Tuesday, 17 May 2022

Zona Alfa - Winter Campaign - Part 5

Day 3

Another board, cos why not.  Some houses on one end, depot and wilds on the other (not quite finished setting up in this pic but the rough layout is there).


The APC arrives through the residential area.

Opposite the depot I made a 'lake/pond' (wishing I hadn't dulled the lino after all... maybe.) as it was silly just as trees. I could potentially make some more water features - perhaps just small cuts of canvas with paint and silicon like 'the river'. Or resin-topped something somethings.

The depot was busy enough.


Mission 6: Get to the Supply Depot
Narrative:  "The APC runs out of fuel not far from the industrial warehouse. They must have hit something spikey while smashing through the zombies. There is a fortified supply depot nearby, go there and find some fuel."
Specs:  Get to the Depot. Find fuel.
The team has 8 turns available.  [finally! a little more time!]
There are 6 HS. At the start of each turn (except turn 1) the HS may trigger automatically (d10, roll a 10 = trigger. Then roll for random hostile type with no adjustments). The team can trigger HS normally if they want to. Hostiles spawned automatically are part of the regular activation queue on the turn they arrive (with no 'bonus' actions).
The team needs to get to the smaller structure in the depot (the one with the roller door).

Booting up the road...

The HS at the lake triggers just as the team passes (of course it does!)

Mutants (the 'hardest' hostile type on my roster).

One gets taken out early. Another makes it to Charles at the depot gate. Bob aims and shoots the yowie, killing it). But Two more leap through the bush and pounce on Charles.
Derek aims and shoots one (only one wound) then lobs a grenade over the scuffle. Both yowies take hits (one dead, the other +1 wound) and Charles fails his armour (yep, that is going to take some explaining later! Apparently their new mate Derek is a bit of b@stard).
Alphonse dispatches the remaining mutant and quickly patches Charles up.   [and presumably stops him shooting Derek.]

The team sets up an overwatch and Charles lobs a bolt, triggering the HS at the depot (better than having them jump out entirely at random, plus there's still a little time left). Bandits.
These were dealt with easily but I think Derek might have taken a wound (another medkit down).

Oh, and there was an anomaly at the lake HS - a whirlwind - which we had no chance of reaching and exploring. Everyone ducks into the safety of the security structure.

That was game 1 done. lots of running, some combat. Seems to be the way of things.


Mission 7: Get Fuel to the APC
Narrative:  "As they pass through they see that the depot's fuel dump is locked up and it would take a while to cut through safely.
"No, you may not throw a grenade at the fence Derek!  It's fuel!!"
However the security structure the team is in has a mechanism that opens a gate. Yhay! No fiery death inferno."
Specs:  Get fuel and carry it to the APC.
There are 6 HS, same position but all reset with potential hostiles (and the same automatic trigger rules). The team has 9 turns.
One team member is the designated fuel carrier and has 1 less activation per turn (Charles).

As they exit the depot the HS at the lake triggers (again...) (of course it does!). 

And this time there are bandits (the second hardest hostiles on the roster).

Two are taken out by Derek before the bandit with an assault rifle tags him. Bob remained up on the depot roof and takes him out with a clear shot from on high and also the final melee bandit.
Turns out there is a second anomaly at the HS.
Charles salvages a little then check both anomalies (Alphonse is right there beside him, ready to medkit him back to health) but Charles makes four anomaly-class Will checks in a row like a boss. Artifacts for everyone [except probably Derek]!!

The team heads toward the APC and a HS triggers along the way (of course it does!!)

Dogs. Potentially annoying with Charles lagging behind with the fuel. But they're taken out before they can reach anyone. [The HS is behind the house so hostiles have some cover, though this made it a longer distance to reach the team. Was a design choice.]

Alphonse uses some orders to encourage Charles down the road quicker, and the team reach the APC by the end of turn 6. Called it there, not really interested in hitting up more HS at this stage.

And that was game 2 done...


- - -


...with turns to spare. I'm so unused to more than 6 turns apparently, hahaha.

Anyway, I'm gamed out now. It was enjoyable but I'm in no rush to set up another board.

I think the overall story arc fit together ok.

Like I said previously I play very conservatively - probably more like an RPG than a wargame. The team is not expendable, one-shot units. Not cos I like them, but because I want the story to continue if possible.

I actually find the combat difficult - if the critters can reach or shoot you then there's a good chance you're going down which just munches your activations mercilessly (medkit'ing, recovering from pinned etc), pretty brutal really.

- - - 

So I was contemplating 'movement', again and how it still seems like a huge drain even on a 4x3' board... no way I'd set up a 6x4' for this, except as a display board or similar.

The thing is, if you're playing one vs one rather than solo you only really need to get half-way across the board to make effectively contact (i.e. 2' or 1.5' which is relatively negligible), rather than actually having to boot 3' or even 4' to your objectives or adversaries (and potentially back). Not a criticism of the rules or anything, just an observation specifically regarding this play style. I wouldn't necessarily add i.e. a free movement action per turn, but having more turns definitely helps (if you can roll anything other than a 1 !!)

I liked having the APC as a usable device. Was nice having one character chew up their activations for the sake of the other character's movement, rather than everyone wasting a full turn moving up individually.

- - - 

Probably no games for a couple/few days. So...

Until next time...


Zona Alfa - Winter Campaign - Part 4

Day 2 (but not sequential days.)

New day, new board. An industrial warehouse zone takes up most of the board. A road runs along the bottom edge and solid fence lines it with a gate 2/3rds of the way up.  [Characters can jump over fences but there would be a movement penalty.]


Used 'the other trees' - it's nice having multiple sets. Also more scatter rocks and lichen shrubs.

Lots of scatter, boxes, barrels, pallets... whatnot.

Quite like this shot...

Mission 4: Salvage at the Warehouse
Narrative:  "The team decides to hit up an industrial warehouse for salvage. Cos that's what STALKERS do, no?"
Specs:  Straight salvage mission.
There are 6 HS and no dedicated mission objectives. The team has 6 turns available. [grrrrr]
To cover the extra distance the team can use the APC as a transport. A designated team member spends an activation which allows it to travel (max) 9". The driver can drive until they're out of activations, and activations cannot be 'ordered across' (from the Leader) to the driver. 

The team arrives.

And drives straight into the compound, those characters with activations remaining pop out.

They trigger a HS (the blue barrels) and get some Yowies (large mutants). Good start chaps!

They were down a gun (driver - Bob, I think). And Charles takes a hit but Derek and Alphonse mow down the mutants. Alphonse patches up Charles. 

Charles searches the barrel and someone triggers the HS at the sewer entrance. Spitters.

The Spitters all spit at Charles but he doesn't take any hits and I think someone grenades them. There's an electro anomaly there as well. Charles searches the anomaly successfully and then the sewer HS.

As he's regrouping someone triggers the HS behind the small building (crates). Snorks. A real mixed bag this time, which is fun. 

The snorks divide,  some head for the main group near the forklift and some go around the building and launch themselves at Charles.  [poor ol' Charles really cops it this campaign, and we're not even close to done.]

I think Charles might have taken a wound (possibly a mutual take down with the last snork) and Alphonse cleaned up the other, then patched Charles up... again.
That was the end of game one.

- - -

From memory, we were down to just one or two medkits left by this stage which made the second chapter very risky. btw the APC contains some spare gear so they were able to stock up between the ship mission and here.

I find the combat in this system quite risky in general. While you have the option to patch people up, it's very easy to take hits with failed armour saves, which takes you straight out of action (losing precious activations if nothing else).
This is not a criticism by any means and it works both ways so the critters are equally as (or more) frail.
However, I find it definitely makes me play conservatively, I'm really reluctant to take risks to push for just one more HS because chances are it's going to cost a lot either wounds/medkits/resources to get it, or activations to set up most of the team to overwatch it.
Again, I don't mind that, it makes things suspenseful but based on other people's batreps I'm definitely not gung-ho with my approach.
Your game, your playtime of course.


Mission 5: Continue Looting Before the Horde Arrives.
Narrative:  "In the distance the sound of the undead can be heard. Attracted to the skirmish underway at the warehouse. The team's time at this location is limited."
Specs:  Continue salvaging the remaining HS, then get to the APC to escape before the horde arrives.
There are 6 HS - whatever remained from last time (no resetting them). The team has 6 turns available.  [Gack! Sick of these minimalist time limits!!]
Once in the APC team members are safe. However they can embark/disembark from it at will.

Zombies appear at the ends of the roads. The move at the start of each turn (except turn 1). They cannot jump or knock over the fence they must go through the gate to get to the player models. 

The team triggers the nearest HS and bandits pop out [the early, difficult rolls seem to be a running theme]. One of the team is hit before the bandits are neutralized. That's the last of the medkits.
A whirlwind anomaly also pops out but given there is no way to patch up Charles if he fails a will save the team collectively says &@(# it, safely salvages the HS and calls it a day.

The gun specialists cut down a couple of the incoming zombies arriving at the gate, as Charles and Alphonse get onboard the APC, before they jump in too.
Game over.

- - - 

Relatively uneventful in the scheme of things. The APC runs over the zombies with several satisfying thuds on the way out, and drives gracefully into the sunset dripping gore... mainly gore.

I guess the driver could have run over the zombies as they came in to reduce their numbers but I couldn't be bothered thinking up damage options for the APC. Plus... no medkits even if i wanted to hit up more HS.

- - -

The lack of turns really hurt. The APC was a great idea for covering distance and mitigated it slightly.

Charles and/or Bob are going to get their rifles modified when I get home, so I can tell them apart easier. I keep moving the wrong one. Might give Bob's a longer barrel with a muzzle brake or something, leave Charles' shorter. Doesn't have to be fancy. just visible. Could also give one of them a different coloured jacket... clearly I didn't put too much thought into that decision.

Thus endeth day two.


--- some time later [2022-05-29]

As planned, Bob got a barrel extension and muzzle brake, and Charles got an adjustment to his jacket.

Hopefully there's enough quick attention-grab to quickly work out who is who in-game.


The muzzle brake is extremely low quality but will do. Oh, and I also salvaged a scope from the bitz bag.

The camo is not terrible. Though whether it's effective in low light is [shrug]. I kind of like it, muted grey and orange splotches.


Until next time...


Wednesday, 11 May 2022

Zona Alfa - Winter Campaign - Part 3

The spec ops reinforcements arrive as the hostiles threaten to breach the ship...



Mission 3: Get Back to the APC
Narrative:  "Patched up up and ready to depart, the team starts descending to the dock. The lieutenant asks if they'd mind turning on the beacon at the depot on the way out. Alphonse agrees - seemed like the thing to do after their medic had sewn him back up. Oh, and you'll need to kick off the generator before you do that, the soldier adds. Alphonse grunts acknowledgement, sliding over the gunwale before any more tasks get assigned to them."
Specs:  Turn on the power generator and turn on the beacon at the depot - MO points. Both require successful will check (normal conditions - no booby traps). There are (roll d5...) 7 turns to complete these tasks and get back to the APC.
There are 6 HS (including generator and depot) which generate hostiles, salvage, and anomalies as usual.


Ready to go. The spec ops are fun but don't interact during the mission (except perhaps if hostiles approach the ship - which they didn't). 

The HS just beyond the docks produced some bandits which were handled poorly, costing multiple medkits [sigh]. And also an anomaly.  Charles very successfully checked out the anomaly (twice) and the HS for salvage (once).

Bob triggered the HS at the depot revealing some zombies (no anomalies for any other HS in the game). One immediately got into melee and they had a mutual take down [sheesh]. 

The new guy, Derek triggered the HS at the generator and revealed snorks [gulp!] who immediately swarmed him.

From memory Alphose took care of the zombies, while Charles rolled a grenade over toward the snork struggle. It was a successful throw and the blast took out all 3 snorks on that side - probably play of the day. I also made Derek roll armour (because he was locked in combat even though he wasn't technically under the blast marker) which he passed anyway - remaining in melee with the remaining snork.  

I think Derek had a mutual KO with the snork, but he was patched up by Alphonse. Derek then scrambled for the generator HS, passing the will check straight away to fire it up.

Charles then went for the depot beacon; another successful will check. Alphonse patched up Bob. 

And then every dashes for the APC. This is (the start of) Turn 7. By the end everyone but Derek was in the APC and he was only 1" away - so I'm making that a gimme.

The team had successfully got the MOs. For fun I generated hostiles at the 3 remaining HS: bloodsuckers, runner zombies, and mutants... generally the toughest critters available - and they all move ridiculously fast.
Btw, I removed the depot building just for visibility as I couldn't be bothered walking around the table at this stage.
The mutants and zombies probably would not have had any LoS to the team. The bloodsuckers... maybe.

Anyways... the ship pulls away....

And the team drives off, and onto the next map.

- - -

So that was it for this map. kind of over it to be honest but one game per day, with different scenarios... was worthwhile.

Will setup something different next time, probably with a bunch of buildings instead.

Until next time...

Tuesday, 10 May 2022

Zona Alfa - Winter Campaign - Part 2

The team have secured the ship just in the nick of time...


Mission 2: Hold the Ship Against Counter-Attack
Narrative:  "The sound of gunshots echoes off the hard steel surface of the ship, fading to a deathly silence.
Alphonse pulls out the radio and dials in the frequency he has been given. He notifies the voice on the other end that the ships is clear. He stashes the radio and informs the others, "There's a team inbound."
Back from the shoreline the low murmuring of the undead reach the silent vessel. Obviously their little battle had awoken them from their stupor.
A bullet spangs off the gunwale next to Bob, "F&(# you!" he spits, spinning and raising his weapon. Back in the tree line they see bandits manoeuvring toward the ship."
Specs:  The mission objective is to hold the ship for 8 turns, stopping hostiles from boarding the ship. If 4 or more hostiles make it on board the mission is lost. Hostiles generate at the start of every turn along the backline (start positions rolled at random) and are either bandits (4) or zombies (4) only.


Starting on the back deck the team rushes to find decent positions to defend from [there are surprisingly few]. Bob scurries up into the superstructure though there are few places with both cover and good line of sight. Alphonse and Charles head down to the dock hoping to control the area in front of the ship rather than allowing the hostiles to get too close too soon.
Bandits scoot down the top edge of the map and Charles sneaks around the heavy vegetation to engage them (successfully). Bob takes care of the zombies lumbering forward from his high vantage point. 

About halfway into the game Alphonse gets into a melee, and while he has a pistol in a knife fight, the bandit has two machetes. He collects two wounds and collapses.
Charles manages to move toward him hoping to medkit him back into the fight but there are now multiple groups getting closer and closer to the ship. Even if Alphonse was back on his feet he'd be susceptible to immediate attacks and unable to do anything about it.

With a sizable portion of activations unavailable Bob and Charles retreat back onto the ship and concentrate their attacks at the entrance to the dock. 

In the distance they hear the sound of a fast moving boat approaching, reinforcements! For them!!

At the start end of turn 8 there are some zombies and bandits starting to wander across the dock, but the team has held out for a win.

I decided to play out one more turn [just too see what would happen, as is sometimes fun] and a grenade took out some of the hostiles on the dock and Charles had a blinder taking out the rest with multiple bonus crit rolls. If only they'd managed that a little earlier in the game (but then again the hostiles weren't all bunched up like they were along the dock).

A special forces zodiac bumps against the ship and several operators stream on board taking up defensive positions and confirming that the ship is clear.

Bob and Charles quickly go in search of Alphonse, finding him unconscious in a muddy pool.
As he finished the mission with 2 wounds I rolled twice on the battlefield scars table - 1 and 3 - both flesh wounds, and extremely lucky.


The special forces lieutenant acknowledge the team's effort and suggest they pop into the base for a reward when next they're in the area. In the mean time they bring forward a soaked looking stalker who they'd fished out of the water along the way - perhaps he can be of use to you they suggest.
"Ok, we'll take it from here," the lieutenant say, aka 'get the f%(# of my ship.'

Between their own battle and the special forces gunning down any straggles wandering into the area the immediate zone looks relatively clear. The team jumps down onto the dock.

- - -

Mowing down incoming hostiles doesn't make for a particularly fun mission, but it's ok to mix things up I guess. Although it sounds fairly easy if you lose a body and 1/3 of your activations for multiple turns things can swing against you quickly and dramatically. There was 'enough' cover on the board to give hostiles some chance of getting closer but the dock really was a danger zone for anyone on there, with little to no cover.

Overall it was a successful game, in so far as it continued the story even if it wasn't super exhilarating to play. It could have been harder, adding more hostiles per turn but I think i.e. double the incoming hostiles would have swamped the team pretty quickly.
I do have a table somewhere that could have added at random 1 or 2 from multiple locations. It's an options for next time.
As it was, I forgot about the hostiles that arrived in turn 8 entirely [to be fair I don't think they would have got close enough to have much of an effect on the result] and would have forgotten the turn 5 group except someone drew my attention to them. Whoops - all part of the random.

Until next time...