Thursday, 3 March 2022

Zombie Mayhem! The Blood pit of horrors (part 5 Turn sequence. )





 The Turn sequence.

Command phase. 
 preform any upkeep rolls and count score.  

Players turn. 

Movement. Models may move up to 6 inches.

Advance Models may move add D6 inches to their movement.

Charge. Players may attempt to charge up to 2d6 inches.


Psychic phase. 
Place holder.




Shooting phase. 
Models who made a successful charge during the movement phase may make close combat attacks with charge bonuses.

See close combat for more information.

Models may make ranged attacks gains Zombies. 

Models that did not move in the movement phase hit automatically. 

Models that advanced hit on a 3+

Models that attempted a charge hit on a 5+

Cover. 

Light cover -1 to hit when targeting zombies, if the model did not move it must now roll a 2+ to hit.

Hard cover is light cover in addition Zombies improve their saves by 1, 5+ save becomes a 4+ save.


Models stuck in close combat may make ranged attacks targeting any Zombies they are in close combat with. These range attacks hit on a 4+

If a model making such an attack is outnumbered more than 3 to 1 those attacks hit on a 5+

In both cases this only applies to ranged attacks.


Charge phase.

Models not stuck in to close combat may attempt to charge zombies within 2d6 inches. 
This distance must reach base contact with a Zombie models base. 

Close Combat.

Highest initiative attacks first.

Roll to hit. Zombies are struck on a 3+ in close combat unless a model has a bonus to improve that roll.

roll to wound vs toughness.

Make saves Zombies have a save of 5+ unless there is a bonus to improve that number.

End combat. 
If a model is no longer in close combat or out side of 2 inches of base contact to a Zombie that model may move 3 inches in any direction. 


Zombie turn sequence.

Command phase  ^^ see above.

Movement. 
A Zombies move is random, roll 2D6 pick the highest. a zombie may move up to that many inches.
Zombies move either towards the closest visible model ( players model ) or toward the nearest objective. Zombies move in a pack. Zombies within 2 inches of another zombie will move in the same direction unless moving towards a model would be closer.

Zombies may attempt to charge in the movement phase, this replaces their standard movement.

If zombies made a successful charge they may fight close combat in the following phase. As Zombies have no shooting phase this may let a zombie fight twice in the zombie turn. 

In place of shooting zombies may advance this movement is 1D6 inches.

Charge phase.
Zombies may attempt to charge roll 2D6 for distance. If this reaches base contact with a model(players model) move the Zombies up that many inches getting as close as they can to the target model.

Close combat. 

Zombies fight at Initiative.
 I - 2 / WS  - 2 / ST - 3. 
See mission sheet for more information on Zombies.

End combat.
Zombies no longer stuck in close combat may consolidate up to 3 inches toward the nearest visible model if no models are visible this consolidation should move the zombies closer to the closest near by zombie. Zombies may stay on objectives if they are already on an objective. 







Notes for solo games.

I recommend fielding at minimum 2 models possibly 3 models.
You may want to shrink the play area and use less objectives maybe 2 or 3 total instead of 5.
I would use fewer zombie spawn points maybe 2 or 3 tops but this should be balanced against how you have armed your models. If you are very killy then maybe 3 or 4 spawn points would be fine.
All I can recommend is trial and error until you get the numbers that play the best the most consistently.
I do also recommend at least one model armed exclusively for close combat. 



Thanks for reading there will be more. 



No comments:

Post a Comment