Collins tells the tale of the walking dead
E7 - Ready to Roll
Pre-Game Blah
Remember to go view my other project to see me make and paint all this cool stuff.
At the camp outside of Atlanta there is a feeling that moving on is probably for the best.
This game is straight out of the ‘days gone bye’ boxed set although fudged slightly as I do not have an RV model (poor planning! sorry!). As such I’ve subbed in a pick up truck as the sponsor of this show asked me to shoehorn it in, just like the Hyundai IX35.
It’s the first time we’ll be meeting the rest of the camp inhabitants such as Andrea, Amy and the children Sophia, Carl, Billy and Ben. I added in Billy and Ben as they’re Donna and Allen’s children. I’m not sure why they’re not in this match to start off with, I assume its to do with ‘release order’ of the models. anyway, my game, my fun, my way, they’re in (and will do √FA)
I added in a couple of wrenches to make repairing the RV easier, especially for Jim as he gets to do 2 rolls for the price of 1 action. I plan to rush people to the RV and start fixing it ASAP and not get into combat quickly, as the fire makes ‘noise’ each turn I’ll need to ‘deal with’ at least one walker each turn before taking into account the event cards. therefore, if 1 shoots with a silent bow (Andrea) the other 3 can try and fix the truck, the minimum they can do it in is 2 turns. even though its a 50:50 roll, the re-roll will help a lot with it. Grease Monkey Jim will do nothing but repair and search the RV for useful kit.
Objectives
- Repair the RV (8 successful repair rolls)
- minimal casualties
- keep threat low
- no walker gets near the fire (ends game prematurely)
Intro
Running low on supplies and coming to the realisation that hanging around Atlanta isn’t going to work out as the emergency services, army and government are all dead and gone. Before they can hit the road however Jim needs to fix up the pickup truck, he doesn’t manage it during the day so working late into the night he keeps at it whilst there is a foul smell in the air…
The plan started well, Jim, Donna and Amy made good on starting to fix the pickup truck. The one who let the team was the only one who was good at shooting, Andrea, who missed basically every single shot she took.
That meant that Donna had to defend against a walker that got too close and Amy then took over blocking duty so to maximise the wrench re-rolls on the truck.
That all kept below the threat threshold for everyone waking up and as there were no firearms on the table at the time there was very little mayhem that would wake individuals. right up until Jim found a molotov in the pick up and then threw it as a ‘spare’ action. He fluffed his roll for it and that meant it scattered back towards him and donna 3 inches which meant it landed on the from of the pickup and caught Donna fully. She suffered a couple of wounds from that and then everyone woke up.
It is at this point that all hell let loose with everyone loosing shots off at walkers in every direction. that led to walkers changing direction on a semi regular basis which caught a few people out (Dale and Glenn).
Donna panicked and ran off whilst Jim finished fixing the pickup. This led to a nice story moment where Lori rounded up all the kids at the fire pit and Allen ran to try and save his wife.
The game came to an end after 4 turns because the pickup was fixed. Donna was left on one health and the threat had gotten up to 14/18, the kids and ‘low’ nerve level characters basically just did their best to reduce the threat level whilst the more useful people did useful things. There was plenty of combat which was fun, Donna was good at defending but overall not many walkers were killed, and those that were simply respawned in the nearest wood and rejoined the fight!
An intense and very very busy board.
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