving back down the roadway east.

As she moved off, Dawn considered how she got to this point...

At the end of the last campaign mission, Dawn's entire group decided to leave.  They were headed to a survivor enclave while the Phoenix Company returned to their HQ with Trish (a gang member who had been given the "cure").  I had planned to have Dawn interact with some of the enclave, hopefully finding some new companions and then either helping go after the company to get Trish or the cure.
Dawn and group arrive at the survivor enclave
I played  a couple of shorter scenarios, but I wasn't really happy with how anything was going.  From a story standpoint it just felt flat and I wasn't entertained.  Instead of some negotiations with the survivors and an attack on Phoenix Company, I felt it would be better to go back to the 'survivor' style gaming.
Dawn meets the enclave leaders
I have decided instead to jump ahead a bit, and do a 'reset' for Dawn in the campaign.  Part of the reset is her loosing the Hummer to the enclave (when the rest of her team leave) and limiting her to what she could carry.  I decided to up her Rep to 5 (she has had quite a few successful missions without any increase) partially to give her a better chance to survive.

Dawn's new inventory and stat lines are:
Rep 5 (Pep 4/ Sav 4), Attr: Logical (+1 Savvy for mechanical or science check), Hard as Nails (Ignore first human caused obviously dead result, treat as knocked down).  Weapons:  SMG, Machete, BAP Equipment: Body Armor (counts as protected), Backpack. [6/10 encumbrance]  Backpack has: Shotgun, Baseball Bat, Food (3), Luxury (2) [8/10 capacity]

It doesn't seem that far...
Dawn is still trying to get back to north eastern Wisconsin, hoping to regroup with Ella and Gene at Ella's family farm.  If she chooses to walk, she will use a unit of food (like fuel for a vehicle) but she will not cover as much distance as a vehicle.  If she can find a vehicle, She only needs to cover 5 areas, if Dawn walks, it will be 10 areas.  Each area will have at least one scenario, and may have up to 3 (I will roll for a chance of an involuntary encounters).  This will be very similar to the trip the group made west, although Dawn will probably not revisit any of the same spots.

To represent fewer resources (most places have been looted) I am following a few more rules:

First, I will follow Really Tight Ammo (pg 24 of ATZ:FFO) but when rolling for reloading, a 0d pass will mean out of ammo until more can be located.

Second, looting results from the risk and rewards deck will be changed.  To find something, I will draw two cards, if the results match, I find it.  Otherwise it is nothing.  Two unmatched weapons will give me a unit of ammo for the first weapon card, and drawing the survivor card matches anything.  Yep, it's going to be tough to find anything now.


Also, Dawn will be able to forage for food (hunt) which will be a scenario to play.  Anytime she manages to 'secure' a location (that is eliminate all zombies and PEFs from a table) and stay for at least a day, Dawn can search with normal chances (not needing matched cards) once per room in any structure.  It allows Dawn to trade time for supplies if she needs them.

Dawn considered if she should have stayed with Larry and Blake at the compound.  They still had electricity and running water.  The hot shower was almost enough to convince her to stay...  Something just didn't feel right though, and staying with strangers, even friendly ones, didn't sit well.  "I hope Ella is still safe."  Dawn mumbled as she picked her way through a rubble filled lot.

Dawn had been making her way east, and was nearing the edge of town.  She paused, crouching at a brick wall, looking ahead at the ruins ahead.  After surveying the area, Dawn checked her weapons and prepared to move out.  "I hope I can find a ride out of here."
Dawn starts off on her own...

Monday, September 7, 2015

Scenery: Street Tiles and Roads

I have had a few requests for an description of what I use for my streets.  Luckily I had planned to make (or remake) my roads for my ATZ campaign, so it gave me a good opportunity to document the layout.

For ATZ, at least in my campaigns, it seems 90% of the action is in an urban setting.  I like to have different setups, so I didn't want to make a dedicated board of the same street and buildings.  I looked at several options for how to handle streets.

First I used just plain cardboard cut outs, or various forms of paper to denote roads.  I decided I wanted some specialized game boards, but I wanted flexibility.   I didn't want to invest in a full 3'x3' or 4'x4' tabletop that would only have one real layout.  Looking around, I considered some of the various options that were available.

Printing is a great option.  There are some great street products available, World Works Games makes a great set for their Mayhem City.  They are not very expensive, and look very good.  They do require printing, and need to be backed by something else to give them a good 3-d feel.  The amount of ink I would need to use for printing the various streets does make it a bit expensive.  That and my inkjet printer is not the highest quality.

I decided to test a theory, I wanted to make some tiles that I could reuse to make various layouts.  This way, I figured, I could have nearly any layout I wanted.  I did a quick layout of various shapes, and made them out of some cheaper foamcore boards I had.

Plain roads
My first tiles were just two tones of gray.  Not very interesting, but they worked.  I added some markings to help make them look a bit more like roads...
Same roads, with markings
One of the nice things is that the tiles are reversible, with one side being blank.  This allows me to fill in the city block areas, all the same height.  I use black poster board cut outs for parking lost and some driveways.  Overall, I was quite happy with these, but they did warp a bit too easily.  I considered just printing off streets and gluing them onto the foam core.  Instead, I thought I would try something else...

To keep the basic tile the same size, I tried using floor tiles.  Cheap ones can be found for around 50 cents or less each.  I liked the idea of using the tiles, they come all the same size, very nearly 12"x12".  This saved me the hassle of cutting the basic shape squares.  I drew up some basic templates for what I think will give a good mix of tiles.
Red is the base tile, White is the sidewalk
The floor tiles are pretty easy to work with, but they weigh a ton compared to foam core or even MDF.  They do hold detail pretty well, and worked out as I had hoped.  Once I started playing with the tiles, I found I wanted more than I had made.  Before I made a bunch more, I decided to change to MDF for a couple of reasons.
Tile streets with a foam core piece in bottom left

The tiles tend to slowly warp, and that led to a few cracking.  This added to the weight made me like the tiles a bit less than when I started.  Also the fact that the tile will potentially shatter when dropped (which did cost me one straight road section) made me believe something a bit more forgiving would be better.

I really wanted to fins some cork tiles cheap, they make 12"x12" tiles from a dense cork that I think would work well, but I couldn't locate any for a reasonable price (they were all $4+ each that I could find.)  Instead I used MDF at 1/8" thickness, with a smooth finish on each side.
MDF cut into parts

These are pretty easy to make, I'll walk through it as I made one of the straight sections.

The tools I used for this are a steel straightedge, a wire brush and a hand scribe.  The scribe I picked up at Home Depot (DIY big box store) for about $5.  The wire brush came from some hardware/DIY store (not sure where, I have a few of them) and cost me maybe $1.  If you don't have a steel straightedge, you can use another straightedge, but those things are cheap and strong - go get one.  I am also doing this on a cutting mat with 1" grid squares.  It makes lining up much easier.
The tools - scribe, brush, straightedge
First, cut your MDF to size.  I cut the board up into my 12"x12" bases sections first, then cut some of the squares into the smaller parts.  It's better if you are more uniform on tile size, but it's not as vital as you may think.  Just stay within an 1/8" and everything will still look good.

Second, I pencil in the lines for the sidewalk design and any other basic lines I want.  Later I may freehand some cracks, but they can wait (and don't need to be drawn out) as you are just trying to get the uniformity of the sidewalks and roads at this point.  You also need to flip over the road and add some lines to what is going to be the 'blank' side.  These can be in any pattern, but they will make the blank areas look better on the table.  They are made the same way as the road/sidewalk side.
Lines drawn in - a bit sloppy but okay
Once you have the basic lines down, you use the straightedge and the scribe to trace them, cutting into the board slightly.  You don't need to press very hard, the MDF will give way to the scribe easily, and I found you only need a couple of passes for the lines to be a decent depth.
Lines cut by the scribe, not cleaned up
Action picture!  Okay, just showing how the scribe works...
Once you have the lines cut in, brush off the lines and the rest of the piece with the wire brush.  This will remove the bits of dust and fiber that the scribe has kicked up.  It will also give a little texture to the road and walkways.  I have used sandpaper in place of the brush, but I find it is a little too aggressive, and you get much more 'sanding' lines in the end.  It's worth trying out and seeing which effect you prefer if you try this yourself.

Next is painting.  I do a general watered black base coat for the roads and sidewalks.  The idea is get the black to run into the cut lines, giving an impression of deeper cuts than they actually are.  You need to be careful not to use too much water, MDF warps pretty easily if you get it too wet.
Road side primed
Blank side primed, shows the lines very well
It's your choice if you want to paint the road and blank side with or without the sidewalks attached.  I have done both methods, and there are pluses and minuses to both.  It's easier to keep the street colors off the sidewalks if they are not attached, but having them attached gives a good idea of how the colors are looking as you paint.  Again, it's just personal taste.  

This time, I attached the sidewalks with Liquid Nails (a strong permanent adhesive) and clamped them for a few hours while it set.  Then I painted the various areas.  I use a lighter grey for the sidewalks and blank side, to help define the roadways better and, at least around here, the streets are a bit darker compared to the sidewalks.
Basic grey colors for the street section
After the base coat, I go over it a few times with washes of gray/black and do a 'pat' dry with a towel.  I also do random spots of black, white and various grays, just to give some interest.  Think of it as dry brushing with lighter and darker shades (which is all it really is...) 
Tire paths and some textures

For basic details, I paint the curb sides a shade lighter than the sidewalks, just to make them stand out.  I also add a series of straight 'tire' tracks for each lane of the road.  These get washed over, but they will still stand out somewhat.  Finally I have a template for the lane markings.  For most of my roads I use a Vallejo lemon yellow mixed with a lantern yellow for my road markings.
Center line added
After the details are on, and I'm happy with the results, I give it a light coat of sealant and add it to the mix!
Needs to be a bit darker...
As you can see above, the latest isn't quite as dark as my others.  I think I just need another black wash on the road, but in person it doesn't look nearly as different as the picture suggests.

It's pretty easy and quick to make the road sections, once you have the MDF cut to size.  If there was a cheap way to get the boards already in 12"x12" tiles, that would make it even better.  Still, if you are looking for reasonably priced and detailed streets, something like this is a pretty good choice.

Questions and comments welcome!  Thanks for looking!