Showing posts with label nuclear renaissance. Show all posts
Showing posts with label nuclear renaissance. Show all posts

Tuesday, November 4, 2014

Night Shift in New Chicago: Our 4th Annual Halloween Zombie Game


The club gathered last week for what has become an annual event: our Halloween zombie apocalypse game! This session continued the narrative that began in our first three games. First, our survivors escaped from the chaos and carnage of New Chicago and fled into the relative safety of rural Illinois. But last year, the dead came a-knockin', and the survivors were driven from their idyllic trailer park by hordes of slavering zombies.

After many months on the road, the survivors arrived at an industrial area on the outskirts of New Chicago. Yes, they were heading back into the stewing cauldron of urban decay in search of supplies and, perhaps, allies. But they were not alone: a group of inept, trigger-happy security guards were poised to blast away at anything that moved in the shadowy terrain. Meanwhile, a squad of military soldiers, part of the ill-fated Operation Sign Post, was also combing through the warehouses, searching for ... something ...

Tim's scenario gave each faction its own set of victory conditions. The survivors were tasked with recovering supplies and/or hotwiring vehicles to escape. Operation Sign Post was escorting a scientists who was trying to extract samples from zombie screamers scattered across the board. Turvaton Solutions wanted only to secure the three bunkers on the battlefield.

We were using Nuclear Renaissance, a fairly versatile ruleset that we've enjoyed recently, to play out this game.

Here's how the battlefield looked at the beginning of the game.



Operation Sign Post (the military detachment) deployed in the foreground, near those tire piles. The survivors arrived in the car park toward the rear left, and the bumbling security guards deployed from a bunker located behind the big tall parking garage in the back.

On the streets, the dead roamed...

 

The three factions crept cautiously into the city, each trying to secure their own victory conditions. If that brought them into contact with the other survivor groups, oh well ...

A detachment of security guards mobilized quickly by hotwiring a Chicago Police Department cruiser. Of course, the noise from the engine starting up brought even more zombies into the area. We found that, much like in real life, exploring the battlefield with a vehicle is much, much safer than traversing the zombie-infested streets by foot.


Operation Sign Post took a similar tack, motoring through the streets packed into their humvee in search of zombie screamers. The real danger came when they actually located one of these slavering, mindless creatures, because then the squad had to deploy quickly, neutralize any nearby zombies, and then guard the area while the scientist performed her extraction. Here's how it all went down.



The zombies charged the humvee and managed to drag the driver out into the street and dismember him, but the frosty soldiers reacted professionally by pouring firepower out the vehicle windows and into the massed hordes.

The first snatch & grab went well, but as Operation Sign Post cruised through the silent streets, they came upon Turvaton Solutions, the site's security detail. The terrified rent-a-cops, tired, dirty, barely holding it together after weeks spent cut off from the rest of the world, looked a whole lot like zombies, which is why the Sign Post soldiers identified them as threats and opened fire. Oops!


Lots of shouting and swearing ensued, as each side tried to convince the other that they should be focusing on the undead threat. Meanwhile, of course, the gunshots brought still more zombies shuffling over.

In the end, they worked out their differences, and Turvaton even offered to provide covering fire for the Sign Post soldiers as they carried out another field extraction.


Across the battlefield, the survivors were driving through the city, taking out zombies and moving ever closer to the other two factions.


Toward the end of the evening, the three factions rendezvoused near the abandoned semi truck and considered their options.Though easily dispatched, the walking dead were converging on their location and would surely be there within minutes. The fatalistic officer in charge of Operation Sign Post suggested calling in an air strike on their location -- sure to kill all the survivors, but sure to wreak havoc on the zombies too. That plan was quickly nixed in favor of an all-out retreat aboard whatever vehicles still functioned. 

As the undead closed in, the convoy moved out, with the Operation Sign Post humvee in the lead, and with Burt, the crazed, maniacal biker (survivor of our very first game) covering their rear with his sawed-off shotgun. Here is the convoy as it accelerated through the streets.



Did the scrappy survivors break through the cordon of rotting corpses and survive? Where will their next adventures take them? Find out all that and more in next year's installment of this epic campaign series!

-- Patrick, Chicago Skirmish Wargames club member

Monday, September 29, 2014

Nuclear Renaissance: Leggy O'Gee's Watering Hole


Last week we gathered at Karl's house to play some more Nuclear Renaissance. We set up two battlefields, and Mattias and I faced off in a scenario from the Tome of The Tridlins expansion called "Leggy O'Gee's Watering Hole."


Leggy O'Gee (the chap with the sweet suit in the photo above) is a flamboyant entrepreneur running a bar in the post apocalyptic wasteland. Here's a look at the battlefield. The Watering Hole is the fortified structure in the center.


 Plenty of room for hijinx, right?



My group of ragtag farmhands has been hired on as enforcers to protect the bar during the crop offseason. They were tasked with preventing any undesirables from entering the bar. They were also all "drunk," which in this scenario gave them penalties to shooting and driving, but bonuses to stumbling out of harm's way.


Here are the undesirables, the Slagscape Conservation Collective. This community of anarchists makes their home in the molten wild, and will do anything to protect the 'natural' beauty of their homeland of twisted metal... but sometimes they get thirsty, you know? Mattias' crew was prepared for the attack and started every turn with the initiative.



As the game began, Professor Percival Blythe, the hyper-intelligent primate (specialist in critical deconstructivism!) charged forward brazenly.



Starla Kneely takes careful aim and...


Headshot! Starla quickly eliminates the raiders' sniper, Lucy Havoc. Starla was taken down shortly after, but was revived by Doc miner. In fact, she died and was revived 4 times during the course of this battle. Don't leave your doctor at home, kids!


The slag raiders' driver, Stripe Dreggs, revved Tar Eater forward, and Strag Moxie advanced, using the car as cover.


Bob Kneely took careful aim and...


Another headshot! Bob Kneely was one of the two MVPs of this game. He never missed a shot!


Here is another Kneely casualty, brawler Hard Joe Grubber.


Moxie flew into a rage, and ran out of cover into the middle of the road, flamethrower spitting hot death.


Steve Dave jumped off the cliff face, into combat with Janx Moogin. Tell 'em Steve Dave!


Well, he told 'em.


Meanwhile, Commander Pitchfork and Sloth snuck out of the bar and hopped into the bambulance and roared off, heading straight for Strag Moxie. Luck was with the raider, as he rolled into the dust, then miraculously stood up!



Spritely Jyles, manning the Tar Eater's HMG, poured firepower into Steve Dave, but he dodged every round, Matrix style.


Commander Pitchfork jumped out of the bambulance to deal with Moxie, while Sloth slammed on the gas to ram into the Tar Eater. Unfortunately, the driver was drunk and slammed into a pile of tires.



Meanwhile, Steve Dave prepared to unleash fury on a car... He hit his target, but caused no permanent damage. At this point, we had to call the game.

Since neither of us managed to officially complete the scenario requirements, I'm calling it a draw (ed.- I had three guys left and Josh had eight. I'm calling it a loss--Mattias). Even though we only played 6 turns, so many exciting cinematic events happened! It was a great game.

I really enjoy Nuclear Renaissance. We are discussing some house rules to help speed the game up a bit and resolve some questions that came up, but overall, it is a smooth playing game. I am planning on exploring more of the options in the Tome of The Tridlins expansion for our next game.

-- Josh, Chicago Skirmish Wargames club member