ZONA ALFA: Refinery 13

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Last night saw the Cape Cod Wargame Commission play testing the ZONA ALFA rules. Two crews battled to control the remaining fuel in Refinery 13 in the south-west quadrant of the Exclusion Zone. A Threat Level 1 Area, or Blue area, there were two Hot Spots plus the Mission Objective. (markers are 7.62 x 39mm dummy rounds)

 

Ivan’s Bunch and Pavel’s Crew were kitted out similarly, each with one Leader, a shotgun-wielding Close Combat specialist, a Medic, and comrades with SMGs and AK-74. The Leaders armed up different: one with an AK74 with an under-barrel grenade launcher, the other opting for a scoped AK-15 Battle Rifle.

The crews filled their Equipment Slots differently too: Pavel’s lads went with pretty standard load-out, med-kits and such. Ivan’s Bunch went heavy on grenades and E-Juice. (amphetamine and vodka with a twist of lime) Seven Turn Limit, deployment in the back 6″ of their respective table edges, and the fight is on.

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First Turn saw crews slinking along buildings toward the secondary Hot Spots and jockeying for better angles and lanes of fire.

Turn 2 someone on Ivan’s team had the bright idea to Bolt Toss the Main Objective and trigger the Zone Hostile – a mutant.

Meanwhile one of Pavel’s men does the same to the Hot Spot with the dead Stalker. Two zombies spawned nearby out of the nearby garage and charged him.

“A little help, comrades!”

 

On the far side of the table, Ivan’s shotgunner faces down the Mutant! (they may not have range, but up close they’ll drop just about anything)

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Pavel dropped one of Ivan’s men who was on the office balcony and Ivan sees a chance to bloop a grenade on three of Pavel’s men who, after taking down the zombies, stood around it the open congratulating themselves.

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Mutant down in the center, a couple of Ivan’s boys trigger the nearby secondary Hot Spot. Feral dogs rush out of the shadows of the complex but good rolls from the SMG turn them into puppy chow.

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An Emission imminent, the game ended with Pavel ordering three of his men to fall back while he chased Ivan into the first floor of the office.

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Final Tally: One crew member down on each side. Ivan’s crew gets Advances and Salvage from the Mission Objective and one Secondary Hot Spot. Pavel’s boys manage to take the Salvage and a pair of Binoculars from the dead Stalker Hot Spot. Not great, not bad: another hard day’s work in the Exclusion Zone.

***

Lessons learned:

ZONA ALFA is deadly, no doubt about it. Med-kits and Medics help, but cover is your friend. Smoke grenades come in handy too.In a regular campaign, expendable items like grenades and med kits would need to be re-stocked between games, AND casualties would need to be replaced by new recruits.

Movement, combat, morale checks all that went smoothly.  To speed up the pace with two commanders per team, each side could activate up to two models per Activation.  Altho we’re asking for donations to buy a Chess clock for certain commanders who strategize too much between turns. *cough, cough* Matt. *cough*

All in all, the Zone smiled on our efforts. More next week.

Thanks.

 

ps – minor mods to make reinforcements. Crooked Dice soldiers with Pig Iron heads.

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Shameless Plug: If any company wants to see their 28mm Russian figs in action, we’d be happy to take some, color ’em up, and use them in the Zone. Contact me here and we’ll feature them in a post and Bat Rep.

Thanks.

 

 

 

 

 

Tharnulf’s Crypt – Part 2

“Where have you been?” the Paladin snapped. “Spiders, roaches, ogres, all manner of creepy crawlies coming out of the stonework, and you’re upstairs looting bodies.”

“Scared of bugs, are you?” the Dark Elf corsair smiled thinly. “Don’t tell me I have to hold your hand.”

***

The party was joined by a Dark Elf Corsair, (Max) who probably was looting bodies. He arrived just as his woodland cousin the Druid handed the keystone to the Orc mercenary who unlocked the pillars blocking the way into the rest of the crypt. Together, the five of them advanced down the corridor to the library.

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Advancing cautiously, the group entered the library, weapons ready. When nothing dropped down out of the ceiling or sprang from the shadows, the proceeded to search the bookshelves in the far wall and the pile of debris on their right. The only unusual thing about the room was the loose flagstones under their boots – as if the library’s floor was poorly set on sand – and a strong odor of freshly turned dirt.

“That’s human masonry for you,” the Dwarf muttered. “Shoddy work. Doesn’t even last two centuries.”

A search revealed several items including a tome of engraved copper plates, half a dozen strange gold coins, several jars of mystery ointments, and a thin, silver letter opener.

“What am I supposed to do with this?” the Ork asked. “Help a werewolf open his mail?”

Before the Paladin could come up with a snarky reply, the floor erupted in a shower of dirt and rocks…. a carrion worm!

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The ensuing battle lasted a number of rounds, with the worm retreating back into its hole only to reappear somewhere else. Consequently, the fighting moved from the library to the next corridor to the large pillared room outside Tharnulf’s Chamber.

As the larger half of the party moved down the passage in pursuit of the worm, they triggered the next wave of hostiles: a mob of goblin scuttlers, backed by a gibbering shaman and a drooling brute.

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“Never split the party”  is time-worn, proven advice. But they did and it almost cost the adventurers the game. Fortunately, some good rolling and a Gruesome Kill helped our heroes fight off the attack.

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When the last surviving scuttler had fled wailing down the dark passages, the bloodied, exhausted party found themselves outside Thernulf’s Chamber. The passage however, was blocked by a mysterious well. An eerie glow emanated from its depths and the head of an ancient goddess was carved on the standing slab behind it. From one angle, it appeared the goddess was smiling at the viewer – from another, she snarled.

“Wait a minute…” said the Dwarf. “That looks like the face that’s stamped on those weird coins I found in the library.”

Yes. It is.

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Tharnulf’s Crypt

“Well, that’s kinda obvious…”

The party had been hired by a local duke to pursue a gang of thieves that has been terrorizing the towns and villages on his lands. After the most recent raid, the group – an Elf Druid, an Orc Mercenary, a Dragonborn Paladin, and a Dwarf Runemaster –  tracked the bandits to their hideout in some ancient, unnamed ruins, deep in the hills.

They watched and waited, and attacked after midnight once most of them were asleep. It was quick work, bloody work. After all, the Duke made a point of saying all trial costs would be deducted from the bounty, so proof of death was all that was really required here.  The Orc made sure you had several small barrels and a large bag of salt on hand to preserve the necessary evidence.

However, a few of the thugs tried to make a stand in what was left of the old keep. That just made the job take about 15 minutes longer. Once that was over though, the Elf noticed a draft coming from a fissure in a stone wall at the back of the ground floor. Even more odd, he noticed the masonry didn’t match the rest of the keep. It was old yes, but different stone, poorly cut, crude.

Curious, another 15 minutes, a crow bar, and some sweat revealed a passageway behind the false wall, with steps that lead down into the dark. Someone raised a lantern and there on the second step under the dust and cobwebs was a gold sazide: a coin from the first Prahan Dynasty. The last of that line died two centuries earlier, but the detail on that coin is as crisp as the day it was minted. The gold alone is worth a month’s wages, easily; the coin as an artifact is worth twenty times that to a collector or historian.

The Dragonborn Paladin snorted. “Well that’s kinda obvious.”

Down they went.

***

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THE INSCRIPTION ROOM

The steps end in a corridor. Raising a lantern, the party spies the Inscription chamber dead ahead. Aside from the usual muck, musty air, and rotting barrels, the passage is clear.

Inspection of the Inscription Room reveals a carved dedication to

‘Lord Aolin Tharnulf who secured the Northern March for the Empire, ruled justly and wisely for 68 years, and brought Light and Law to the land.’

There is a diagram of the Tomb that shows both Lord Tharnulf and his Seneschal are interred here. This Lord Tharnulf must have been part Dwarf or had serious connections with the clans because the Crypt Builder’s mark is a very ornate Dwarf rune. And his Steward’s name was Manus Graybeard.

“A Dwarf named ‘Graybeard’… that’s not cliche,” snarked the Paladin.

 

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Meanwhile, the Elf takes up guard facing the right passage while Orc moves left to find the hall barred by a pair of interlocked pillars. No way past them but there’s a clear opening for a keystone to unlock them.

“Guess we’re going right,” the Orc calls out. “Eyes peeled for a keystone, everyone.”

The party moves into the other hallway only to be attacked. A huge spider and four giant cockroaches drop from the ceiling.

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The insects prove incredibly difficult to kill, to the point of mauling the Orc so bad he needed healing. Eventually (far longer than expected) the party dispatched the insects and proceeded into the large chamber.

All four members were so excited about two chests in a small side room that yielded useful items that no one noticed the large black pillars covered in arcane symbols in the middle of the chamber.

The Dwarf spotted the Seneschal’s Tomb and in his haste, stepped between the pillars on his way to the hall.

The air quivered and popped. The room temperature plummeted. There was a deep grind of stone as a section of the wall slid back and out stepped three ogres. Angry ones. With clubs.

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‘Nasty, brutish, and short’ was the phrase that came to the Orc’s mind as he reflected on the battle afterward. (for he was a rather pensive greenskin) Fact is, the ogres were destroyed in the time one would think it would take a group of experienced adventurers to squash insects.

Once the smiting and slaying were accomplished, the four comrades entered the Seneschal’s Tomb, located more treasure, a rather ornate keystone which definitely looked like it might fit in a pair of interlocked pillars, and (finally) noticed an inscription engraved around the base of the stone throne.

Four are the Guardians of Lore

Three are the Doors to the Tomb

Two are the Keys forged in War

One is the Portent of Doom

“Oh great, a cryptic rhyme,” muttered the snide paladin. “Probably some kind of long lost prophesy. Guess we’ll find out next week in the other section of…

*cue scary music and echo-y voice*

THARNULF’S TOMB

ZONA ALFA Crew

Other Pat is currently running a one-of DnD dungeon crawl for our weekly game night, so the next couple weeks won’t feature many table top photo ops. In the meantime, I managed to get some color on the first of the ZONA ALFA demo figs.

A Military crew with a Guide, a Medic, and a Technician, this is a solid, general purpose team. Lead Adventure figs on 32mm mdf bases.

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Some individual pictures.

 

Settling into the new game room but the LED lighting and the small basement windows make it difficult to get decent photos. Anyone have small, portable lighting ideas?

Have an excellent day.

Za Zdaróvye, STALKER!

Pix from last night’s game in the new war room.

A NEW WAR ROOM

Moving the hobby game room down into the basement took a while, what with preliminary clean up and then physical transfer of well, everything. But it is more or less complete. I’m pressed for time today but here are photos of last night’s Zona Alfa game in the new digs.

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4′ x 8 table with new 4′ x 6′ game mat. Props to Pat for help with the table.
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Long angle of ruined city on new PWork mat.
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Another angle. Thanks to Matt for the overhead LEDs
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Salvage at a Hot Spot
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A pair Stalkers facing down feral dogs
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Rats lurk in the dump near the Cell Tower.

Here’s the adjacent Painting and Storage Room

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New painting desk is already crowded
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Some terrain shelves
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Miniatures. With more in figure cases, and of course a bunch yet-to-be-painted in boxes under the table.

That’s it for now. Gotta hunker down as there’s ANOTHER storm coming. *sigh*

Have a great weekend.

ZONA: The Chistoysk run.

Playing ZONA last night, our STALKER-flavored skirmish rules. Four STALKERs visited the town of Chistoysk near the Black Woods. The Fat Man wanted a cell tower in town repaired and was offering a wad of rubles to get it done.

“Plus,” he said. “I hear one of the RMUs stashed a bit of gear in the area. It goes missing, who’s to say how that happened, eh?”

The team agreed it was worth their time and took the job.

“One last thing,” the Fat Man added as they headed toward the door. “You might want to keep an eye out for Rotters. The fast kind, not shufflers. Zoombies,” he cackled.

Derek spit on the pavement. “Derr`mo. I thought this sounded too easy.”

“If it was easy,” John said. “Anyone could do it.”

Pat cracked his shotgun open and loaded two shells. “Off we go, then.”

***

The game began with four players entering from the south edge. Chistoysk is considered a Threat Level Two zone and has three Hot Spots in addition to the mission objective. Three groups of hostiles are present at the start go the game: two small packs of Ragers and one Rager brute.

 

The first couple turns saw the players advancing. Pat and Matt entered the nearest building. John pressed through to the Hot Spot on their left, while Derek went on an end run, angling through the ruins for the Hot Spot on the right.

 

Matt climbed to the top floor and immediately began shooting zombies. He dropped one straightway, which might not have been the wisest move. He may have thinned the herd but he also got their attention. Following the simple AI rules, the hostiles all began to converge on the sound.

 

This left Pat downstairs fending off a mob of rabid undead. After fumbling his (only) Molotov cocktail and scorching the building’s already devastated exterior, he spent a number of activations frantically blasting away with his double barrel shotgun (great in CQB but needs reloading every two shots) or hacking away with his machete.

Meanwhile John headed toward the Hot Spot on the second floor of the nearby building.

“Oh quit whining. You’ll be fine,” he yelled to Pat. “There’s only 8 of them.”

John triggered the Hot Spot, spawning feral dogs, who immediately clambered up to attack him. Derek suffered an empathy spasm and turned aside to help Pat by picking off  Zekes from a distance with his AK74.

 

After a lot of blood, bullets, swearing, and a near-death experience, all the Zekes and Dogs were down. John not only salvaged a Med-Kit from the cache, but found an Anomaly containing an Artifact. (Granted +1″ to his Movement)

Pat staggered to his feet, blinked at the freshly re-killed undead piled around him, and went down the road after John, who was heading toward the Cell Tower. Derek followed at a distance, picking a path through the debris on the first floor of the central apartment building. Oddly, Matt remained in his third-floor perch.

“I gotta bad feeling,” Derek muttered.

As John and Pat approached the cell tower, Matt’s homicidal tendencies surfaced. “If I can’t have the mission objective,” he thought in profanity-laced Russian. “No one can.” And with that, he began shooting.

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Treachery: the wounds of a friend. John and Pat are shot in the back. No objective for them.

Derek quickly scrambled to cover. Peering out a broken window, he stared at the building at the southern edge of town.

“How am I gonna kill this guy?” he thought.

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***

We called it after that perfidious display of mercenary ambition and callousness.

It was a good game. Tense as the Zekes and Dogs piled on. The other two Hot Spots went un-searched, and of course no one got the Mission Objective. I’m going to tweak the On-Table Hostiles and maybe add spawning points in order to pressure players into cooperating more than killing one another. Not that you can’t do it. The Zone is a dangerous place.  I just want that to be a difficult, momentous decision.

Thanks as always to the members of the Cape Cod Wargame Commission.

Have a great day.

 

Oh and if you’re in a STALKER state of mind, A Prayer to Saint Strelok is available at Amazon. Thanks.

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