It was time once again to set forth on our Zombicide Campaign. This week we had Anne, Kurt & I delving into the city to search for Pimp Weapons & then get away. Today's scenario was Y-Zone from the 2nd Ed core rulebook.
As we were required to gather weaons, we had no choice but to enter the buildings. These buildings had a LOT of rooms!
Ned opened the door, seeing 2 walkers within....not too hard eh!
But then the moaning from further within, brought us back to a zombie apocalypse reality!
Phil & Dave enter & grab the first crate & our first 'Pimp' Weapon.
We chose to just keep the 1 door open & not delve further in.....this would provide us some time to get into other buildings before being overwhelmed.
Ned moved into the next building & discovered Troy hiding within! He gratefully joined the surivors!
As the shambling hordes continued behind us, we all got with the central building & prepared to open the door. By this time, there was an Abomination wandering about. 2 more Pimp Weapons have been discovered...3 out of 7! (We had to add another to our tally with the arrival of Troy)
Everyone is together......Ready! Set! GO!
As the door is ripped open, we proceed to the small building, getting in quick before a mass of runners make it too us.
With the zombies massing, it forces us to get into the last building. The daylight is failing...soon it will be dark!
Phil uses his flashlight to assist with the ranged combat!
We get into the first room, gaining another weapon crate & begin to destroy the zombies within, luckily most are walkers.
Continuing through the building....this is when it was realized that we were not going to have enough crates...we would have to return to the first building to get the last weapon.
We were now getting swarmed but were able to kill the zombies before they could damage us.
Dave hurled his last Molotov into the horde approaching..that gave us a bit of breathing room.
A very shotlived respite, as Troy was making his way towards the now empty first building to retrieve the last crate. The remainder were making a stand until his return!
With Phil being in the Red zone...we had many runners show up & just when we thought we had it under control...they had a double action! 10 wounds were delivered & only due to us having 6 survivors in the space, did we survive! Though now, several were badly wounded & being forced to drop much needed equipment.
Just after this turn, we were near the closing time of the store & had to wrap it up. Even though Troy had managed to grab his weapon, we did not make it off the board & thus the scenario will count as a loss.
The game came to a climatic ending & its very likely we would have lost a couple of survivors, so even though we took the loss, we didn't lose anyone....thus the campaign will continue!
Thanks for those who played!
A huge fan of Zombicide, but to my eternal shame haven't played the 2nd edition yet, the torch is new to me; looks interesting.
ReplyDeleteThanks Michael, there were some great changes to 2nd ed, the main one of course being you don't auto hit survivors in a zone with ranged...only if you miss (which I am sure is what we all house-ruled anyway). Also doing a bash of all the modern Zombicide for this. Still using my core box & after every game new cards get added to the decks, as well, if the players win a scenario, a new survivor is added which can be found, as happened with Troy.
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