LZBravo

LZBravo

Wednesday, July 5, 2017

Save the Girl! Get the Keys!

Zombicide The Yacht Mission 2

Read Episode 1

We rested up after the all-out battle on the docks and gave Amy food and water to build her strength. Even with rest and food she was still not feeling much better. She finally confessed to Wanda that she had a condition and needed her medicine soon or she would get worse. Luckily right before the area around the docks was overrun her dad had found a pharmacy and stashed a huge supply in the duplex by the boathouse. Amy said her dad had also hidden the yacht keys in the boathouse.

Phil gathered the team after his chat with Wanda and shared his thoughts. “Ok the way I see it, the yacht is our best chance to get out of our current deteriorating base situation. Amy was a help fighting our way off the yacht and I think she will be a good add to our group for one and getting the key lets us gain a mobile base easily isolated from shore”.  Doug was concerned about the added time away from base but agreed with the plan. The die is cast then and we hit the duplex and boathouse at first light.

Meanwhile, Ned was carefully traveling through the night to bring an important message to the yacht rescue team.



The team advances on the duplex and are very pleased when they see few enemies. 

Ned arrives with his urgent message but doesn't see the team. 

Ned is alone, opposite of the team, and zombie dogz are prowling

Ned and team break toward the front of the building with dogz hot on Ned's tail. Ned runs into a barricade and the team sees the front door is also barricaded. 

Phil, Wanda, and Josh breakdown the barricade just in time. 

The group searches for ammo and equipment while holding off the wandering dead. Doug call for go time into the building. We are spooked by the low quantity of dead. 

Wanda makes short work of the door and is greeted by a fatty. 

Wanda and Doug lure the Fatty and Z Dog to their doom! The team is working like a well oiled machine. Amy is doing well but is starting to look ill again. 

Half the house is clear but still no meds and no pass code for the boathouse. 

Amy has her meds and the pass code book is in sight. Phil has moved down to hold the path to the exit. The number of zombies is growing. 

Phil, Doug, and Josh go back to back to back to keep the house exit and path to the boathouse clear. 

Phil and Ned buy time while Doug recovers the yacht keys. Wanda and Amy have clear a back exit through the house flanking the zombie hordes. 

The group flees successful in their mission with a hail of destruction laid upon the horde of zombies. As the team catches thier breath, Ned informs them that an unusually large buildup is occurring around the hideout and ammo is getting low. The team looks in the direction of home and sees ominous smoke rising in that direction. "Damn it! Let's go and go now", exclaimed Phil. 

Conclusion

The game was fun as usual. We were shocked at how the spawn draws and searches went in our favor. The campaign has been very satisfying with the connected storyline. The next mission looks be tough and the question remains...do we dare to dream of making the yacht ours. Mission three is coming soon. We appreciate you visiting our blog and would love a follow. 

PS - We got the dogz painted as promised!

Friday, June 16, 2017

German FJ Company versus Soviet Light Tank Company

Situation
Soviet Union Winter 1941
The German drive into Russia had slowed with the onset of a harsh winter.
Soviet forces had also begun localized counterattacks as the Germans 
supply lines stretch to the breaking point. 

Mission
The German FJs were suppressed to see the Soviet infantry and tanks 
appearing in force to their front. Only half of their force was in place. 
The envelopment was developing rapidly but the entire field is muddy
forcing the Soviet tanks to stay on the roads. 

 

 

Only the 10.5 mortars and one FJ platoon with attached HMGs were
in place. 

 

The Luftwaffe swoops to to help stop the T26's

 

The mighty KV bogs trying to hurry down the road towards the exposed
flank. 

 

PaK 36s ambush the T26s on the right flank

 

The Soviet infantry quits the field after sustain fire from infantry and
HMGs but the Soviet tanks are still baring down on all roads.

 

The Pak 36s on the right are destroyed and the ones on the left are about 
to eat lots lead and are about to be destroyed. The KV is back on the
move. 

 

The Luftwaffe braves heavy AA and destroys the KV

 

Soviet tanks including flame tanks engage the last reinforcement platoon. 
The FJs assault the tanks and drive them back but only bag one tank. The
FJs fall on the next turn and the Soviets own the day. 

Result
The game was a really fun 4-3 victory for the Soviets. It was fun as both
sides were dishing out destruction. In the end, my Crete list FJs didn't 
have enough AT assets to carry the day. I had several air attacks chased 
off by AA so had the struck home it might have gone 4-3 the other way. 
Many thanks to Kevin for a game played in the right spirit and we both
had fun. Early War tends to always be fun in my book. 

We were playing v3 but since I really enjoy Team Yankee I'm looking
forward to v4 escalation event coming soon. Thanks for visiting and please 
consider following LZBravo. 








Friday, May 5, 2017

Zombicide: The Yacht Campaign

Zombicide: The Yacht Campaign


Mission 1 – Find the Yacht and Rescue the Girl

Josh picked up a girl on the shortwave radio he had repaired several weeks ago. 

The girl said her name was Diane and she was hiding in a secure room on a yacht 

docked at the local marina. She is apparently sick but says if we can bring her 

some medical supplies she can help us. The docks are crawling with packs of 

zombie dogs and in fact almost cost the group two members last time we tried

 to scout the area for supplies.


After some discussion the team decide that since they were getting desperate to 

find a way out of the area maybe this yacht held promise and yeah we still see 

ourselves as the good guys albeit as Doug says Chaotic Good at best. The plan 

is for Doug, Phil, Josh, and Wanda to try and do in quietly grab some medical 

supplies, get the girl, and get back to our safe spot. If that all come together, we 

can see how the girl can help us improve her prospects.


 


The team approaches the docks near the yacht.


 



Looking for supplies, the team is attacked by zombie dogs. 

They are quick, hard to hit, and dangerous.


 



Phil and Josh search for supplies and run into dogs and fatties!

Phil and Josh barely escape with only light wounds while dispatching the zeds.


 


Wanda and Doug work the other direction looking for the needed medical supplies.


 



The team has done well. We are armed up and have the medical supplies in hand. 

It is time to take the yacht and find the girl.


 



There are so many zombies and Z dogs! They keep coming in waves. 

There are too many for the quiet approach. 


 



Josh and Doug hold the gang plank while Phil and Wanda look for the girl.


 


Barely holding onto our only egress!


 



We found her exactly where she said she would be hiding.

Let’s get out of here! The team fights its way off the yacht and heads for the 

exit from the docks.


 



Surprisingly and narrowly we escape through the fence surrounding the docks. 


 



Conclusion

We make it back to our hideout but the girl still seems a little sick, Thre are no 

signs of wounds so we are hoping rest, food, and care will get her well. The 

yacht was great and we feel we could clear it and make it a safe haven. Should 

we dare to dream that we could get it running


Zombicide is consistently a really fun and tense game. We look forward to the 

twists and turns of this campaign. You can find the campaign linked below.

Zombicide The Yacht


 

 

Saturday, April 15, 2017

Execution Force

Assassinorum Execution Force

 

The forces of Chaos are very close to completing a ritual that will be devastating for the forces of the Imperium. 
The only option is to insert four of the Emperor's finest assassins to kill the sorcerer before the ritual is completed. 

The Target

 

The Mission

The Assassins must infiltrate the base and quickly find the control room and teleportation room. 
Once the teleportation device is activated from the control room the assassins can be teleported into the
Sanctuary. In the Sanctuary, the assassins can defeat the sorcerer. 

The Assassins

 

The clock is ticking so once inserted the team wastes no time in scouring for the control and teleporter rooms. 
The resistance appears light and the team is confident of success. 

 

The patrols are becoming more active but it is still manageable for the team 

 

Warning alarms sound and the base is covered with cultists and chaos marines. 
The team has still not found any of the objectives and every is fully engaged. 

 

After spending precious time wading through the defender, both the control and teleportation 
rooms are discovered in rapid succession. 


 

The team decided to overwelm the last cultist between us a the teleporters. As two of the team approach, 
the impossible happens and with one swing of his spiked club we have lost one of our own. 

 

One of our team decides to rush through the teleporter in order to take the pressure off 
of the rest of the team. 

 

Quickly a second member is through but the forces of chaos are legion around the sanctuary. 


We move to flank the chaos sorcerer but the chaos marine's aim is true and the second assassin 
is down. 

 

I will put eyes on the demon before we all fall!

 

Despite the teams valor we have failed the Emperor 
K
 

The final view

 

Recap

We really enjoyed the game and love the self contained game in the 40k universe. Assassinorum is a cooperative 
game for one to four players all playing assassins.  The game has lots of flavor and replay value. The room and 
event cards will make each play different. The rules offer several variation on ways to play and gain achievements. 

The team made several tactical mistakes in our first play of the game. The first error was we fanned out and 
created a map full of chaos hunting us while at the same time limiting our support of each other. The second 
mistake was going through the teleporter piecemeal which allowed the chaos forces to get too strong around 
the sorcerer. 

Since we have enjoyed both Gorechosen and Assassinorum, we will try and play Lost Patrol very soon. 

Thanks for stopping by and I appreciate everyone's comments, follows, and reading the AAR. 


 

Saturday, March 25, 2017

Team Yankee - USA versus Czechs AAR

Situation 
The Soviets have moved their frontline units in a thrust to the south. A Czech force appears to be ready to withdraw from the town they now occupy. 
The US force is moving quickly and hopes with a little nudge the Czechs will quit the town. 

 

Mission
We are playing a 70 point fighting withdrawal with the Czechs defending. 

The Game
The US advances around the wooded hill to engage the BMPs and T55s on the left while two Cobras watch the right. M109s bring fire on the road junction to break up the rear of the Czech forces. 

 

 

The Abrams destroy several BMPs and their comrades decide to quit the field. 

 

The US prepares for the second stage of the attack


T72s and Helocopters appear on the left. 

 
 


Czech Artillery, tank, and ATGM fire is taking a toll on the US but hopefully the Airforce support will arrive and thin the hoard. 

 


The A-10s sweep through the Czech reserves. Heavy AA fire keeps their run from doing any real damage but they both survive!

 

The US AA moves to engage the Czech helicopters and destroys the both a turn later after surviving a volley of fire from the Czech infantry. 
The Czech have shot down the Cobras, destroyed the AA, and knocked out my other TOW support. The US withdraws and for today the Czechs still control the McDonalds!

Recap
This was my first game of Team Yankee and I really had fun. I appreciate Ken setting up a great table and offer a fun great spirited game as always. 
He used the East German lists but his vehicles look great with Czech decals and all. I used what I owned but I learned a ton in my first game about how to better build my force and not to mention never play at 70 points! I knew this was going to be a tough day as we ramfomed a defensive mission and I ended as the attacker. I used my Cobras and A10s poorly even with Ken's coaching. I very much look forward to my next game and yes I noticed that I lacked pictures of my stuff blown up.