Steve's Occasional Blog....
Saturday, 25 April 2020
Monday, 20 April 2020
An old BATREP from 2009 !!
Day One
Who are you?
Dr. Chris Hill, aged 33 married to Sarah, no kids.
Sarah is at work, so my motivation is to go there first and make sure she is safe and bring her back to the safety of home.
Sarah is at work, so my motivation is to go there first and make sure she is safe and bring her back to the safety of home.
Occupations
I’m a Doctor (a General Practitioner) at a small medical
practice about half a mile from where I live. As a Doctor I know how important
it is to keep fit, I play sport regularly and am in good condition. (I’ll be a
REP4 and use the Civilian Reaction Tests)
Sarah is a part-time Librarian, a keen marathon runner and
in excellent physical shape (also a REP 4 Civilian).
Experience
I was in the Territorial Army for five years and have seen
active service; I’m a keen shooter, member of the NRA and Little Chalfont RPC.
Sarah is also a keen shooter but has not any military or law enforcement
experience.
Where you live
We live in a four bedroom semi-detached house in Putteridge
which is a suburb of Luton, Bedfordshire, UK.
Supplies
We have a good stock of food (2 units for scenario purposes)
wood (just delivered in order to deck part of the garden) and as a keen DIYer I
have a good selection of tools.
Weapons
I have a Remington 1100 semi-automatic shotgun 700 rounds of
birdshot, 500 rounds of slug and 250 rounds of buckshot. Additionally Sarah and
I both have a Ruger 10/22 semi-automatic rifle each with 2,000 rounds of .22LR.
As you’d expect there is the usual collection of carving/ kitchen knives, DIY
tools and my favourite cricket bat available as melee weapons.
Vehicles
We have two vehicles, a car, a BMW 3 series which currently
has ¾ of a tank of petrol (3 fuel units) and I have a motorcycle which has a
full tank.
Luxury Items
In the house I have about £700, a dozen or so bottles of
wine and beer.
Now What?
The plan....
1. Pack
the weapons and some food into the car and go to the Library to find Sarah.
2. Go
to the Supermarket to stock up on food.
3. Fill
up the car and the extra petrol cans in the car with fuel
4. Return
home with Sarah; barricade the lower ground windows and doors.
So, all travel will be between different suburban areas,
home to library, library to supermarket and petrol station and then back home.
The First Encounter – Go to Sarah’s workplace
I roll a 3,4,for a pass 2d6 result on the ‘Getting There
Table’ which means that there was no problem getting to the area of the
Library. The board was set up as below..
View of the Library, Shops and Car
Park
I rolled 2d6 for
the number of ‘Terrified Civilians’ and luckily for me there were only 3 on the
board, all situated in front of the shops/ car park.
Turn 1 Activations Zeds/Civis 4, Doc 2
No Zeds on the
board so I move the three terrified civilians towards the road and the sound of
Doc’s approaching car. The Doc drives along the road towards the entrance of
the car park. I roll for the sound of the car attracting Zeds, but none are attracted
to the noise of the car (remembering the scenario rule to use the ‘rural’
generation of a score of 6, even though this is a Suburban encounter.)
Turn 2 Activations Zeds /Civis 3, Doc 2
Three terrified
students (two males and one female) run out into the road in front of Doc’s car.
Screeching to a halt to avoid knocking them down, the Doc is already out of the
driver’s door cricket bat in hand as the first guy makes a lunge towards him
screaming “They’re coming, they’re after us! Give us your car man!” Doc manages
to duck under the flailing arms of the young punk and smacks him around the
side of the head with his cricket bat. (Civ 1 rolls a 4,5, and passes 0d6, Doc
rolls 1,2,3,5,6 and passes 3d6). Realising he has picked on the wrong person
the youth takes off down the road screaming in terror and now with a headache
to boot! (The special scenario rules mean that an OOF or OD result vs. a
Terrified Civilian means that they run on by you.)
Three
terrified civilians run out into the road and force Doc to swerve to a halt.
Turn 3 Activations Zeds/Civis 4, Doc 3 (Total 7, time to generate some Zeds!)
The young panicking
female grabbed the Doc “Please, please, you gotta give us your car.” She
screams as she grabs the Doc. “Sorry honey, I need it to find my wife” (Civ2
rolls 4,6 and passes 0d6, Doc rolls 1,4,5,5, and passes 1d6 for an OOF result–
phew, that was close! I decided that the Doc couldn’t bring himself to use a
cricket bat on a defenceless woman so only rolled 4d6). Seeing that her pleas
were falling on deaf ears she ran off.
Before he knew it Doc was confronted by another teenage punk he was
screaming unintelligibly and grabbing Doc by the shirt. “Get out of my way son.
Let me pass” Doc yelled. But it was no use, the young buck was too scared or
wasn’t interested in understanding what Doc had said, Doc scuffled with the
terrified youth (Civ 3 rolls 1,2, passes 2d6, Doc rolls 2,2,4,5,5, and also
passes 2d6. Civ 3 rolls 1,4 and passes 1d6, Doc rolls 2,5, and also passes 1d6
– uh oh! Civ 3 rolls 5 and passes 0 d6; Doc rolls 2, and passes 1d6 – phew!)
and eventually managed to knock him to the ground. “Clear off or you’ll be
sorry” the Doc snarled. Seeing the look in the Doc’s eyes the youth scrambled
to his feet and ran off down the street after his friends.
(Wow! The ‘new’
melee rules are great, they certainly add excitement to the game, it is quite a
shock to see so many failures come up when you sit there thinking “It’ll be ok
I’ve got 5d6 to roll” coming up against multiple Zeds is now far more risky
than in ATZ 1.0 – Well that’s my perception anyway.)
Doc drove his car
into the car park, got out and approached the Library front door.
Next I rolled for
Zed Generation:
For the ‘7’ total on the activation roll (1/2d6 zombies per human) I roll a 6 so get 3 Zeds.
For the noise of the car engine (12d6!) I roll 1,3,3,4,5,6,2,2,3,4,1,1 so luckily only get 1 extra Zed, which gives me a total of 4 to place. Rolling a directional die (I use this instead of the table) two of the Zeds were placed to the left of the Library within the Docs LOS, one along the right-hand side of the building out of LOS and one in the building (will exit the building by the front door when next activated)!! How unlucky can I get! All the Zeds are clustered around the Doc’s objective and I don’t get an Insight Check on the two he can see as they are ‘placed’ Zeds!
For the ‘7’ total on the activation roll (1/2d6 zombies per human) I roll a 6 so get 3 Zeds.
For the noise of the car engine (12d6!) I roll 1,3,3,4,5,6,2,2,3,4,1,1 so luckily only get 1 extra Zed, which gives me a total of 4 to place. Rolling a directional die (I use this instead of the table) two of the Zeds were placed to the left of the Library within the Docs LOS, one along the right-hand side of the building out of LOS and one in the building (will exit the building by the front door when next activated)!! How unlucky can I get! All the Zeds are clustered around the Doc’s objective and I don’t get an Insight Check on the two he can see as they are ‘placed’ Zeds!
As the Doc
approached the Library he could see two people alongside the Library, he was
glad to see that they didn’t appear to be ‘doing the headless chicken’ like the
students he’d encountered. In fact now he came to think of it they were moving
kind of slow, almost like puppets. He yelled a greeting, but got no response.
Turn 4 Activations Zeds 4, Doc 2
The two Zeds move
down the left-hand side of the building closer to Doc, another figure stumbles
out of the Library door and shuffles towards Doc. Out of Doc’s LOS (hidden from
view by a dumpster against the wall) the fourth zombie heads down the alley
along the right-hand side of the Library.
“Hey buddy are you
hurt?” says Doc, “Looks like your having some trouble walking my friend.” At
this the man raises his head. Instantly Doc can see that he has gaping chest
wounds, half his face is missing and exposed bone is everywhere. The ‘thing’
focuses on Doc and emits a hiss. (Doc has to take a Zed or no Zed Test, rolling
on the Civilian Reaction Table I roll a 2,3 for a pass 2d6, so Doc realises the
threat and carries on.)
He levels his rifle
at the Zed and fires two shots, 2,3, for two misses! Turning to his right he
passes down the alley next to the Library and sees another Zed.
(Taking an Insight
Test I roll a 2,4 for a pass 2d6 result) Doc raises his rifle and fires two
quick shots as he moves (on the Civilian Reaction Table a pass2d6 result means
that Doc will snap-fire). I roll to hit and roll a 3,6, for one hit, I roll for
damage against Doc’s REP of 4 (using the Easy to Hit Rule) and score a 2 for a
result of OD.
I mark the
fallen Zombie and the shots fired
Next the Doc
continues down the alley, turns left and heads for the back-door of the
Library. Then I roll for Zombie Generation caused by the four shots which Doc
fired. I roll 2,6,6,6 for three new Zeds (I hope my luck isn’t going bad!!!)
one is placed in the car park the other three around and about the front of the
Library.
Turn 5 Activations Zeds 5, Doc 4
The Doc moves to
the back door of the Library, enters, locks the door behind him and begins
calling for Sarah, as the Zeds failed their activation roll they don’t get to
move.
Turn 6 Activations Zeds 4, Doc 6
The Zombies move to
where they last saw the Doc disappear around the corner, Doc cannot activate.
Turn 7 Activations Zeds 2, Doc 4
Doc uses this
activation to search the building yelling for Sarah (consulting the location
rules of p66 I roll 1d6 and get a 4) which means that Doc has successfully
found Sarah who was hiding in her office under her desk.
The Zeds, attracted
by the noise Doc made when he was yelling for Sarah approach the rear door of
the Library.
Turn 8 Activations Zeds 2, Doc
4
Doc cautiously peers out of the window and sees that the front of the
building is clear, “Let’s go Sarah, the car’s in the car park, follow me, run
and don’t stop ‘till we get to the car.” With that he hands Sarah the Ruger
10/22 s/a rifle, unslings the Remington 1100, checks chamber and pushes open
the door. (Doc and Sarah take a Fast Move Test, I roll 1d6 for Docs Leader Die
and get a 6 for 0 passes, I then roll 2d6 and get a 1,3, for a result of 2
passes (both Doc and Sarah are REP4) meaning that they can run 16” this turn.
Zeds start to pound on the locked rear door of the Library as Doc and
Sarah sprint out the front heading for their car.
Running as fast as they can Doc and Sarah reach the car park. Meanwhile, the Zeds burst into the Library
through the smashed back-door.
Turn 9 Activation
Zeds 4, Doc 2
The Zeds shamble through the building looking for flesh, whilst
Doc and Sarah pile into the car and drive off in the direction of the
Supermarket and Petrol Station.....TO BE CONTINUED
Friday, 1 November 2013
Multi Storey Car Park Build (Part 3) Complete!
Yay! Managed to complete the Car Park build earlier today.
I'm very pleased with the result and can't wait to see it in use on the gaming table. It should make a great stronghold for my ATZ survivors once they've barricaded the ramp between the ground and first floors...
The use of mdf and paper 'skin' should give me both the strength/ robustness to stand up to gaming whilst giving a better look than plain painted surfaces. I may have to reinforce the corners with stiff card, but we'll see how it holds out....
I must now resist the temptation to buy anything else from MadMechaGuy until I've completed the water tanks, shop signage and two single storey shops I've still got to build!!
Cheers.
I'm very pleased with the result and can't wait to see it in use on the gaming table. It should make a great stronghold for my ATZ survivors once they've barricaded the ramp between the ground and first floors...
The use of mdf and paper 'skin' should give me both the strength/ robustness to stand up to gaming whilst giving a better look than plain painted surfaces. I may have to reinforce the corners with stiff card, but we'll see how it holds out....
I must now resist the temptation to buy anything else from MadMechaGuy until I've completed the water tanks, shop signage and two single storey shops I've still got to build!!
Cheers.
Saturday, 26 October 2013
Multi Storey Car Park Build (Part 2)
Well, that's the ground floor of the Car Park completed....
The Security Hut and Lift Shaft doors are removable for play if/when your ATZ survivors are brave enough to explore....
And a few shots of the set 'dressed' as it were.....
As this is wargame terrain, rather than a model and therefore has to stand up to gaming, storage and transportation I've decided not to put the small/ more fragile elements in (i.e. Barriers, ticket machines etc. etc.). But I think I;ve got the balance about right and I think it looks good.....
Oh well, only another two floors to go!!
Cheers
The Security Hut and Lift Shaft doors are removable for play if/when your ATZ survivors are brave enough to explore....
And a few shots of the set 'dressed' as it were.....
As this is wargame terrain, rather than a model and therefore has to stand up to gaming, storage and transportation I've decided not to put the small/ more fragile elements in (i.e. Barriers, ticket machines etc. etc.). But I think I;ve got the balance about right and I think it looks good.....
Oh well, only another two floors to go!!
Cheers
Friday, 25 October 2013
Multi Storey Car Park Build...(Part 1)....
At last I've managed to find some time to start building the Multi Storey Car-Park which I suggested/ persuaded MadMechaGuy to produce in 15mm.
The first stage is what I call the 'dry build' or 'function test', this is simply so that I can get into my head how the model goes together, which bits it's possible to fix together the wrong way around (before I get to the painting/ texturing/ gluing stage (been there, done that :-)). That all the bits are in the package as they should be and it also gives me a chance to trim any joints/ cuts in the mdf which need 'fettling'...
The ground floor is shown above, with access ramp, lift shaft and security guard's hut.
First floor, one of the centre supports needed some minor trimming, but nothing much....
..and of course lastly the top floor.
Apart from the minor trimming of the support on the first floor it all went together without a hitch. I've decided to do a combination of paint and 'paper-skin' to build this model and see how it turns out. Also included in the pack are various oblong pieces of mdf which you can choose to add (or not) to the outside of the car park for decoration or to cover the outside of the floor/roof supports. At the moment I probably won't use these, but if I change my mind they can easily be added once the model is finished.....
Onto the next step which is to glue together the supports and paint the bits which need painting. FYI I'm going to be using a grey car primer paint and have decided to use the Car Park pdf file from Scalescenes to cover the floors. outside walls, lift shafts and security hut.
Cheers...
Tuesday, 8 October 2013
Lucky's Pool Hall & Bar and small 7-Eleven shop...
I've recently completed most of the work on the two storey Bar & Pool Hall and a single-unit 7-eleven (well even Zombie Apocalypse Survivors need to kick-back grab a Bud, shoot some pool and buy a Slurpee occasionally!).
Again I'm pleased with the results and they will be finished off with some more signage and some pool tables before they get onto the game table.
Lucky's Pool Hall & Bar, pictures of the front and back.....
..and of course the side walls....
..then some alongside the small 7-Eleven store...
.. and finally some interior details (if you can see them!)..
As mentioned, I've still got to put some pool tables into the upstairs of Lucky's and there are some advertising signs to go onto the 7-Eleven.
Following that I've got two more single-storey shop units to build (any suggestions on what they should be?) and then I've the first production model of a multi-storey car park (NCP Stylee for those of you in the UK) produced by MadMechaGuy to build. But I'm pondering how to tackle this one, I'm not sure whether to paint it or 'paper skin' it or do a combination of both. But it's a sizable model and I'm not going to rush it as it will provide quite a focal point for any ATZ gaming table so I want to get it right!
If anyone's reading these posts let me know what you think so far and please, please, suggest what my next two shop units should be as I haven't any clue what would be good/ most useful to any Survivors that may wish to go shopping / looting.....
Again I'm pleased with the results and they will be finished off with some more signage and some pool tables before they get onto the game table.
Lucky's Pool Hall & Bar, pictures of the front and back.....
..and of course the side walls....
As mentioned, I've still got to put some pool tables into the upstairs of Lucky's and there are some advertising signs to go onto the 7-Eleven.
Following that I've got two more single-storey shop units to build (any suggestions on what they should be?) and then I've the first production model of a multi-storey car park (NCP Stylee for those of you in the UK) produced by MadMechaGuy to build. But I'm pondering how to tackle this one, I'm not sure whether to paint it or 'paper skin' it or do a combination of both. But it's a sizable model and I'm not going to rush it as it will provide quite a focal point for any ATZ gaming table so I want to get it right!
If anyone's reading these posts let me know what you think so far and please, please, suggest what my next two shop units should be as I haven't any clue what would be good/ most useful to any Survivors that may wish to go shopping / looting.....
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