Wednesday, 29 May 2013

Vampifan's Views 38 - Monthly Musings 22

Vampirella by Mike Choi
And so we come to the end of Zombicide month. It made a pleasant change to have a themed month.
I am still busy painting the last 25 zombies from my Victory Force Zombie Horde 1, although I expect to finish them soon and that will give me 100 zombies to review, which is far too many to review in one go. I am currently thinking of doing ten reviews of 10 figures or five reviews of 20 figures. Any preferences?
Work on my Stoelzel's 28mm scale Brummie's Burgers fast food restaurant is progressing at a slow pace due to me making the furniture items and props before I make the building. This isn't my normal card modelling procedure, but I just fancied a change to the way I do things. Mind you, I have started work on the car park that comes with the restaurant. Prior to starting this project I did wonder whether to include the car park or not, as you can just as easily make the restaurant as a free-standing building. In the end, I decided that the car park was a part of the set and so needed to be made. It also makes an excellent surround to the building.
In other news, I received the first of the three Kickstarter packages that I supported these past 8 months or so. My two big pledges (about £250.00 each) were for the Reaper Bones figures and for Zombicide Season 2. I'm expecting both of them to arrive later this year. In between backing those, I also supported the Zombie Plague board-game by RSquared Studios. Two weeks ago, I received the game board, counters, rulebook and comic and 28mm scale figures of the four survivors. The zombie figures that I ordered will be sent out later. The new figures are a vast improvement on the ones that were originally created for this simple but fun game. I'll admit that I mainly backed this project so that I could get the figures. I'll review the four new survivors as soon as I get them painted. Further incentive to finish painting my Victory Force zombies.
Finally, I'll leave you with another heart-warming story about the generosity of our fellow gamers. Two months ago, I was contacted by Anton, a German follower who wanted me to proofread a set of alternate rules he had written for Zombicide, stating that his English wasn't too good. Now, you may not know this, but I did a course in proofreading in the past, so I was happy to help him. It only took one afternoon to proofread his work and I sent it back to him. He was delighted with the results and promised to reward me with a gift. Well, I'd have happily done the work for free. I had no idea what to expect. At the beginning of this month I received a very large parcel from Anton. Inside were loads of goodies. The bulk of the parcel was made up of Warhammer 40,000 ruined buildings, some pre-made but not painted and the rest still on their sprues. There was a lot of them. In addition were two large Warhammer 40,000 plastic craters, a bunch of 25mm diameter resin bases, six plastic zombies from the old Heroquest game, a metal giant's head (I've no idea what to do with that) and a box of After Eight mints, which I shared with my mum. Quite a haul, huh? I have no doubt who got the better half of this deal! Anton, if you're reading this, my deepest thanks to you, once again.

Sunday, 26 May 2013

Zombicide - the Board-Game

Having spent all of this month reviewing the figures that came with the Zombicide board-game, it is now time to review the game itself. The rulebook measures a mere 28 pages and only half of them are taken up with the rules, meaning it is very easy to learn. The rulebook is in full colour throughout and littered with excellent examples of how the game works. I'm going to show some of those examples here, to give you a flavour of the game.
The game can be played by 1-6 players (Yay, it allows for solo play!). Each player controls one or more of the six survivors provided. The survivors are initially armed with one crowbar, one fire axe and one pistol - that's per group not per player. Note that if Phil is amongst your group he starts with his own pistol. Those who didn't receive one of the three weapons are given a pan as a rather sorry consolation prize. Not much use but better than nothing. Don't worry too much about this, as the survivors are allowed to acquire extra weapons and equipment from a deck of equipment cards whenever they search a room. However, only one search is allowed per turn by each player.
The above illustration explains the character ID card. At the top of the card is a colour-coded bar for keeping track of the number of zombies your survivor kills. Characters advance in skill as they progress from one colour to the next. When you reach the orange and red levels you get to choose what skill you want from those listed. At the bottom right of the card is space for placing your weapons and equipment. You are allowed a total of five weapon or equipment cards but only two can be used at a time. the other three are held in reserve.
The game board is divided up into zones, not all of which are the same size. Indoors, each room is a zone. Outdoors, each area of road between two zebra crossings is a zone. It costs a survivor or zombie 1 Action Point (AP) to move from one zone to an adjacent zone. Diagonal movement is not allowed. Survivors start with 3AP, whilst most zombies start with 1AP.
These are the actions available to the survivors and each one costs 1AP.
MOVE Move 1 zone.
SEARCH Indoors only and as previously mentioned, one Search per turn by each survivor.
OPEN A DOOR Special equipment needed. Note that doors only appear on the outsides of buildings.
REORGANISE INVENTORY Equipment exchange with another survivor (if in the same zone) is permitted.
RANGED COMBAT An equipped ranged weapon is required.
HAND-TO-HAND COMBAT An equipped hand-to-hand weapon is required.
GET IN OR OUT OF A CAR If allowed by the scenario.
TAKE AN OBJECTIVE TOKEN or ACTIVATE AN OBJECT Only if in the survivor's zone.
MAKE A NOISE Gotta need it to risk it.
DO NOTHING And live with it.
The illustration above also details the rules for Line of Sight
Hand-to-hand combat and ranged combat are similar in that you roll to hit according to the Accuracy score on your weapon card. Walkers and Runners are killed by any weapon doing 1 or more points of damage, whilst Fatties can only be killed by weapons doing 2 or more points of damage. The Abomination is the hardest zombie to kill as it requires 3 or more points of damage to destroy it. The big difference between hand-to-hand combat and ranged combat comes in the target acquisition. In hand-to-hand combat a survivor may target any type of zombie in the same zone as him or her. However, in ranged combat there is a target priority that must be adhered to. It goes Survivor, Walker, Fatty (or Abomination) then Runner. So if you are shooting into a zone containing another Survivor, a Walker and two Runners, you'd have to shoot the survivor first. Yes, that is brutal! Then you'd have to kill the Walker before you can even think about shooting those two Runners.
The illustration above explains all the icons on two of the weapon cards. Killing a zombie earns you one Kill Point, unless it is the Abomination, which grants you 5 Kill Points.
Once the players have activated all of their survivors in a turn it is time for the zombies to activate. They have three phases per turn - attack, move and spawn. A zombie can only attack a survivor in the same zone. They do not roll to hit. Each attack automatically causes one wound. And each wound causes the victim to lose one item from his collection. All survivors have two wounds, so the second wound is always certain death. Fortunately, the players can decide who takes the wound(s), if there are more than one survivor in that zone.
Zombies who did not attack move. Each zombie favours visible survivors then noise. Zombies choose the shortest distance to their target. If needed, they split the group and add an extra zombie of the appropriate type to make both groups equal. This is a nasty little rule!
Each scenario has a number of spawn points on the board. For each spawn point, you draw one card from the zombie spawn deck and place the amount of zombies listed on the spawn point according to the player with the highest danger level, i.e. most kills.The illustration above shows a typical spawn card.
Some of the spawn cards are special events like the one shown above. This is, in my opinion, the worst card in the spawn deck, as it allows Runners far too much movement.
Note that spawn cards are drawn whenever a survivor opens a door to an unsearched building. Every room in that buildings requires a spawn card to be drawn. Friendly tip - try to open the doors to all the buildings whilst all of the survivors are in the blue danger zone. That way you get far fewer zombies to deal with.
Finally, here is Phil's ID card as he might appear mid-game. Despite losing a wound he is still in good shape thanks to his combination of cards.
The game provides rules for cars, but they only appear in a few scenarios. There are 11 scenarios listed in the rulebook, including an introductory scenario to help newbies become familiar with the rules. Additional scenarios can be downloaded from the Guillotine Games website - http://guillotinegames.com/en/ Check under the Game Stuff tab.
So, verdict? Come on, you all know that I love this game! I played a few solo games and picked up the rules very quickly. When my friend Mathyoo came to stay with me a short while ago, we became addicted to the game and we played 8 of the 11 scenarios over three days (scenarios 03, 04 and 05 were the ones we didn't play). We won every scenario on the first attempt except for scenario 07 Grind-house, which we played three times before securing victory. A word of advice, try to keep your party as close together at all times and remember to co-operate with one another. The first time we played Grind-house we split into two groups of three and my party got wiped out on turn 3! It went downhill from there.
Normally, I am not a fan of zombie runners or creatures like the Abomination, but in Zombicide, they have their place and actually enhance the game. Kudos to the game designers for pulling that one off!
If you already own the game and have played it, you have to agree that it is a lot of fun to play. I bought my copy at Amazon.co.uk for £66.99 but having checked there this morning I see it is currently out of stock.
I am counting down the days to September when Zombicide 2 is released and I can get my hands on all of the goodies I ordered on the Kickstarter project. It was a lot!

Wednesday, 22 May 2013

Zombicide Figures Size Comparison

When I was photographing my Zombicide figures I knew that I'd be asked for a size comparison photo. So I took one with the four zombie types from the Zombicide board-game alongside survivor types from an assortment of figure companies. If you are wondering about the Zombicide survivors, they are the same size as the zombie Walker. Do bear in mind that the Zombicide figures are not mounted on circular plastic slottabases so they appear to be a couple of millimetres smaller than the others.
Moving from left to right we have -
Copplestone Castings Dark Future Militia Trooper, or as we all know him - Vampifan.
Zombicide zombie Walker.
Foundry Figures Wrecking Crew gang member with crowbar.
Zombicide zombie Fattie.
Hasslefree Adventurer - Grant
Zombicide zombie Runner.
RAFM USX Survivor - Hanna, or as I call her, Hannah Vaughn.
Zombicide zombie Abomination.
Studio Miniatures Survivor - Ohio.
I think you'll agree that they match up well with all of the figures I've featured. This photo also gives you a good indication of just how tall the Abomination is.
What I did not anticipate were requests for a group shot of all of my Zombicide figures. The best I can do is show you this in game shot from one of the (many) scenarios that Mathyoo and I played.
Five of the six survivors are grouped together in the road square with the black and yellow triangular Noise Marker. Doug is on his own in the room at the top right hand corner, collecting one of the objectives for the scenario. At this point it looks pretty grim for the heroes but most of them made it to the end. Wendy was their only casualty, swarmed by zombies when the Walkers got an extra turn.

Sunday, 19 May 2013

Zombicide Zombies - Season 1 Abomination

The fourth and final type of zombie to be found in Zombicide is the Abomination. You can only ever encounter one Abomination at a time, which is a good thing, as they are incredibly hard to kill. He can only be killed by weapons that do three or more points of damage and in Zombicide that means just one weapon - the Molotov Cocktail. However, the players must first find an empty bottle and a can of gasoline from the equipment deck to make the Molotov Cocktail, which can be quite frustrating. If during the game, a second Abomination is spawned it is replaced with a Fattie and two Walkers.
The Abomination is a unique figure in the game. He is also the tallest figure, standing 37mm from the soles of his feet to the top of his head. Large spikes protrude from his body and he has the look of someone who has been experimented on and created in a laboratory. Note the camera slung around his neck - totally incongruous! His mouth is filled with sharp, pointy teeth. There are no wounds on him, however, I have smeared his mouth, chin, neck, upper torso and hands with blood to show that he has been feeding. That blood looks very fresh, doesn't it?
Like all of the other figures in the game he is mounted on a 25mm diameter base, but I felt this looked a bit too small for him. So, I glued him to a 30mm diameter wooden MDF base I had. This adds another couple of millimetres to his height, but I don't think that is a bad thing.
I think he is a great sculpt. He just exudes menace. Whilst I am generally not a fan of this type of modified "super zombie" he does serve a very useful purpose in the Zombicide game. Would I use him in a game of ATZ-FFO? Hmm, unlikely, but if the scenario justified it, and that's a big if, then possibly, yes.

Wednesday, 15 May 2013

Zombicide Zombies - Season 1 Fatties 01

Time to review the third type of zombie from the Zombicide board-game - the Fatties. These obese zombies are a lot tougher than the Walker and Runner types. It takes two wounds to kill a Fattie and it is an all or nothing deal. If you have a weapon that only inflicts one point of damage, Fatties just shrug it off. You have to be armed with a weapon that inflicts two points of damage to kill a Fattie. As if this wasn't bad enough, whenever a Fattie arrives on the board at a Spawn Point, it brings with him, two Walkers. So now you're facing three zombies instead of just one. Fatties are quite a threat to the survivors. Fortunately, they are quite rare and there are only 8 in the game, all the same sculpt. Here are the first four that I've painted.
Fatties are taller than Walkers and Runners. You'll see just how taller when I run my size comparison photo.They are dressed in coveralls, which have been rolled down to the waist, a nice touch in my opinion. They also wear vests and have an oxygen mask around their necks (the kind used by DIY enthusiasts or people who live in smog filled cities). They also have a tool pouch hanging on their right thigh.
The Fattie at the far left has a wound to the right side of his belly. He wears orange coveralls, suggesting he might have been a former prisoner. Incidentally, this is the colour scheme of the Fattie that is illustrated in the rulebook.
To his left is a Fattie wearing dark grey coveralls. He shows no wounds but his hands are smeared in blood and blood has trickled from his mouth when he fed on a victim.
The Fattie in the navy blue coveralls has been slightly converted by me. I removed his oxygen mask and I made his belly even fatter. He has also been feeding. Blood covers his mouth, chin, neck and hands. He has a deep slash wound across his belly.
At the far right of this group is an African/American Fattie and he too, has been feeding upon a victim. I gave him orange overalls just like the first Fattie in line but his gloves are black, not leather coloured.
I must admit that I love these sculpts. I have always had a soft spot for obese zombies and these are so cool. For once, I cannot criticise the sculpting of them. They are damned near perfect.
Until I bought the Zombicide game, I always associated the term "Fatties" with the world of Judge Dredd. Now Mega City One Fatties really are obese. Just think of the legendary "Two Ton Tony" Tubbs! Yes, that was his weight! These guys might not match up to the obesity levels of their futuristic namesakes, but I still like them.