Saturday, 5 May 2012

2nd Board layout WIP

This is the second board layout. All the fields and walls are stuck down now and ready for the next phase. It is definitely a work in progress. You can clearly see the buildings wrapped in cling-film, no it's not a fetish thing honest. It will serve to protect them while I coat the boards in plaster and sand. By coating them in cling-film it will allow it to settle in place and yet be removed easily once the plaster is dry. This board is less cluttered than the first board In the top picture, Top right corner are some fields which are large enough for a Helicopter Landing Zone. (HLZ). I was aware that I did need some areas, at least one, which could be used to extract the wounded via helicopter. It is not "open" having a couple of crop fields but with no walls it would be possible to land a chopper. Again I have put in a ruin of some description. I do not intend to have any trees on the boards as they would be hard to make in such a way as to be easy to transport, realistic and robust at the same time. I may rethink this at a later time but for now no trees.
Not too much to show today. the desire to work up the shed in the rain was not strong enough. Tomorrow is a club day and We shall be playing Force on Force again to firmly come to terms with the rules. I plan to add a few rules we have yet to try, IEDs, Air strikes, more vehicles, dependants and such. I will also seriously add to the firepower of the Taliban in an attempt to balance it a bit more. Do not expect an easy British Victory battle report on Monday.
All the best next post on Monday. Have a good weekend. Cheers Clint.

Thursday, 3 May 2012

First Board Layout

Hallo once more. Here are 4 pictures taken up the shed in the wind and rain which show the layout of the first board. The vehicle is just for scale so it is easier to judge the buildings fields walls and track size better. Everything except the buildings are stuck in place ready for the next stage. The compounds have been wrapped in cling film for protection and to stop them "sticking" when I add the paint, plaster and sand. The advantage of this is that they can be painted and transported separately which in turn should make my life much easier, both now and on the show date.
 I have taken the pics from a North, East, South West angle so you get a much better idea of what's going on overall and lass wondering if I am trying to hide anything. There is no real compass bearing on the boards before anyone gets the idea that they must be arranged in specific ways. I have deliberately moved on of the compounds to break the straight line of the road but by doing so have allowed lines of fire across field at the board edges. Some compromise needs to be made with regard to terrain and game so let's just hope that this was the right way to go, only time, I suspect, will tell.
 The fields as mentioned previously are door mat from B+Q and I was right I think I shall need another one. The walls are thin sections of chipboard. They are about 3-5 mm and then I break then in two and use the largest section as rough rubble walling. It is a very quick and easy way to make rough walls. It does create a mess though so definitely do it in a shed or workroom. The hardest part is jigsawing the chipboard roughly the same thickness so they all look similar if not identical. They make great field boundaries and destroyed structures. You always use more than you think you will though so cut LOADS.
As you can see I have used the chipboard walls to represent a ruined structure as well as field boundaries. (Most clearly visible in the first 2 pics.) Having looked through the "Enduring Freedom" Book by Ambush Alley Games  lots of the scenarios in and around villages have quite a few ruins. I guess in a country that has been at war for 30 years this is to be expected. I am Therefore not being shy with them and adding them whenever I feel like it.
That's it for today more again on Saturday. All the best and happy blogging folks. Cheers Clint

Tuesday, 1 May 2012

Starting Terrain Boards

 Having decided that I want the terrain modular and on 2 foot square boards there comes a time when you just have to bite the bullet and actually start it. Today is that day. Starting with the roads I decided that 2 inch wide would be sufficient. I don't want it so open that the British can drive where they want without regard. so I have decided to keep the terrain quite close. I was also aware that I do not want the terrain laid out in nice neat little squares. I want it more random, organic, natural. As such I did not want all the roads to be straight lines as this would create avenues of fire which at this scale can easily cut a board in two. So I thought I should put some wiggles in. And thus the roads in the top picture came about.
The next tricky thing is to decide where the buildings will go. The second picture shows a trial layout using my two smallest farm compounds. Again you want them far enough apart that they feel like they might be able to have a few small fields, but at the same time use the curves of the roads to block lines of sight. You also want the British to feel that an ambush could happen at any time and that the Taliban have got plenty of cover from which to spring that ambush at very short range. If the buildings constrict the roads then the Coalition troops have also the IED threat to concern them. All of which means that any British troops moving a convoy by road through this area have a few things to consider above and beyond what's for lunch.
Once you have the buildings in place and marked. Then and only then can you sort the fields. Again fields need not be "regular" in shape. Often they would have no boundaries and at other times mud stone walls. For the fields I am using door mats. They are easy to cut (but make a mess so do it outside... as I found out the hard way,). Additionally the cheapest one from B+Q is only £5. So not beyond budget. One Matt will probably be enough for this whole project if I am careful and don't squander it. Yes That means another B+Q trip soon most likely.

That's today's offering. As I said on Sunday it will mostly be work in progress from now till 10th June. Thanks for reading I'll post again on Thursday. By then I should have some decisions made and the fields and mud walls in place. The buildings will be added last.

All the best Cheers Clint

Sunday, 29 April 2012

DAF DROPPS

A couple of pics of a British Army DAF DROPPS in 20mm. You should know by now that it's for the Broadside Afghanistan game. This gives the Taliban another soft easy target. A soldier with a 40mm grenade launcher and gun shield was included, designed to fit in the hatch on top of the cab. I decided not to include it as it looked like overkill to me and this seems more versatile. The truck was a very easy paint, Vallejo dark sand as a base coat then just weathered and weathered until it looked right. The last pic has a donkey cart (already shown previously) to show scale, due to the fact that it is quite large and bulky.

 Today marks the 6 week deadline for Broadside 2012,  So from now on it will mostly be work in progress shots of the terrain. I do realise that at present I have painted no Coalition troops but there is not too many of them to paint additionally I have booked the week before the show off work. When I say week I actually mean  the three working days, which is my panic like **** time.

I now have a free run at making the terrain as the moon boards are now finished (I will give them one more spray clear coat finish as a secondary seal, but that's 10 mins work at most so I don't count that.)
I have decided to create a very cramped/tight area of Afghan village. Rules wise this might create a problem but I am sure we'll come up with a solution and I really want to build an area with very restricted lines of fire/sight. I know the landing area of a Chinook will have to be open and relatively flat and free of obstacles so a cramped area should be a good contrast. At the scale we are playing any Medivac/Caseivac areas will inevitably be "cherry" (hot) due to the closeness of the battle.

Well that's today's Post. Thanks for looking and more again on Tuesday. All the best Clint.

Friday, 27 April 2012

Enough?

Well this is my "Finished" Taliban force. When I say "Finished" I do of course mean finished enough for the Afghanistan game at Broadside. I shall try to keep adding more and more until I move onto another project. If I am honest I still have more undercoated waiting to go, but only a couple of weapons teams (an 81mm mortar and another 12.7mm hmg). But it is enough for the moment. The picture has all the ARMED Taliban. Dickers and civilians are not included. Maybe I'll do them another day.

So what is in this 20mm war band? Well I'm glad you asked.
  •  2 Toyota style Pick-ups with12.7mm HMGs
  •  1 Motor cycle with RPG and LMG crew
  •  1 12.7mm HMG.
  •  1 50mm mortar
  •  1 AA missile
  •  1 I am not sure of, Left hand side near the back. But it looks meatie
  •  2 with scoped sniper rifles
  •  8 with RPGs
  •  8 with LMGs (7.62mm PKM)
  •  3 with radios and AKs either leaders or spotters for off table mortars
  •  5 leader types with binoculars
  •  35 Assorted small arms mostly AKs but a few with bolt action Rifles.
So more than 60 all told which should give enough (more than enough) opposition to the Coalition.

That's the post for today. I'll blog again on Sunday. All the best Clint
     
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Wednesday, 25 April 2012

Moon Boards


All 6 boards
I have been finishing the moon boards for Andy at Ainsty Castings. It has taken far longer than I anticipated. But as he'll pick them up in 6and a half weeks I will have them completely finished. All I have to do really is paint the edges and seal them. I Know that will take some time but we are talking hours and not days. Each board is 2 foot on a side battened 6mm MDF bases. Kindly note that you can see the floor so it's not me doing B+W photos this time although you would be forgiven if you thought so. Having never visited the moon I went with greys as a colour scheme as they are what it looked like when I last saw the pictures of the moon landings. I did for a while over-think the issue and wonder what colour the moon was, but a quick reality check soon bought me round to the right way of thinking.
Anyway now these are done I have no excuse not to start the Afghan boards. So they will get started tomorrow. It sounds silly to express the thought that I have been putting them off but I suspect I have at some level of consciousness. Or maybe I am over thinking it.
Other news: Broadside continues to creep towards us. I have this morning contacted Ambush Alley Games and supplied my "Shipping Address" for some "Con support". As mentioned before I have no real idea what this will consist of, but even if just pamphlets it's still worth having as a hand out to anyone at the show and might create a point of discussion with anyone passing by. SO it's all good. 
On Monday (After I posted) another trader asked for an invite to the show. Unfortunately as it stands we are on our limit for space. However if anyone drops out we can accommodate them. Additionally we are still waiting for written confirmation from one games club, He's a friend of mine (from university way back in the distant past) so I am granting him some latitude. The other option is that our sponsors "Pen and Sword" who were planning to run 3 games at the show might only be able to manage 2 (they are struggling to arrange the third game). SO we are looking at re-jigging the layout if we need to. In an Ideal world we'd have as many traders and games as we could. Personally I'd put traders ahead of games, but do realise that games are also good as they can help support the traders by showcasing what can be done. I know I have seen a game at a show and thought I'd like to do that and then went looking for a trader who had some of the desired "Shinies!"
I have been reading "Call sign Hades" an account of the Lieutenant in the Royal Irish Regiment and his experiences in Sangin. So far it has been very informative and I have learnt a lot about the conflict from one mans very personal point of view. Some of which I will no doubt bring to the table.



As Rainham club have three meetings before Broadside I have proposed that next time we do some more Force on Force, to embed the rules in our heads. This time I'll introduce IEDs and air strikes and give the Talibs more fire power Given that we have 3 meets left the second game should be something very different so we don't get stale. The Final meet (3rd June) I have invited Fran  http://theangrylurker.blogspot.co.uk/ and Ray (http://onelover-ray.blogspot.co.uk/) from Posties Rejects to pop down for a Pre Broadside game. Should anyone else want to come as well let me know and we can probably make it happen.
And finally I have started work on our propose "Zombie Campaign" at the Rainham club. I was wondering where I should set it, England or the States. Fictional or a real city I did even consider "Liberty City" from GTA as I have all the maps and loads of place and character names. but have settled on a setting now. It may be possible IF (and it is a big IF) I get the concept right to get a few people in the Blogosphere to play remotely. But more of this another time. That's today's Post. Thanks for reading. Take care next post on Friday.


Monday, 23 April 2012

No Mans Land (WW! Zombie Game)


German Frontline Trench
The situation was that there had been lots of screaming an shouting and gun fire the night before last in the German trench. The following day it had gone quiet. Some movement and abstract sounds had been hear but the Germans were not returning fire to the British Trench. In the Afternoon the Germans bombarded the trench with their own artillery. A trench raid was organised for that night to find out what was going on and if the troops in that section of the line had rebelled against the Germans.
The Scenario had three objectives that needed to be recovered and brought back to British trench line. The objectives were scattered to create a need to move about the battlefield and an action was required to pick them up, which would mean they would be stationary for at least one action.
Using the 7ombie TV rules I created 8 characters and one each was selected randomly by each player. Neither the Sergent nor the corporal were selected meaning the raid would be lead by a lance corporal (Patrick one of the younger members). Tim (Patricks Dad) had the only medic, all the other players had privates with various levels of combat abilities. Ian had the best rifle marksman, Relfie the best brawler, Kev had a pistol to supplement his rifle and Frasier the most agile. They all had a rifle and a bayonet.
Kev, Ian and Relfie sprint
Pat split the squad and gave each team one of the three objectives. Kev, Ian and Relfie had an objective the furthest from their start line, inches from the other side of the board. They set of fast double moving as much as possible. Kev take an action and shoots the Zombie that is shambling towards then from the trench they have just left. He plugs it and it kisses dirt. Not a head shot though so it's still in the game.at being the highest ranking character also had an extra figure and they also sprinted through the front line to the centre of the board. They managed to retrieve a strange gas canister. The Extra was put in charge of carrying it.

Patrick with an extra reach the centre objective
Meanwhile Frasier and Tim were being more cautious. Having the closest objective but close to several spawning points They reached the trench edge and were driven back with Tim taking a wound. They withdrew out of zombie attack range while Tim used the first aid pack and hes medic skill. It took him a couple of attempts but managed it in the end. By this time however sufficient Zombies had arrived to make their initial plan un-workable. The Zombie Tank appears, but never ever gets to attack the fast moving Brits

Frasier and Tim approach their objective.
Relfie and Kev stand in the open and keep firing at the zombies trying to come at their rear. While they don't close the back door completely they do manage to drop enough Zeds to allow Ian to scamper into the far trench and pick up a bloodstained journal. Bringing on More Zombies each turn I spawned some close to Ian. Unfortunately he managed to get out of the trench before they could close on him (Curses)
Patrick runs to meet up with Relfie and Kev.
With the canister Patrick orders his extra to carry it as they try to meet up with Kev, Ian and Relfie. They were struggling with ammo reloads (rolling lots of 1's). But despite this they continued to drop Zombies and even managed one or two head shots. Overall they did manage to hold the zombies back  sufficiently to allow a regrouping action.

The squad joins up (except Frasier and Tim)
Having joined up (except Tim and Fraser) they quickly formulated a shoot and scoot policy to keep them moving out of the attack radius of the zombies. They had two of the three objectives but still had to get back to their own lines (off their starting edge.) The zombies do try to close in, and do make the players pick their targets carefully. At this stage only one of the downed Zeds has managed to stand up again (No not the one Kev shot first, that one did stand up eventually but not with anyone close enough to make it interesting.

Tim In trouble
Meanwhile Tim and Frasier have problems of their own. Frasier moves away and leaves Tim to keep the zombies away. Tim gets another wound but disengages and in a heroic surge dives back into the trench and reaches the objective. He picks it up, But then being so far away from friendlies and surrounded by Zeds fails his morale check and is forced to flee the board without the objective. No doubt gibbering when he gets back to his own fronline. He may face a court marshal for cowardice in the face of the enemy, or he may get sectioned if he gibbers about undead Germans enough. Harsh.
Still plenty of zeds near the 3rd objective
Shoot and Scoot policy in action

The fire and move tactics work in drawing the zombies towards the main squad. When they get close enough to form a gap Kev charges past them towards the last objective. I am not sure if it was his intention to drag some zombies away from the main group or a desperate attempt to get all three objectives. Whichever it was it was very daring, I'll have to have words with him!

Approaching the last ternch
Frasier moves up the edge of the board towards the rest of the squad (minus Kev of course) keeping the wire between himself and the undead.Moving into a position to help out should they need it.

Kev does get swamped by 4 zombies but I only manage to get one wound on him and next action he's through them all and has a clear run onto the objective now the Zeds have been dragged to the other end of the battlefield.

Where's Kev Gone?
The Rest take the opportunity and Relfie jumps into a trench full of zeds with Ian promising to back him up. We are all surprised when he does. The first zed shot finally stands up (Tim is now helping me play the zombies as I have about 45 zeds on the board, much to my relief as he manages to stand a few up. Ian then Persuades Patrick to jump into the trench to be ablative armour on Ian's behalf.
The squad continues to fight along the trench now that they have realised that Relfie isn't a great shot but is an excellent brawler and able to drop two zeds a turn. A real powerhouse he pushes through. The others all do their bit but Relfie just keeps the front zombies stunned and they move on like some kind of convoy.
Kev's special abilities are based around his morale and he's not to bothered with being all alone. yes he does fail a couple of morale checks but with his skills and good re rolls is unaffected. He does get mobbed by a group of zombies at the final objective but bad dice rolls mean I fail to hit him so he scoops it up and dashes away.

Frasier lends a hand
Everyone else scrambles out of the trench and in the final turn manage to get off the table edge. So the Goodies won. (Boo Hiss) .

Lessons leaned/conclusion. Firstly the players seemed to enjoy it. And so they should, they won and beat me not that I'm bitter. I will get revenge though you have been warned.

The rules are really simple and easy to adapt which means that for the most part we can remember them and just get on with the game. Which is what we want after all and not tediously having to look things up all the time.

Initiative worked better in the "Car-park" game as it was less predictable as to who would go next and thus made the game more interesting as it was harder to know if the living could always stay just out of contact. This meant the Shoot and Scoot tactics worked really well. This a more random initiative it would be harder to manipulate the moves to your advantage.

Kev at the last objective
The second ting about having so many zombies would be that they zombies need more than one initiative setting. By this I mean a proportion of the zeds having a different mark on their base (say red and green) and different initiative counters so they would be activated at different times. Making a far less predictable game. I think I shall do this by grass tufts or no tufts.

Thanks to Relfie for some of the Photos. I faded the colours to reflect the era the game was set in. also because it gave a unified effect as all the figures and terrain were so different. I hope it has not detracted too much from the game. Personally I think it works, but it only works if you think so as well.


Action in the last trench
Lastly I know this is pic heavy, I have tried to keep it in order, but I may have some sequencing wrong between my and Relfies Photos, again I hope you'll forgive that.

Anyway that's what we did at the club yesterday. I have proposed a Zombie campaign and will be working towards that after Broadside. I shall start typing back ground for it from now though so feel free to shoot ideas at me.

All the best, take care and thanks for reading.
Cheers Clint.



Fighting through


Kev gets Mobbed


Nearly there






Last turn with players gone and zombies milling about





















Saturday, 21 April 2012

For Shelldrake

This is the figure I wish to use in your Play by blog game Shelldrake.
Stats are already posted in your comments but also repeated below.. If you want a back story let me know and I'll add it to your comments. All the best Clint.

Cheyenne Devonda Noble.. Friends call her "Von" or "Vonda" or Vonnie" But NEVER CHeyenne

Attribute:
GUNS: 7 (30pts)
Fists: 8 (21pts)
Guts: 11 (18pts)
TOTAL 69pts

Skills:
Medic (10pts)
Run for your life (10pts)
Mixed Martial Arts (10pts)
Zombie Stomper (20pts)

Total 50 pts.

Gear: Blades x2 (2pts)
First Aid Kit (15pts)
Pistol (3pts)
Body armour (20pts)
Grenade (10pts)

PID checks

PID checks (Personel Identification checks) must be carried out in order to comply with the ROE (Rules of Engagement). It is a simple rule which can stop the coalition from unleashing a massive amount of firpower on figures which may or may not be combatants. In game terms this is a straght-forward troop quality check by the troops who wish to decern if the figures are armed or not. In Ambush Alley the basic mechanic is 4+ sucseeds. SO the taliban player should put some civilian type figures down on the table and until they pass a PID check OR these "civilians" open fire.
Assuming the Coalition troops pass the PID check then the "Civilians" would be revealed as either what they are or as Taliban. Thefore in the top two pictures they are potentially the same unit. WHich could be very very bad if the Taliban can set up and catch the coalition in the open.
Here is a Taliban light mortar. A two man crew with a 50mm light mortar. Easy to set up pop a few rounds with and then scurry away. They also have 80mm mortars in the Taliban arsenal as well as recoiless rifles which fir in both direct and indirect modes. But My players need not worry about that too much at the moment as I have yet to buy any of those.

I have nearly finished the moon boards for Andy at Ainsty Castings. I have no excuse for not finishing them by Monday. This will allow me to crack on with the Afghanistan boards. For me the real issue is motivation but it is also lack of space. It really is cramped if I need to work on more than one terrain project at a time. I would quite literally be tripping over things.
That's it for today, as I need to sort out the WW1 Zombie game for tomorrow. All the best Clint

Thursday, 19 April 2012

Technically Speaking

Given that in the last game the Taliban were out-gunned I painted up another technical. It had a couple of "bullet holes" aka casting bubbles across the bonnet so I thought I would enhance then and give the vehicle a shattered wind screen. Sometimes it's just easier than trying to patch a model up. The two guys in the back are not fixed in place. I was unsure if the 12.7mm HMG should face forward or backwards this way both options are covered and the third option of being a civilian vehicle is also available. Instinctively I do put the gun facing forward, as did Kev in the game where he controlled it. Having looked at a few pictures from "technicals" from around the world seem to be evenly split between forward and read firing weapons. (I have even seen one that was "Designed" to fire from one side only. My guessing is that they use whatever works. Back to talking about the firepower difference, if we look at the difference between a British WW2 Battalion and a Modern Company, the modern company is about 40 times larger in terms of firepower or so I was reading last night. To me that's a massive disparity.I have just about finished the Taliban now. 8 more on the painting table all RPGs and LMGs. As I think that they might be the things I run out of especially if they break down into weapons teams. The advantage of weapons teams is that they get more firepower with a dedicated assistant to the gunner or grenadier. The disadvantage is that they are vulnerable in terms of morale. After all if it's just you and one other and the 'other' takes a wound there is more chance that you'll be next. I did send off for a couple more Afghan items last night but only a small order and nothing vital.  Just a few figures which may not get used even if I do get them painted in time... Another load of goats for example. Finally here is yet another vehicle. A donkey and a cart. Just a piece of slow moving terrain to block roads and generally get in the way. No I have not sent for more, one should be enough.
Well that's today's news. I'll post again on Saturday. Till then take care and happy Blogging! Cheers Clint





Tuesday, 17 April 2012

Getting there

Once again hallow! Only one new pic today, everything is about half done on the paining table so nothing finished enough for a new pic except these. Just a few mor Taliban with AKs. I'll try to get some more finished today so there'll be something more substantial to show on Thursday.
Mind you I have been busy today, up the shed at 6am working on the last moon board. All the construction is done, and it is being sealed as we speak. Once it is dry I should be able to paint them in a day and then just tape the edges to avoid splinters and they are all done. Been a long time in coming but the light at the end of the tunnel is getting brighter.

As soon as the moon boards are out of the way I shall start the Afghan boards. I took a few moments at work last night to finalise (in my mind) the plans. There will be 4 boards each 2 foot square. I will put a "T"-Junction track/road on each one. This will give me quite a variety of layout sand allow the vehicles to travel about without making it an obvious grid. One of the "T" Junctions will actually be a "V" shape just to break up the straight lines which should reduce some of the firing arcs. IF I have time I shall also make 2 very narrow "Canal" boards. about 6 inches wide and 2 foot long. My reading indicates that there are a number of contested bridges in the Sangin area (Green 12 and Green 78 although I am sure the locals call them different things). These can be used to either edge the battle boards or to separate them. They are low priority at this time though so may not get done at all.

Ok I have put it off for as long as I dare. Zombie WW1 game. I can almost hear you cheering that finally I get to the interesting bit. As mentioned in the comments yesterday it will be a mish-mash with pieces coming in from several game sources so It won't be as pretty as I would hope. If I get inspired to run it a few more times I'll repaint the terrain. At the moment all the trenches are desert, they were made for a Galipoli game long before WW1 become a popular period to wargame and sat in boxes up the shed un used for about 10 years. So if we do more WW1 Zombies then I'll paint them in black and grey to give it a night times and Black and white cine film feel.

Figures will be my monochrome zombies (inspired by he Left 4 Dead computer game. Mostly Wargames Factory. I have a few unmade so I might have a go at making a "Wire Zombie" Not sure how just yet, but it will come together no doubt. If I do yes I will post pics. The Brits are a cobbled together collection of Renegade, Foundry, woodbine and Great war miniatures. Basically whatever I could buy cheap on that famous online auction site.

Rules will be 7ombie TV by Crooked Dice. I re-read them last night and found that in the car park game I ran at Christmas I got the rules wrong. This time they should be more mobile and thus more threatening.

As mentioned Yesterday I will base it around a Trench raid rather than a pitched battle and as the Brits are early war figures they do lack Lewis guns etc. Not sure you would ever take a Lewis on a trench raid bit cumbersome if you ask me. So no Tanks, Planes, Artillery or Machine guns, just your basic foot slogger with a SMLE a bayonet and some pluck. Reading through the rules there are several co-star archetypes that can fit so I can create some variation in the pregen characters but I won't push it too far. I don't think I'll have any characters with scavenger skills after all walking round a trench with a lawn mower does not feel right to me. What I shall most likely do is drop a few extra bits of kit to different characters to try to balance it a bit more.

I won't go too deeply into background and who manufactured the Dreaded ZED-GAS (probably the French it sound like a French idea to use on their own troops who refuse to attack.... but this is only speculation.). As at this stage it's a one off game I'll see how it goes before I spend too much effort on it.

I'll try to remember the camera and spare batteries

Thanks for reading, I'll post again on Thursday and with luck I may have more new troops to show.
All the best Clint

Monday, 16 April 2012

Zombie WW1

Just a quick post (proper post tomorrow) Just found out we might have 2 new people coming to Rainham wargames club on Sunday. We wanted an active game to get them involved. So I was talking to Kev and we have hit on the plan of using 7ombie TV rules for a zombie game... everyone loves zombie games after all*.
The Pic shows my modular trench system, at the Skirmish show a few years back (3  years ago I think). Anyway I'll get the players to do a trench raid on a section of the line that the Brits think has rebelled against the Germans for some reason as they do hit their own line with the big guns. So a squad is sent to investigate. I know the players will already know it's a zombie game. But it should be slightly different. I may add more detail in my usual blog tomorrow.

*Disclaimer: Ok not everyone loves zombie games but I do so that's settled.