Zona Alfa Crew 2 and Zone Hostiles

Weekly Game Night has been taken up with another DnD adventure, courtesy of Other Pat, and a two trial runs of the cooperative, cyberpunk game HARDWIRED. (more on that, later) In the meantime, I’ve managed to (nearly) finish the next draft of ZONA ALFA and get some color on a second crew.

Meet Lukov’s Luckless Bastards.

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More great miniatures from Lead Adventure’s ‘Last Project’ PA range. Here are some individual shots.

 

I managed to snap pictures of some Zone Hostiles as well. Hostiles ‘spawn’ at key locations on the table when you search for salvage. Always good to have a comrade watching your back when you approach potential haul of loot. Or an Anomaly.

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That’s it for now. Have an excellent weekend, and happy Memorial Day.

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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New Terrain and ZP pictures

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.

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The battle ground: a refueling station eleven kilometers inside the north perimeter of the Zone.
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The swamp
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“Look behind you!”
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Stalkers and scientist make it to the fence.
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ZERTs (Zone Enforcement and Recovery Team) facing down a pack of feral dogs.
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Bandits scrounging for petrol
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ZERTs at an old supply truck. Something valuable inside, perhaps?

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!

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