Pages

Wednesday, 29 May 2024

After the Third Apocalypse - Zombie Campaign Part 2

 

Part 2 of my campaign set in my post apocalyptic world of 2500AD. The Zombies of Russia periodically rise up and batter their way through eastern Europe intent on devouring the rich pastures of western Europe.

The campaign will involve four battles, all using the One Hour Wargames rules for Pike and Shot and adapted for Zombies, and appropriate scenarios to build a narrative. Basically it will let me play with the three armies I have painted.

Following the Zombie victory in part 1 the Outlanders need to stop the Zombie menace.

9: Double Delaying Action - in this scenario the Outlanders need to exit the three units and their accompanying civilians from the north road as well as stop the zombies following them.

The Outlanders need to exit a unit and civilians on turns 4, 8, & 12 as well as stop 2 zombie units exiting after them. This represents the Outlanders safely evacuating their population from the advancing zombie hordes. The Zombies also need to capture the town. the game will go for 15 turns.

The zombies are on the south side of the river. They need to cross at either the ford (left) or bridge (right). The bridge leads directly to the town. The woods on the left is impassable to all units. The Outlanders and zombies need to exit from the road at the top of the photos.

I forgot to add any additional scatter terrain for this game so it looks a little bare.

End of turn 1 - The zombies approach the bridge and ford. They have taken fire from the Outland Rangers on the far side. One of the Ranger units (centre) has run out of ammo. The first civilians and ranger unit are headed for the road exit.

End of turn 2 - The zombies have crossed the bridge and ford and are attacking the defenders. The Outlander Rangers on the right have run out of ammo after shooting.

End of turn 3 - the Outlander Rangers hold the zombies at the river while the first civilians exit.

End of turn 4 - the Outland rangers at the bridge fail their morale roll and retreat in face of the zombie assault. Just in time to lead the next civilian unit from the road exit. The Rangers at the ford hold on but are close to destruction.

End of turn 5 -  The rangers at the ford are destroyed. The Zombies move across the bridge into the town, contacting the next Ranger unit. The second evacuation convoy moves towards the exit.

End of turn 6 - The Zombies move across the ford and deploy into line. In the town the Rangers hold on as the evacuation convoy moves to the exit. 

End of turn 7 - The zombies on the left move to engage the defending rangers. In the town, the first zombie unit is destroyed. 

End of turn 8 - The zombies on the left lurch towards the Rangers. In the town the zombies contact the Rangers. While the rangers get bonuses for defending in the town, the zombies get reinforcements from the ranger casualties.

End of turn 9 - On the left the Zombies contact the defending Rangers. A zombie unit is flanking the rangers, this does not look good for them.
In the Town the Rangers who were in contact with the zombies have retreated and will escort the final evacuation convoy to the exit. The last Ranger unit gets ready to hold its ground to the end.

End of turn 10 - on the left the zombies have flanked the rangers. Will they be able to hold until the evacuation convoy exits?
In the town the Rangers hold on. They may be able to destroy one zombie unit, but two? probably not.

End of turn 11 - On the left the rangers have been destroyed. But they may have given the evacuation convoy the time it needs to escape.
In the town the battle continues. 

End of turn 12 - On the left two units of zombies lurch towards the exit while one moves towards the town.
In the town the battle continues. 

End of turn 13 - the zombies surround the last unit of Rangers in the town. It can't be long now.
The other zombies move towards the exit.

End of turn 14 - the zombies have taken the town and got two units next to the road exit. Once again the zombie hordes have triumphed over the humans.

Well the Outlanders nearly won that battle. The Zombies winning in the last turn.


Figures:

Outlanders are from Pendraken 

Zombies are N scale railway people from Aliexpress. They come painted, all I had to do was base them and add some red. This is a very quick and cheap way of creating a zombie horde. Not as good as Pendraken's but much easier to get the mass.

The town buildings are (appropriately) from Outland Models :) 

Onto part three where the Zombies fight the later Medieval tech humans. Armoured troops impervious to zombie bites so they cant be turned.


Wednesday, 15 May 2024

After the Third Apocalypse - Zombie Campaign part 1

 This campaign is set in my post apocalyptic world of 2500AD. The Zombies of Russia periodically rise up and batter their way through eastern Europe intent on devouring the rich pastures of western Europe.

Between them and their target are the Waste-landers in the devastated areas Link, the Rangers of the  Outland  Link on the fringes of habitable Europe and then the Medieval areas. The Medieval areas have created special armoured  units who are impervious to zombie bites who can only be knocked down but not turned. 

The campaign will involve four battles, all using the One Hour Wargames rules for Pike and Shot and adapted for Zombies, and appropriate scenarios to build a narrative. Basically it will let me play with the three armies I have painted.

The Scenarios used are:

13: Escape - in this scenario the zombies need to break through the Waste-landers and make it to the better pastures of the Outlands

9: Double Delaying Action - in this scenario the Outlanders need to exit the three units and their accompanying civilians from the north road as well as stop the zombies following them.

15: Fortified Defence - stop the Zombies occupying the two towns by the end of the game.

30: Last Stand - this will depend on which side has won the most of the three preceding scenarios. Either the zombies trying to stop being wiped out or the humans trying a final defence against the encroaching zombie horde.


Zombie rules adaptations are:

Zombies count as Infantry who can't shoot. Out of ammo from start of each game.

Zombie Unit Combat: When zombies cause any casualties on an opposing unarmoured unit they will get “reinforcements” from the enemy dead. These reinforcements will be equal to one half of the casualties caused rounded down. These will reduce the Zombie unit casualty marker by the same amount. The marker cannot be reduced below zero.

Human Unit Morale: When a human unit is activated, roll a D6 and add it to the current casualty marker of the unit. If the result is 15 or greater, the unit must retreat one full move. 

Onto the first battle.

13: Escape - in this scenario three units of zombies need to break through the Waste-landers and make it to the better pastures of the Outlands

End of turn 1 - the zombies have marched onto the board. A single unit of Waste-landers holds the road. On turn 2 two more units of outlanders will appear on the hill, On turn 4 a further two units will appear north of the ruined city at top left and on turn 6 a final Waste-lander unit will enter on the road at the bottom of the picture.

Following Norm's suggestion in his blog Link I have added additional terrain to the rather bare OHW setup. Only the road, hill and ruined city effect the game, the rest is there to add some atmosphere.

End of turn 2. The Zombies approach the Waste-landers on the road having taken some fire. The Waste-landers on the road are out of ammo but the ones on the hills can still fire.

I have used Peter's idea from his blog of little barrels to show a unit is out of ammo.  Link

End of turn 3.  The Zombies have contacted the blocking unit and are deploying to attack the two Waste-lander units on their flank.

End of turn 4. One zombie unit is making an end run around the Waste-lander blocking unit while the rest attack. Top left the Waste-lander reinforcements arrive and race towards the action.

End of turn 5. The zombie unit attacking up the hill has been destroyed (red tokens). The other flank defence is getting the better of its Waste-lander opponents. While the Waste-lander blocking unit has failed its morale as it has lost 13 of a possible 15 casualties.  The Waste-lander reinforcements in the top left race on but will they be in time?

End of turn 6. The zombies finish off the Waste-lander blocking unit, luckily another Waste-lander unit has arrived just in time. But with zombies in front and to its flank it will be in trouble.
At the zombies' rear one zombie unit has turned around to hold off the chasing Waste-landers while on the right flank the zombies are chomping through their opponents.

End of turn 7. The zombie unit at the rear is shot to pieces while the Waste-lander on the right is eaten - see red tokens.
On the bottom of the road exit one Waste-lander unit needs to hold three zombies until their support arrives in two or three turns.

End of turn 8. The blocking Waste-lander unit is holding on. 11 casualties to 12. If it can kill one zombie unit the Zombies will not have the three units to exit they need to win.

End of turn 9. The Waste-landers have failed. Eaten to the last man the three zombie units will be able to exit in turn 10. The Zombies have broken through in numbers and ready to feast on the unsuspecting Outlanders closer to the rich parts of Europe.


Next up. Scenario 9: Double Delaying Action - in this scenario the Outlanders need to exit the three units and their accompanying civilians from the north road as well as stop the zombies following them.

Thanks to both Norm and Peter for sharing their ideas on their blogs. Both blogs are excellent and well worth following if you don't already.

Figures:
Waste-landers are from Pendraken 
Zombies are N scale railway people from Aliexpress. They come painted, all I had to do was base them and add some red. This is a very quick and cheap way of creating a zombie horde. Not as good as Pendraken's but much easier to get the mass.