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Zombies running amok in a trailer park during my games of Zombie RV at Hold the Line 2024
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I hosted two sessions of
Zombie RV at
Hold the Line convention inside the
Liberty Aviation Museum in Port Clinton, OH. I had three 2'x2' boards set up and was planning on two players teaming up to run the survivors on each board. Four players signed up for the 10am session and two in the 2pm session. Hold the Line is a relatively new convention with a LOT of tournament players and it is still growing its standard, non-tourney games. I feel there were definitely more attendees at the show this year compared to its debut last year. So, I was happy with a 50% fill rate.
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Morning session with four players trying to scavenge supplies from the Zombie Apocalypse
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One of the boards featured my two fortified, 3-D printed trailers from
Bad Goblin Games and one heavily-modified MDF trailer from
Sarissa Precision. There were various other bits of terrain on the board, including burned out cars, smaller storage trailers, and a small patch of woods. This board was chosen by the players to explore in both sessions. It was nice to get my newest painted terrain out on the tabletop, and I got lots of praise from players and passers by for how it all looked.
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Zombies wandering the industrial board trying to track down the player characters (their next meal)
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Another board featured an industrial area, with two factories, a convenience store, ruined building, water tower, oil storage tank, and even a smoldering,
crashed helicopter. This one was played in the morning session. The third board, that did not get chosen, was my Shell service station with a parking lot full of burnt out vehicles, gasoline pumps, and various other bits of trash and rubble. I even jazzed it up with something new. I had saved the plastic windshields from the die cast vehicles that I had burnt up. I put them inside a ziploc bag and broke them up into tiny pieces. I poured this around the building to represent broken glass from all the windows. Looked cool even if no one played on that board!
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Zombies move towards survivors according to an "A.I." in the Zombie RV rules
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In addition, I had created stat cards for each of the characters, listing their scores in each attribute (Might, Brains, Quickness), their two Level 1 skills (and which die rolls they affected), along with the equipment they were carrying. As per Zombie RV, one character had a rifle, another a shotgun, the third a pistol, and the fourth only a melee weapon. Two other melee weapons and one supply of extra ammo was also distributed among the characters in each four-character survivor group. I had also created a pair of double-sided QRS sheets with all the relevant charts and tables, as well as detailing the zombie "A.I." which directs their movement. Finally, I had created noise tokens from wooden disks, flocked to resemble asphalt, and featuring a number of grayish-white stones equal to the noise token number. I arranged the pattern of the stones to mimic the pips on a 6-sided die. It is one of my things, I realize. If a game calls for markers on the tabletop, I want to create something that blends in with the battlefield and adds to its look rather than detracting from it.
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Junior with his noise token indicating "2," is in trouble with zombies coming at him from both sides!
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Everything was all set up for the players, including a vehicle as each group's starting point -- van, pickup truck, or RV. Five ordinary zombies were already lurking at the spawn point, ready to shamble towards the survivors after they took their first turn. I explained the rules first, and everyone agreed they were easy to pick up and had no problems running the game themselves after the first turn. Typically, I have the players make all the die rolls for the zombies, too, rather than trying to be everywhere and do them myself. My role was to dole out the zombies each turn, help adjudicate any questions, define the terrain, and so on.
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A wounded 'Roman' is chased behind a trailer by one Nasty zombie and 3 ordinary ones
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As I'd hoped, Zombie RV ran great as a convention game. All of my players had fun and some said they were going to pick up the rules themselves, too. Only one of the three games was a complete victory/success for the survivors. I define a completed mission as one in which they pick up the resource tokens on all four quarters of the battlefield, return their vehicle, and drive off. Even that one success was a near thing, too. We did a kriegsspiel at the end and talked our way through what would happen on the last couple turns. It appeared fairly likely the last straggler survivors would make it unscathed back to their vehicle. So, rather than move the enormous number of zombies they'd spawned during the two hours of the game, we did some measurements and agreed they'd make it off. Barely!
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Zombies attacking the survivor's van where two of the characters have taken refuge
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A similar thing happened in the 2pm game. A pair of survivors were trying desperately to run from cover to cover along the edge of the board and stay out of sight of the various hordes of zombies that had collected. One was wounded and moving at essentially half speed. Meanwhile, another of their original group had bailed out and exited off the back edge of the board. With two wounds, he was fairly certain that he'd never make it back to the van. He hoped to link up with his friends later, but it would be suicide to try to run the gauntlet. The other two survivors in the van (they'd located another survivor armed with a melee weapon in their first search), were driving the van back and forth running over zombies and trying to keep the attention of all the zombies on the board before the van was surrounded and overwhelmed. It was a tense ending to the game, with the player controlling those in the van ready to abandon the other two more than once!
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Sonny & Woody (new guy found hiding) race back to the van to get off the zombie-infested table
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That's one of the things I really like about Zombie RV as a game. It is cooperative, and the players have to brainstorm how to get to all the search spots and not be surrounded and overwhelmed by the zombies. Players are forced to take risks, and you can feel the tension when important rolls have to be made or otherwise a survivor is likely to be swamped by numbers and taken down. That happened twice in the morning game in the trailer park. The players lost two of their four survivors and eventually fled the table back to their van. The players had to take the same risks that the other survivor gang did in the afternoon game. In the afternoon game, fortunate die rolls allowed the survivors to escape the clutches of the zombies. In particular, shotgun-wielding Junior managed to escape what looked like certain death not once but twice! However, in the morning game, Daisy and Sonny were not so lucky. When the zombies closed to contact, and the survivors tried to flee on their next turn, they were knocked down and wounded. That spelled the end of each, as there was no way to get away as it takes a wounded player's only action to stand up.
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Per the player's plan, Big Bass waits in hiding behind the helicopter, ready to ambush these zombies
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I did not run out of zombie figures, which I admit I was worried about. I'm very glad I finished my most recent batch of four "nasty zombies," though. A couple games had two to three of them running around on their board. There weren't many "fast zombies" rolled, which was fortunate for the players. Their speed (equal to the survivors and twice as fast as an ordinary zombie) has a way of throwing carefully choreographed plans out the window! In fact, that's one thing that successful survivors must do -- mentally map out where the zombies will end up and ensure that survivors are able to keep their distance. If more than one zombie is able to close with the same survivor, things definitely look bleak in this game.
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Things are looking bleak for Daisy as she is chased by a horde of zombies through a burnt out truck
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Zombie RV is NOT a game of mowing down hordes and hordes of zombies. Ammunition is short, firearms are in a questionable state of repair, and you never know when you're going to either run out of ammo or have the weapon jam. Then the survivor is left with a glorified club! Actually, in game terms, you
do know when it is going to happen. If you roll a natural one when making a shooting attack, the gun is out of ammunition. I rationalize this as possibly also meaning badly jammed. Only one of the three firearms carrying survivors has extra ammo, too. So, if you are planning on manning a barricade and mowing down zombie after zombie to cover for your friends, your plan can fall victim to a poorly-timed "1"! In most of our games, this has led to the death of that unlucky survivor.
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Sonny confidently holds off a group of zombies until rolling a "1" -- CLICK! Out of ammo!!
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With the success of my games at Hold the Line, I am satisfied that giving each character two skills instead of one special ability in the original rules does not make them too powerful. The brand new skills I added (such as Sprinter, giving an extra 1" of movement for each action), did not seem unbalancing either. The rules author had also given me his ideas of introducing three attributes (Might, Brains, Quickness) for each character. He wanted to use them to be used for various checks in the game. For example, when survivors come to a door, there is a 50/50 chance it is locked. If locked, they need to pass a successful "Might Check" to force it open. The character adds their Might score (which is between 1 and 3) to the roll of a dice, needing a "6+" to successfully force it open. If they fail, they can try again next action. Notably, this
does make more noise...
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Sonny tried to run, but when the zombies made contact and knocked him down, the end was near
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Since characters are still scrambling to complete the missions successfully in our games, I think the balance has not been thrown off by these additions. Next, I plan to introduce my experience points ideas. I'll have the Sunday night gang choose to spend the experience they gained when we played it a few weeks back (see
Zombie RV Times Three). Then we will play some more games. I plan to keep track of how many "skill improvements" each survivor gang has earned and either add in more zombies or modifiers to the spawn roll each turn to balance it out. That will probably be a judgement call based on how successful the players have been.
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After a handful of turns, the entire board seems to be crawling with zombies
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The other thing I have planned is to try one big game with up to three vehicles of survivors rather than each band of four on their own 2'x2' board. I would like to go with a 3'x3' or 3'x4' board. I will include one spawn point for each vehicle's (4 characters) worth of survivors. I am also thinking that instead of a third spawn point, perhaps have zombies show up randomly on board edges? I would number the board edges and roll to have three lone, wandering zombies show up. Or perhaps I will randomize the number of wandering zombies? Roll 1d6: 1-2 = 3 zombies, 3-4 = 4 zombies, 5-6 = 5 zombies. One roll would establish which board edge they're coming in on, and then a D12 to see how many inches from that corner it arrives on. I think this would definitely foul up the survivors' plans more with the uncertainty of where they're coming from.
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You can also find other survivors in hiding on the board, as was the case with Woody in red
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Plus, I always enjoy miniatures games where we get the whole group playing together. I am imagine there would a be a lot of hilarity as we laugh at the struggles (or poor die rolls) of our fellow players! So, while my painting for the zombie project is coming to an end, the playing of games is hopefully heating up! Stay tuned for more highlights from my zombie apocalypse!
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His friend inside searching the trailer, Sonny covers him from the porch, blasting away at zombies
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Miniature Painting & Purchasing Tally for 2024 - Miniatures acquired in 2024: 170
- Miniatures painted in 2024: 154
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Drawn by the noise of tires squealing and the crunch of a van hitting bodies, zombies hurry forward |
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Despite 2 zombies in contact, Junior was fortunate on his rolls and was able to slip away and survive
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Thanks, Jason! Yeah, I look forward to giving it a try. I think I am all ready to run one -- the last batch of zombies is being flocked now. I'll write up a report and let you know how I did it.
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