Crossroads at Blyatsk
A ZONA ALFA PLAY TEST GAME
Look under the ZONA ALFA tab up top. Or click here for more info: ZA Mission 1
A ZONA ALFA PLAY TEST GAME
Look under the ZONA ALFA tab up top. Or click here for more info: ZA Mission 1
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.
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.
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.
Coming off the holiday break, last night’s game session was more shooting the breeze than miniature foes. Everyone was more intent on hanging out and chatting than getting serious about a game. That said we did a quick brawl that let me put two new terrain pieces on the table: a ruined apartment building and a swamp. The building is an MDF kit, the swamp pieces scratch- built with wood bases, foam core, water effects, flock and Woodland Scenics tall grass.
We used Zona Perestrelki – our STALKER-flavored skirmish rules – for quick combat.
There’s more ZP in the pipeline, but for the foreseeable future, we’ll be doing old-school RPGs (both Interface Zero Cyberpunk and straight up DnD) and a short ASOBH campaign, “The Treasure of Sagra-Bayar.” I’m finishing the brushwork on the character figs this week and will post photos later.
In the meantime, corny as it sounds, I was struck by a deep sense of gratitude when the guys walked in last night; it’s a great hobby with great people and I’m glad to be a part of it.
Have a good day.
And if you’re in a STALKER mood, A Prayer to Saint Strelok is available for your reading pleasure. Spasibo!
On the western fringe of the Exclusion Zone lies the deserted military garrison, Sosnovy Bor – Pine Forest. Classified as Threat Level One/Relatively Stable, it is a great training ground for experienced Stalkers to acclimatize new crew members to the hazards of the Zone, as well as a frequent destination for Zone guides to bring their ‘tourists’ in order to give them a taste of danger without too much trouble.
Well scavenged, there is little by way of salvage and equipment, but its proximity to roads and trails make it favorite jumping off point for excursions deeper into the Zone.
A recent emission prompted four STALKERS – Timur Bok, Vitya Laska, Ilya Nikitovitch, and Sava Urakov – to chance a quick trip in search of possible new artifacts and salvageable gear from any unlucky visitors.
Slipping under the Cordon fence, the four of them made their way briskly along a well-worn path to the old garrison. Detecting movement, they did a quick radio check then split up and approached the base each from a different corner.
The leader Timur Bok, scanned the grounds with his monocular. “Two bodies,” he said. “With packs and weapons still on the ground beside them. No local distortions that I can detect though. Appears the emission didn’t generate any anomalies. That means no artifacts.”
“But loot, yes?” Vitya responded. “So I say we pop in.”
Carrying a heavy CETME battle rifle, Ilya Nikitovitch grunted. “For a sack of old gear and a couple surplus AKs? Meh.”
“It’s money laying on the ground,” Vitya protested. “If you’re scared, don’t worry. I have extra med kits in my pack to patch you up. Unless you want to sit this one out, Mr Big Shot. Then we’ll split the money three ways. Right Sava?”
He heard Sava spit. “If there’s anything of value down there, I’ll find it,” the scrounger said. “Besides, I think Olga deserves some extra magazines after she was so good to us on our last outing, no?”
Sava Urakov’s old AK-74 had saved their collective bacon three days past when the four of them had been jumped by a pair of Snorks outside the bus stop on the old south road.
“OK. We go in,” Timur decided. “Eyes up though. I got two Rotters shuffling by that office building and movement behind the garage.”
Ilya sighed and chambered a round in his rifle. “You know, if you see one…”
Vitya jumped to his feet. “…there’s a dozen more you can’t see,” he finished. “Whoo hoo. We’re off to see the wizard.”
Very straightforward game to test the combat mechanics and the Hostile NPC AI rules. Area had Two Hot Spots (locations with probable loot. And hostiles) and five enemies already visible. The players decided to cooperate rather than compete, coming in from the four corners of the base/mission area.
Timur the leader promptly climbed to the top of a large fuel tank. Vitya the medic skirted the far side of the garage to flank the zombies and approach one of the Hot Spots. (symbolized by a Dead Stalker scenic) The Scrounger Sava ducked and weaved his way past the ConEx containers toward a truck, while Ilya lugged his battle rifle around the fuel depot at the rear of the base.
The game itself unfolded swiftly and without surprises: seeing Timur on the fuel tank, the zombies promptly lurched forward, allowing Vitya and Ilya to approach unnoticed. Sava made the first kills of the game, dropping the two office zombies before they knew he was around.
Jealous, Timur lobbed a grenade at the shuffling trio, only to miss and tear up the cab of a nearby Ural 4320. The zombies pressed ahead, coming within 4″ of the second Hot Spot and triggering a pack of feral dogs, who ran to the fuel tanks rear ladder and began barking.
With this distraction as cover, Vitya tossed a bolt to trigger the Hot Spot directly in front of him. (Two Bandits!) Meanwhile, Sava gave Olga a quick kiss on the bolt cover and sidled over to the barricades and began picking off the distant zombies. Ilya ran to help Timur, who was prepping another grenade.
Timur dropped the grenade on the dogs. (“Puppy burgers over the camp fire tonight, comrades!”) Sava took down the last of the zombies which allowed Ilya to climb on top of the damaged Ural and dispatch the two Bandits before they could turn on Vitya.
All threats dispatched, the Hot Spots were clear for salvage. Sava, being a Scrounger, can check each location twice, virtually guaranteeing the STALKERs a decent haul for their effort. Game over.
Only Two Hot Spots, a few Shufflers, some Dogs, and a pair of Bandits, players cooperating and coordinating their moves, the game went smoothly with no drama at all.
Nail-biting it wasn’t but as a test game for the rules? I’d say it Passed. I’ll be tweaking the ZP rules to get the conclusions on paper this weekend and that’ll be another step toward the finish line.
Thanks for reading. Have a great day.
Another squad for ZP. I painted up five more Eureka Soviets with Pig Iron heads. A simple modification that’s easy and works well to provide loads of appropriate looking Zone denizens is no time. This squad can be unaffiliated STALKERS, a rival crew, perhaps even successful Bandits out to rob players of their hard-earned salvage and artifacts.
The old VOR Union Power Armor Commander makes for a good random event for those missions deep in the Zone. He could be an enemy or an ally – it all depends on how the players react once he appears on the board.
Speaking of which… Each ZP mission can be played at one of three Threat Levels: Blue, Yellow, or Red. (TL 1, 2 and 3 respectively) Lower level areas are more secure with fewer hostiles but offer less salvage. Sure, you can scrape out a living pecking around the relative safety of the perimeter areas, but it’s only when you risk a Red/TL 3 well inside the Cordon that you come across truly valuable gear and artifacts. But beware! Mercenaries, Bandits, and Mutants guard those areas and would gladly kill any who trespass on their territories. A player will want solid experience under their belt, a fair-sized crew with decent gear before venturing too far in.
But as they say in Russia – кто не рискует, тот не пьет шампанское.
Sorry no Bat Reps this time. I’m slammed with real life obligations and our Tues night games have been solid but not very dramatic. This past session for example, 4 out of 5 Heroes could NOT roll to get off the starting line for the first half dozen turns. Meanwhile the Baddies surged forward and killed the one character model who managed to tiptoe a few feet forward, slaughtering him while his hapless comrades watched.
Finally Derek’s Skald stumbled forward into a copse of trees behind a stone wall. He then spent his next three successes to sound his magic horn. (It requires all enemy models within appropriate range to roll for Morale) The forces of Darkness – crowding at the Heroes’ side of the table by now – promptly failed their Q checks and panicked. They actually passed the three other characters still standing on the starting line on their way off the nearest board edge. Game over, man. Game over.
So this post is me thinking out loud about Zona Perestrelki. ZP is going to be the next iteration of our “Cleared to Engage” House Rules and once we finish up our ASOBH Summoning campaign, our game group is going back to the post-apocalypse.
So as I’m hammering out the new rules, I’m thinking about the minimum required complexity of table top war game rules.
Now my experience with wargames started 40+ years ago with Avalon Hill’s “Gettysburg,” “Panzer Blitz,” and “Panzer Leader”. I transitioned from counters to miniatures when I discovered Airfix 1/72 plastics. I’d glue them on cardboard rectangles to form units of Chargers, Shooters, and Commanders. Informed by the Avalon Hill games, these units had 4 stats: Attack, Range, Defense, Movement. Sure, there were different troop types, specialist weapons, simple modifiers for cover or terrain, but those four basic stats defined not just the units but the game. They streamlined the play. They simplified the mechanics so rather than flipping pages for multiple charts or special rules, or grabbing the calculator every round of combat, you could get stuck in right away and fight. It was smooth. It flowed. You could play the game, not the rules.
It was my recent purchase of GW’s new Shadow War: Armageddon that pushed my mind toward this topic. I love the idea of a skirmish game. I own a fair amount of GW figs. However, on the first read-through I was reminded why I don’t play 40K; not because I’m a hater who loathes soulless, money-grabbing, devious, price-gouging, new-edition-releasing, corporate bastards. (which GW is not. They’re a business like any other business that needs to market and turn a profit.) It’s that I was struck by the notion most table top miniature wargames are built on old pen-and-paper RPG engines and IMO they bring unnecessary levels of detail and complexity with them.
Some folks like and want a lot of detail in their games. Fine. Horses for courses. Personally, I find the nuances and intricate mechanics so useful in highly personalized, intimate-level RPG combat actually slows a table top war game down. Things like hit locations, variable strength melee weapons, minute differentiation between types of assault rifles or handguns render combat and game play boggy, particularly as the size of the battle/number of combatants increases. Not to mention they’re fertile ground for Rules Lawyers and Power Gamers. It’s like stagnant water for mosquitoes.
I think it was SW:A’s three-stage Combat Resolution that bumped me: Roll To Hit, Roll to Wound, Roll for Armor Save. Why?
Seems to me if an exploding, self-propelled bolter round hits you, you’re wounded – unless your Armor stops/deflects it. Bullets are not your friend. Neither are swords or grenades or chainsaws or industrial level hydraulic claws. You got hit with a nasty thing. Either your armor worked or it didn’t so why the extra, in-between step? There’s a battle raging, objectives to reach, other units to move. Why add the additional time for an additional roll at all? Lose the To Wound roll, you can drop the Toughness stat and that’s one less number to memorize and quibble over. Simplifying doesn’t mean simplistic.
Go back a step further: Combat. Seems to me Ranged vs Melee is a matter of distance, not ability. Why two stats? I would think a military unit would be trained to a certain level of proficiency in general. Want a dedicated Melee unit? Give them melee weapons. Want a bad-ass brawler? Give him a melee-only weapon with good damage and high Combat Ability. A Ranged unit not so hot in close assault? Negative modifier to any melee then. Strength can be reflected in the unit’s Combat Ability and voila, you drop another number on the stat line.
In my experience, players want a smooth, fast game that flows. No clunk, minimal bookkeeping, intuitive mechanisms, reduced chance for quibbling and loopholes. That’s the main reason Cleared to Engage/ZP is going to stick with the Four Number Stat line: Movement, Combat Ability, Armor, and Will. Weapons have a Three Number Stat: Range, Firepower, and Damage. In our experience, the simplifications don’t rob a model’s individuality or homogenize units. The Mix and Match of Stat values and Weapon load-out lets us reflect all manner of troop experience, abilities, and fighting styles. The Troop Creation has to be varied and solid, not perfect or infinitely nuanced. That allows players to enjoy the mission story and the experience of the hobby without worrying whether a game will dissolve into bickering, math equations, or sneaky special rule/exceptions.
Even though this is ‘War’, it’s also a ‘Game’. The hobby is supposed to be fun, cool, and engaging. At least that’s what I’m here for. And I’m hoping ZP can provide that not just for us, but anyone else who wants to give it a go.
Thanks for listening. Next time I’ll talk about the STALKER-style setting. (which is so cheeki breeki awesome, it staggers the mind.)
ANOTHER WASTELAND PATROL
Our intrepid Wasteland Marshals are after a trio of bandits who have been robbing water purification stills on the edges of the San Joaquin settlement. Enlisting the help of a couple local scroungers, the lawmen tracked them to old town of Marcos Hills.
Surveying the tumble of bleached, jagged ruins, one hunter spit and shook his head. “Bad place. Dead place.”
Marshal Royce frowned. “They in there?”
The scroungers nodded, pointing at a tall, three floor pile of rubble. “There. Top floor if they got a lick of sense between ’em.”
Royce lifted his his rifle and chambered a round. “Well then that’s where we’re going.”
The water thieves took shelter in the three-story building on the left, trusting no one in their right mind would risk following after. They figured they could hold up for the night high on the top floor, safe from whatever mutant madness roamed these ruins, then be on their merry at daybreak.
Unfortunately for them, Wasteland Marshals aren’t in their right mind. So it was on.
The Marshal and one deputy take cover in the shell of the old store right in front of them. Two floors, it’s gives decent field of fire for the right and center of the area. And for the alley below. Meanwhile, the third deputy leads the Scoungers to the left, picking their way toward the bandit’s lair.
The bandits spot one of the scroungers and open fire. One bandit goes down, a scrounger is pinned, but his partner and the deputy manage to sneak closer.
However, the sound of gunfire draws some unwanted attention: Ragers – a pack of ’em. Even worse, they are accompanied by what the locals call a ‘Linterna del Diablo’ or “Devil’s Lantern” – an rare breed of insane psyker mutant whose eyes glow with eerie power and who levitates when using its unnatural abilities. Plus there’s a Mack – huge brute rager known to have torn men in half with its bare hands. They come from the alley on the right, effectively separating the Marshal from the rest of his posse. It was two separate battles now, against two separate enemies.
Marshal Royce watched the Ragers boil out of the alley like a pack of rabid dogs, howling, growling, scrambling, heading their way. He turned toward his deputy. “Thought this was going too easy.”