Having tweaked my list to give a few mere units with a range over 24" I thought it best to give it another run out. Plus I wanted to give the Tactical objective missions one last chance to disabuse me of the notion that they are in fact lacking in any tacticalness (ok that's not a real word but understand my meaning!).
We rolled up the diagonal deployment and secret Tactical objectives. Here's the obligatory story by pictures:
|Oddly I had already set up the terrain in a diagonal arrangement before rolling for deployment so it helped give a clear central line.|
|Here's the unit that ate most of my army last game so was keeping a close eye on them this time around...|
|...and that included their pimp-mobile!|
|Some times I forget how much I enjoy just coming up with the layout of the board and using the theme of the terrain to create a little visual story. This time the Orks were plundering an Imperial Promethium processing plant!|
|Don't be confused that very sunny Chimera was actually a stand in for the 'currently under construction' Wyvern and the Demloisher turret was actually a Nova cannon (which as it turns out could't hit for love nor money).|
|I hadn't worried about the defkoptas...|
|Come second turn though I got a battle cannon shot that hit and penetrated all four trukks in one go only for Rob to roll three cover saves and my damage roll to come up a 2! Still Rob would rather have kept the Warboss alive I think.|
|This time I'd managed to ensure that the Ogryns avoided the Mega-nobs and aused them to secure a double Tactical objective after smearing some Grots and a Weirdboy across the ground.|
|You'd think that a raving mad Ork hating Priest would lead from the front but that Trukk is loaded with a unit of Lootas and the range of Scythe just isn't that good.|
My main observations from the game where that:
- One Psyker is not reliable enough now to make it worth it and the game ran smoother when we didm;t have to go through the motions of Rob trying to generate powers then trying to shoot me and remove a couple of models, all of which could be achieved through giving the model a special shooting attack used like any other weapon.
- Not using and Ordinance turret for my Russ with Heavy Bolters was a lot more fun even though the turret was terrible at hitting, it still would have missed if it had been a battle cannon only I would have wiffed all my extra shots too.
- Two Wyverns would just be rude as one did exactly what I wanted, laid down a nice barrage to weaken units. I just don't think I could be so mean as to say 'oh you moved unit out of it's tank, let's just sweep those away with a dust pan and brush!'
- With the new Mob rule the Orks really suffer at smaller unit sizes as it's just too easy to make them take tests if they don't have a decent cover save.
- Tactical Objective cards are so wonky! I'm calling time on those missions as I feel I've given it a fair crack of the whip but I've seen so many games swing on the pull of a card/random table roll and have nothing to do with player skill what so ever. Next game I'll be moving back to using the standard Eternal war missions and replace the secondary missions with three random Tactical objectives from the 41-66 card range for each player at the start of the game and see if that helps make a nice balance between tactical play and asymmetrical challenge.
So once we had packed away we cracked open Zombie 15' and went through the first three missions to teach ourselves the rules. The missions are really well designed to ease you into the game and you only need to play the missions once to get the hang of the mechanics it introduces before moving on to some more advanced ones later. Some people may prefer to jump straight in to get the 'full crunch' but I don't think you can really do that and have a fun game as you really can;''t keep the tension in the game if you are stopping to check rules or discuss a process. If you tried you would lose the games real selling point which is that you are up against the clock and you can't stop to think or the Zombies will just keep piling up on you!
|Game one and two use the same map but are very clever because it is an escalation just like in the movies. First game you wake up in your homes and race to the nearest 'safe place' (the Police station obviously) and there are only a few Zombies for you to kill. But would you Adam & Eve it the old Cop Shop is overrun too, so you have to fight your way out of town after clearing the neighbourhood (to stop them following you of curse!).|
|We played mission three twice as it had the full rules pretty much so we wanted to see if we could better our first time of 9 ins and came in just over 7! This is a fairly easy mission as it's hard to split up, but if you get left behind it'd pretty easy to get overwhelmed when the Zombie growl just happens to come on your turn and a trio of walkers pop up out of the bushes to chew on your tasty calf muscles!|