Wednesday, 9 June 2010

My ATZ Campaign - Day One Part 4

Last time, I left the post on a cliffhanger. Vampifan tried to take on a mob of five Terrified Civilians. He defeated one but then was knocked to the ground after suffering an Obviously Dead result. Was it really game over for our hero?
Relax, of course not. When he defeated the first Terrified Civilian, any result of Out of the Fight or Obviously Dead was treated as "victim runs by you." So clearly the results in this fight were different to those in normal melee combat. If the hero received an Out of the Fight or Obviously Dead result he had been rendered unconscious (see p.65). What this meant for Vampifan was that this location was over for him and he was not allowed to enter the gunstore. To be fair, if he had defeated the mob of Terrified Civilians he only had a 1 in 6 chance of finding what he was looking for. Not good odds. The delay in getting to the car park cost him vital time. Plus, facing five hostile civilians did not help either.

DAY ONE CONCLUDES
LOCATION 5(6) - Home
By now Vampifan had had enough and decided to head back home. But first he had to get there and once again that meant rolling on the Getting There Table (see p.64). He only passed 1d6. Because he was in a vehicle he had to compare his Rep with the location number. He had a Rep of 3 and this was location 5. If his Rep was higher than the location number he would count as having passed 2d6 and would arrive as normal. Obviously, his Rep was not greater than the location number so he counted as passing 0d6. He would arrive one location later, i.e. 6 instead of 5.
I set up the board and rolled 2d6 to see how many civilians would be present. I scored rather low with a 4 and placed tham randomly across the board. Vampifan's pick-up truck can be seen at the top of the main road.
TURN 1.   ACTIVATION - Vampifan=1, Zombies=6
Cool! An activation score of 7. Could we see a zombie appearing on turn 1? Sadly, no! I rolled a 3 on the d6 to see if he turned up. I needed to roll a 5 or a 6 for the zombie to arrive. Vampifan slowed down and made a right turn into the car park in front of his apartment.
TURN 2.   ACTIVATION - Vampifan=3, Zombies=5
Vampifan parked his vehicle next to the front door of his apartment. If he could survive the next round or two he'd be safely home. What could possibly go wrong?
TURN 3.   ACTIVATION - Vampifan=5, Zombies=2
What could go wrong? Rolling a 7 on the activation dice followed by a 5 on the zombie appearance die to indicate a single zombie was closing in on him. I rolled my scatter die to determine where the zombie arrived and placed him 12" away from Vampifan. The zombie moved it's full distance of 6" towards the pick-up truck. Vampifan was unable to move this turn due to rolling too high on his activation die.
TURN 4.   ACTIVATION - Vampifan=2, Zombies=6
Vampifan switched the engine off and stepped out of his pick-up truck. He was going to retrieve his groceries from the back of the truck when he spotted the zombie. As the zombie was more than 3" away he could not take the Zed Or No Zed test. The zombie remained in place with its arms stretched out and emitted a low moan.
TURN 5.   ACTIVATION - Vampifan=4, Zombies=1
Suspicious of the hooded stranger, Vampifan stopped to see what he would do. The zombie charged him. When he got within 3" Vampifan took the Zed Or No Zed test and passed 2d6, realising what a threat the stranger was. This allowed him to Carry On, which unfortunately he could not do because his activation die was too high. So, he had to remain in place and take the Being Charged test. Fortunately, because he was a Star, he could choose how many dice to pass and naturally he chose to pass 2d6. The melee was over very quickly. Vampifan passed 1d6 and the zombie passed 0d6. This gave Vampifan an Out of the Fight result, which counted as an Obviously Dead result because his opponent was a zombie. A good solid punch to the head killed the zombie hoodie instantly. Way to go, Vampifan!
TURN 6.   ACTIVATION - Vampifan=1, Zombies=6
Not again! Another 7 on the activation and another chance for a zombie to turn up. Thankfully, the dice gods were smiling on our hero and I rolled a 2 on the reinforcements die. As Vampifan opened the front door of his apartment, his housemate, Big Sil, greeted him.
"Hey, Mr.S, you look all done in."
"You'll never believe the day I've just had!" Vampifan replied.

Day One was over for Vampifan. He had survived, but had he learnt from his experiences? The rule book does not state whether a character can improve his Rep or not after this particular scenario. It does state on p.61 that "after each successful encounter it is possible that a character can raise his or her Rep." Hmmm, does encounter mean each separate location on Day One? Or are all of the locations visited on Day One classed as one encounter? It is a grey area. I decided that because all of the locations on Day One were linked, it counted as just one encounter. So, was Vampifan eligible for a Rep increase? The four criteria for a Rep increase are:
1) Have killed at least one zombie. (Vampifan killed two.)
2) Did not receive a result of Out of the Fight. (Vampifan did not. He did receive an Obviously Dead result, whose effect was similar to being Out of the Fight but he did not recieve an OOF result. Another grey area here!)
3) Did not Hunker Down. (Never happened.)
4) The character found a resource. (Actually, he found three resources at his first location.)
Technically speaking, Vampifan was eligible to roll. You can argue point 2 all you like but I felt that Vampifan deserved his roll simply for making it to the end of Day One in one piece! So for Vampifan to go up a level he had to roll higher then his Rep on 1d6. I nervously rolled the die and let out a mighty cheer when I saw it was a 4. He'd scraped through by the skin of his teeth.
At this point I'd have liked to make Vampifan a Rep:4 Survivor but he had to remain a Civilian for the time being as he did not meet the criteria for a class change. See the section headed Choosing Your Class on p.5 of the rulebook. He only met one of the conditions required, i.e. he had killed a zombie. The first requirement was that the character had seen at least three zombies. Despite the fact that three zombies had appeared during the day, Vampifan only saw two of them - the one at the cash machine and the one outside his home. He never actually saw the female zombie when he was walking to the car park. But if he had, the third requirement would still have tripped him up. It states "you have had combat with an armed civilian, survivor, ganger or military character. This can be either ranged combat or melee." When Vampifan battled the Terrified Civilians they were all unarmed. So he remains a civilian.
I hope you have enjoyed my account of Day One of the zombie outbreak. I have two more scenarios involving Vampifan to post shortly with more planned for later in the year. Keep watching and thanks for all your comments. This has been an absolute blast!

Sunday, 6 June 2010

My ATZ Campaign - Day One Parts 2 & 3

The introduction to my ATZ camapign has proved to be my most popular post so far, going by the number of hits and comments. Thanks to everyone who dropped by and big thanks to everyone who left a comment, either here or on one of the forums where it was pimped. Following comments made by Pudson I'm going to start with this -
HOUSE RULES
If ever there is a lull in the action then you can ignore the result of the activation dice solely for the purpose of activating your character. If the activation dice indicate a random encounter then that cannot be ignored and must be rolled for. My view is that if there is no chance of combat does it really matter if a character can move or not? Having him unable to move only slows the game down unnecessarily. You may disagree, which is why I have made this a house rule. Once there is an enemy figure on the board then the result of the activation dice must be adhered to.

DAY ONE CONTINUES
LOCATION 2 (3) - The Car Park
Being on foot and heavily burdened with luxury items, Vampifan decided to retrieve his pick-up truck from a small car park in the centre of Mayhem City. As the rulebook states "this isn't a "peaceful day on the roads" so when you move from one location to the other roll 2d6 versus your Rep and consult the Getting There Table." (see p.64) Vampifan passed 1d6, which meant he would treat his destination as if arriving one location later i.e. as if this was his third location. I rolled 2d6 to see how many civilians would populate the area and rolled a result of 8. I placed them on the board and then rolled the activation dice for turn 1.
TURN 1.   ACTIVATION - Vampifan =1, Zombies =3
The game begins after Vampifan makes a normal 8" move onto the board. The activation dice indicate nothing special. Vampifan makes another normal move and spies the car park not far away.
TURN 2.   ACTIVATION - Vampifan=1, Zombies=4
With the car park being so close, Vampifan decided to put on a spurt of speed and so took a Fast Move test (see p.12). He only passed 1d6 and thus increased his movement to 12". Note that if Vampifan had passed 2d6 he would not have been able to move 16" because I gave him the Slow Attribute (see p.7) to represent him being too fat and thus unfit. The best he can ever score on the Fast Move test is pass 1d6.
TURN 3.   ACTIVATION - Vampifan=6, Zombies=1.
Uh, oh! A roll of 7 indicates that a zombie might appear. As mentioned in Location 1 last time, a score of 5 or 6 on 1d6 indicates that a zombie has arrived on the scene. This is because on Day One all urban areas are classed as suburban areas. I duly rolled a 5 and sure enough a zombie would arrive. My house rule regarding activation no longer applied once I rolled for the zombie. As Vampifan was only a Rep:3 Civilian he could not activate this turn.
Here's the zombie and the scatter die indicated that she be placed on the grassland between the semi-detached houses and the small park. This teenage female was recently a cosplayer before she became a victim of the zombie plague. She moved 6" towards the nearest humans - the five coloured folk in the small park.
TURN 4.   ACTIVATION - Vampifan=5, Zombies=6.
This was an interesting activation result. Although individually the scores were too high for anyone to activate, added together they came to 11 and that meant that a single police officer would appear and approach the hero (see p.65). I rolled on the Police List on p.8 to determine his stats. A result of 8 on 2d6 revealed that he was a Rep:4 Police Officer. He was armed with a BA Pistol. I placed him next to Vampifan's pick-up truck.
TURN 5.   ACTIVATION - Vampifan=2, Zombie=4
The five civilians in the park had to take the Zed Or No Zed test as the young zombie prepared to charge. All were classed as unarmed Rep:3 Civilians. Two passed 2d6 and were able to Carry On (the businessman in the hat and his hulking bodyguard). The other three each passed 1d6. Whoever the zombie charged would have to take a Being Charged test. Quite naturally, the zombie charged the nearest target - a Rastafarian gentleman. He passed 1d6 on the Being Charged test, allowing him to melee normally. Although he rolled 3d6 for his melee attack he only scored one success. The zombie rolled 1d6 for its melee attack and it too, scored one success. The combat was a draw and both opponents would fight again next turn.
Vampifan moved next to his pick-up truck. Because he was visibly unarmed, the police officer told him to leave the area.
"Sir, we've had reports of a disturbance in this area," the cop said. "I advise you to leave now."
"No problem, officer," Vampifan replied. "Let me put my groceries in the back of my truck and I'll be on my way."
TURN 6.   ACTIVATION - Vampifan=3, Zombies=4
Another 7 on the activation dice. However, this time I rolled a 1 on the zombie reinforcements die so none turned up. The zombie continued her attack on the Rastafarian but this time she passed 0d6 and he passed 2d6. He jammed his fingers into her eyes and killed her instantly. Hearing the commotion, the cop crossed the car park to see what was going on. Vampifan got into his pick-up truck and drove away, ending this part of the scenario. Because this was Vampifan's third location his vehicle was safe and sound. So far so good.

LOCATION 4 - The Gun Store
Now that he was travelling by vehicle, Vampifan felt confident of reaching his next destination quickly. His confidence was well placed as I scored two successes on the Getting There table, meaning he arrived there normally. My Mayhem Armoury is not a big building, so I classed it as a Retail Store, which is smaller than a Retail "Box" Store. I rolled 2d6 for the number of civilians in the neighbourhood and ended up with 6 of them.
TURN 1.   ACTIVATION - Vampifan=1, Zombies=4
The pick-up truck has a normal speed of 18" per turn (see p.25) but because he was driving in a busy city centre, Vampifan drove at half that speed, i.e. 9" per turn. He drove along the street, wondering why there were so few people here. Perhaps it had something to do with the numerous outbreaks of violence that were erupting all over the city, according to the radio broadcast. He shivered as he recalled the pale-looking guy who had attacked that young boy near to the ATM machine earlier today. Creepy!
TURN 2.   ACTIVATION - Vampifan=5, Zombies=4
I ignored the activation dice and allowed Vampifan to park the pick-up truck opposite the gunstore.
TURN 3.   ACTIVATION - Vampifan=2, Zombies=5
Vampifan stepped out of the pick-up truck and headed across the street to gunstore, wondering how many boxes of .44 Magnum rounds he ought to buy.
TURN 4.   ACTIVATION - Vampifan=3, Zombies=3.
Okay, here was something new and interesting on the activation dice - a roll of doubles. What this meant was that Vampifan would encounter 1d6 Terrified Civilians (see p.65). The rulebook mentions that "during the first days of the outbreak there will be widespread panic amongst the population. The Terrified Civilians rule represents these panicked crowds." I was desperately hoping for as low a score as possible when I rolled the d6, but alas, I rolled a 5. This was not good news for Vampifan. The five Terrified Civilians surged forward out of the gunstore, straight towards Vampifan. His only chance of getting past them was to fight them one by one!
This fight represented Vampifan having to literally fight his way through the crowd. Each Terrified Civilian was classed as Rep:2, and would roll 2d6 in melee combat. Vampifan was still unarmed, so he rolled 3d6 for being Rep:3. He had to defeat each civilian individually before he could move on. If he scored an Out of the Fight or Obviously Dead result on them, they would run past him, allowing him to fight the next in line until they were all gone. In the first fight, Vampifan scored two successes and the Civilian just one. Vampifan won, so one down, four to go.
In the second fight, Vampifan scored zero successes (uh, oh!) and the Civilian scored two successes, giving a result of Obviously Dead! As Vampifan fell to the ground, the world turned black. It was game over! Is this the end of Vampifan? Has my campaign come to an abrupt stop before it's had a chance to begin? Better tune in next time, folks!

Wednesday, 2 June 2010

My ATZ Campaign - Introduction

I have just spent four days playing All Things Zombie and oh boy, what fun I have had! It has been way too long since I have done any gaming. Indeed these were the first games that I managed to play this year. Problems with my dad, who is now sadly confined to a wheelchair, have prevented me from actively pursuing my gaming hobby these past few months. But that all changed last Friday and I was able to start my ATZ campaign. Up till now all of the battle reports I have done for my blog have been stand alone games, although the last two, featuring a small unit of National Guard soldiers were connected. So, let me introduce you to the main hero of my campaign - Vampifan. That's him on the left - a Copplestone 28mm scale Dark Future Militia soldier converted to look like me. I added the glasses and extended his beer gut. Yes, he's my alter ego and I hope he'll survive the zombie apocalypse.
My campaign will be set in the fictional hellhole known as Mayhem City. Fans of World Works Games card models will be very familiar with this name. Most of the scenery, buildings and vehicles that I'll be using will come from WWG's Mayhem City range.
In the All Things Zombie: Better Dead Than Zed (ATZ:BDTZ) rulebook by Two Hour Wargames there is a section at the back marked Day One, Top Secret. This section takes you through Day One of the zombie outbreak and helps define who your character is. So let's go through it and see just who Vampifan is. Be advised, the answers I give for Vampifan do not reflect my real life status. He's just a fictional charcter who shares some of my traits and beliefs.
WHO YOU ARE
Vampifan is 24 years old. He is single, has no children or a significant other. He shares his home with a room mate called Neil (aka Big Sil).
OCCUPATION
Vampifan is a graphic designer working for a board game company. (That was my first job after I left college.) It is a sedentary job and Vampifan is in poor physical condition. This means that he'll start the campaign as a Rep:3 Civilian.
EXPERIENCE
Vampifan has had no military or law enforcement experience. However, he has fired a gun before and is a fully paid up member of the National Rifle Association. He graduated from the University of Mayhem with an honours degree in graphic design.
WHERE YOU LIVE
Vampifan shares an apartment in Mayhem City Centre, an urban area. This is the worst place to be when the outbreak begins but such is life.
SUPPLIES
Vampifan and Big Sil are both big eaters, so their home is always well stocked with food and drink. They keep canned goods and perishables in roughly equal measures. They have the equipment and materials to barricade their home if needed. They do not own a generator in case the power goes out. They have enough food for themselves and two guests so are classed as having 4 food units.
WEAPONS
Vampifan owns a Big Ass Pistol and a combat knife. Big Sil owns a Machine Pistol and a combat knife. Both keep their weapons at home. This means that Vampifan will start off unarmed. Big Sil owns plenty of hand tools that could be used as improvised weapons if need be.
VEHICLES
Vampifan owns a black pick-up truck. It is fully fueled but parked at a city centre car park when the outbreak begins. This means that Vampifan will initially be on foot. A fully fueled pick-up truck counts as having 5 fuel units.
LUXURY ITEMS
Apart from cash, Vampifan begins with no luxury items. At home he has some booze.

NOW WHAT?
From the ten options listed on p.64, this is Vampifan's itinerary for the day -
First go to an ATM machine to get more cash for some luxury items.
Second, retrieve his pick-up truck from the car park.
Third, visit the local gunstore to stock up on ammo.
Fourth, return home.
My games all took place on a 4' by 2' board because that was more convenient than the 3' by 3' board that the rulebook suggests you use. Note that my  battle reports will be very heavy on the rules details. This is a deliberate decision on my part as I want those who have never played ATZ before to get a good understanding of how the rules work. As the campaign progresses, the need to explain the rules should diminish and the batreps ought to be more narrative in flavour.

HOUSE RULES
For the most part, I am happy to use ATZ as presented by Ed Teixeira. However, there is one house rule I have adopted and that regards the placement of zombies. Instead of rolling 1d6 and consulting the chart for direction (basically, north, south, east or west) I use a Games Workshop scatter die. This has arrows on each face and thus allows me to place zombies anywhere in a 360 degree radius. I feel this is more realistic and gives a greater degree of diversity.

DAY ONE BEGINS
LOCATION 1 - The ATM Machine
The initial number of civilians on the board was 2d6. I rolled 5 and 2 to give me 7. This is not actually in the rulebook but I wanted some folk around otherwise it would look like Vampifan was walking around a ghost town. Mayhem City is supposed to be a big, bustling city so I randomly populated it prior to the scenario's onset. All civilians are Rep:3 and are unarmed. The photo below shows the initial set up and Vampifan can be seen at the bottom of the photo. The ATM machine is situated to the right of the 7-Eleven shop window.
TURN 1.    ACTIVATION - Vampifan=5, Zombies=4
Vampifan advances 8" up the street. Normally, if you roll higher than your Rep score you can't activate that turn but this is not a combat situation (yet!) so I deemed it meaningless. So why bother rolling for activation, you ask? Simple. There is a possibility of a random encounter if a result of 7, 11 or doubles are rolled (see p.65).
TURN 2.   ACTIVATION - Vampifan=2, Zombies=5
Aha! A roll of 7 indicated the possibility of a zombie appearance. In an urban area, zombies are normally generated on the d6 roll of 4, 5 or 6 (see p.29 & p.30) but because this is early in the outbreak, urban areas count as suburban and both suburban and rural areas count as rural (see p.65). This meant if I rolled a 5 or a 6, a zombie would be generated. I rolled a 6. He would appear 12" away from Vampifan. My scatter die placed him just inside the 7-Eleven store. Vampifan moved further up the street. The zombie remained hidden for the moment as it could not activate this turn.
TURN 3.   Activation - Vampifan=1, Zombies=3
The zombie stepped out of the shop and had a choice of three victims to attack - the old couple or the young boy. All were within equal distance of him. All three had to take the Zed Or No Zed test (see p.33). Vampifan was too far away to have to take it, i.e. he was more than 3" away from the zombie. The two old folk passed 1d6 each, but the kid passed 0d6. The zombie would charge him and could add 2d6 to its melee dice. The kid took the Being Charged test and passed 1d6. He could fight back but would suffer a -2d6 penalty for being attacked in the rear. The zombie rolled 3d6 and the kid just 1d6. The zombie scored 2 successes, the kid scored one. That meant that the kid was Out of the Fight and he fell to the ground unconscious. Next turn, the zombie would start feasting on him. Vampifan moved onto the road crossing. (You can see the end of my tape measure in the photo above, just next to Vampifan's base. D'oh! Who forgot to move it when he took the photo?)
TURN 4.   ACTIVATION - Vampifan=2, Zombies=4
As the zombie began feeding on the young boy, I rolled 1d6 to determine how long the feast would last (see p.31). I rolled a 3. This meant that those closest to the zombie had to take a See The Feast test (see p.33). I rolled for Vampifan first, scoring a 3 and a 2. He had passed 2d6 and thankfully, would never have to take the test again. Watching so many horror films had stood him in good stead! Next, I rolled for the old age pensioners. They passed 1d6 each and Ducked Back into the store, where they had to take a Sanity test (see p.33). The old man passed 1d6 and Hunkered Down. Alas, the old lady passed 0d6 and became catatonic. She would never, ever Rally again. A young woman close to the ATM machine was the last to take the See The Feast test. She passed 1d6 and Ducked Back into the book store. She passed 1d6 on her Sanity test and Hunkered Down behind cover.
It was Vampifan's turn to activate. He wanted to attack the zombie, so first he had to take a Wanting to Charge test. Being a Star, he was able to choose how many dice he passed (see p.5). Naturally, he chose to pass 2d6 and so melee commenced. He got to roll 3d6 for his Rep (see p.21). The zombie only rolled 1d6 (see p.35). Vampifan scored one more success than the zombie, giving an Out of the Fight result. However, all Out of the Fight results are classed as Obviously Dead on zombies (see p.35). So, Vampifan stuck the boot in and crushed the zombie's skull. Result! Vampifan's first zombie kill!
TURN 5.   ACTIVATION. Vampifan=3, Zombies=6.
Vampifan moved to the ATM machine and inserted his credit card. No new encounters occured so this was the end of this event. Because he came here first, Vampifan was able to withdraw enough cash to purchase three luxury items, which he bought at the 7-Eleven store. He chose a six-pack of canned beer, a large pack of toilet paper and a box of antiseptic detergent for washing his hands (useful for cleaning blood stains!).
Next time I'll tell you what else happens to Vampifan on Day One. Be sure to drop in!

Sunday, 30 May 2010

Mega Minis Zombies 06

And so we come to my final review of the Mega Miniatures' range of 28mm scale zombies with a look at the eight figures supplied with set 6.
The little girl at the far left of the two photos above may once have been a beauty queen - Miss Junior Mayhem City perhaps - as she is wearing a sash over her right shoulder. When she was alive she may have been as cute as a button but now she is holding someone's brain in her tiny hands. "BRAAAAAAAINS!" Sorry, couldn't resist it! She is a fantastic figure and my favourite out of this set.
The second child zombie in this set is almost as good. I had to do a Google search to check up on the colour scheme for the uniform of the Boy Scouts of America. I had no idea what colours they were, being more familiar with the English Boy Scouts. This little chap has had his left arm ripped off and blood has soaked the left side of him as he bled to death.
The zombie farmer is an unusual figure and I did ponder whether to keep his scythe or remove it. As you can see, in the end I decided to keep it in place. He has been bitten in the left cheek and I am assuming he is gripping his stomach with his left hand to prevent his guts from spilling out. He looks quite emaciated and once again, is a great sculpt.
At the far right of this group is an elderly gentleman still holding on to his walking stick and about to take a big bite out of a fully intact human brain, held in his left hand. I'm sure it's just a coincidence that two figures in this set are holding brains. I love this figure but my one criticism of him is that his head is too big for his body. Maybe the beard makes it look bigger but to my eyes it just doesn't look right. The only wound to the figure is a small bite on his right leg.
The figure at the far left of the next two photos is another zombie jogger. There was a female jogger in set 5. I painted this guy as a silver-haired old timer whose fitness puts many a younger person to shame. He has a couple of appalling injuries to the right and left sides of his torso, with the one to the right being the most horrific. His intestines are spilling out of the huge gaping wound. I smeared blood on his hands and chin. He was a lot of fun to paint when it came to adding the gore effects!
Next up is another zombie SWAT trooper. He is just an averagely sculpted figure. He has had a large chunk of flesh taken from his right thigh. I also added a cut to his forehead. I have been desperately disappointed with all four of the zombie SWAT troopers from this range.
Moving on, we come to a young zombie male that I've painted up as a goth rocker. He has an odd-looking haircut - very long on the right side and cut very short on the left side. It reminds me of Phil Oakey from the Human League way back in the 1980's. His only wound is a horribly mangled right arm. He is not one of the better sculpted figures but he's passable.
Rather bizarrely, the final figure in this set is a swap of the previous figure. No, it's not a mistake by whoever packaged this set - you really do get two of the same figure. Why, I ask, and why this particular figure? This was clearly unacceptable to me as I want all of my zombies to be individuals so I was left with only one choice - conversion. The easiest way to convert him was to cut his head off and replace it. I had a lot of spare heads from my Wargames Factory plastic zombies, so I chose one of them and pinned and glued it in place. It's not a bad fit and a very simple but effective conversion. Note that I have also bent his left arm slightly. I painted him up as a much older gentleman with grey hair going white at the sides in the style of Reed Richards from the Fantastic Four.
So there we have it. Buy all six sets anf you'll have 47 unique zombies and 1 swap, which can easily be converted. You could just paint him differently if you feel you're not up to converting. Initially, I dismissed this range as being rather inferior and not worth buying but I'm happy to be proved wrong. They retail at a very reasonable price of $9.50 per set, which roughly equates to $1.20 per figure. For sure, there are some bad apples amongst them but don't let them put you off because there are some absolute gems as well. On the whole, there are a lot more good and great figures than bad or average. I think they'd be a worthy addition to any zombie horde and scale-wise, they fit in well with most other ranges.

Wednesday, 26 May 2010

WWG Old Style Sedan Cars

Last time I reviewed the old style roadster from the Shellendrak Manor set. This week I'm staying with the theme of vintage cars and looking at the two sedan cars that come with the WWG Mayhem Bank set. To me, these seem to come from a later period than the roadster, possibly 1930's or 1940's.
The body of the car looks very thin when you see it constructed, however, once you add the four wheel cowlings it suddenly becomes a lot bulkier. Appearances can be deceptive.
The wheel cowlings give the car its distinctive look, but they were a devil to make. Very fiddly critters, more so if you reinforce them with mounting card as I do. Even the main body was a little harder to make because of its many angles. Just look at the roof - it has four folds to it; front, back and two in the middle.
Note how the rear of the car is almost curved, making construction that much harder. Also, note the absence of number plates again. I'll put that down to an oversight. A lot of people wouldn't notice unless it was pointed out to them.
As with the old style roadster, the most obvious use for these would be in a Roaring Twenties gangster campaign. However, I'll be using them in my upcoming ATZ campaign, which I'm hoping will kick off in a couple of day's time. Yippee! I should point out that the Mayhem Bank set also contains a taxi variant of this car, coloured yellow, of course. I could see no use whatsoever for the taxi in a contemporary setting so I didn't make it. Even these two that I've made would be classed as rareties or oddities in modern times but no matter, I still think they were worth making and adding to my vehicle pool.