LZBravo

LZBravo
Showing posts with label THW. Show all posts
Showing posts with label THW. Show all posts

Monday, September 6, 2021

ATZ Casino Carnage


“Sarah, you are sure the casino bosses were stockpiling all kinds of stuff in the hidden
safe room before you left to try to find your mom back in DFW?” asked Shane. 

“Yeah, as soon as the craziness started they started stocking up on meds, food, ammo, 
and I swear maybe even gas”, exclaimed Sarah. 

“Well sounds like it’s worth a trip north of the Red River and we’ve got enough gas to 
get us there…I think”, added Tex. 

Mission

Get into the casino and find the master key which didn’t look special so it should
be on his body whether he is a survivor or zombie. Unless he’s locked in the safe 
room of course but positive thoughts. Finding a Luxury Item will represent the 
object we are looking to acquire. 

Group

Shane Rep 5 Star Shotgun
Sarah Rep 4 Pistol
Tex Rep 3 BA Pistol



We arrive!


We enter the map at Parking lot E and it’s Ragers! Ragers are the genius result 
of the government’s attempt at a cure. People who have the cure injected not
only still turned but became fast and super aggressive zombies. There are not 
too many in the world but they are trouble. Luckily in the parking lots we see 
them first and quickly dispatch them. 


We move into the entrance and quickly kill the lone zombie but don’t find 
anything valuable. 


The group heads to the front desk when we spot three other survivors. We cautiously 
engage them in case they have what we need. Luckily Shane passes the encounter 
tests and after a brief interaction determine they just are looking for food. We give 
them some and they head for the exit. We are force to move on and after clearing 
another area head back to the front desk as we couldn’t search after encountering 
the survivors. 


Zombies!!! Where’d they come from? The zombies have the drop on us and 
charge. Shane drops two and Sarah gets one as they move in but Tex misses both
of his shots. Tex manages not to get bit but can’t take out the zombies. I use a house 
rule that after three rounds of melee others unengaged can add in. 
Shane and Sarah each move in and quickly eliminate the zombies. 


Yes! Our loot card is a luxury item. In fact one of the zombies was the boss. 
He must have come out to try and secure the outer doors. 


Our first mission is done. We will regroup and make our plan to get to the 
safe room. 

Final Thoughts

I plan to play the entire campaign to clear the casino. The easy of play and fun
delivered in Casino Carnage was top notch. The rules are a quick read and I 
think the table used if you get wounded by a zombie is awesome. I may port
that to every zombie game I play. 

The game is a good basis for generating your own scenarios as well. The building, 
loot, and encounter decks have endless combination. 

I will play each of the 10 THW board game offerings and post an AAR and my
thoughts. 

Friday, November 27, 2020

Compound Raid Afghanistan

Intel indicates a large weapons cache in a countryside compound. The National Army decides it will conduct the raid without USA support. The Army is trying to show it can control areas outside of the cities. 

I’m testing one of my missions for the supplement I’m creating for Two Hour Wargames Chain Reactions, NUTS!, and/or FNG. Heck maybe even a standalone set depending how it takes shape. Chain Reaction is a really good complete game and it’s FREE!
THW Chain Reaction Rules Site

Forces
The National Army has two fire teams. One tasked with breaching and the second following to support. 
The Insurgents are represented by 6 Possible Enemy Forces (PEF). Two are in the compound open area and each building block has one. 


Breaching team moves in after taking out the patrol outside the compound. 


Team 2 moves in from the side watching for more guards and ready to support. It looks like surprise is holding. 





Two PEFs represented by the commander on the radio and the light MG team on the roof. 


The team breaches as the first PEF is 4 insurgents. Luckily for the team the second PEF was insight as well but is just the wind or an animal. 


The Army is quick and wins the insight test. They kill two insurgents and the other two duck back but only after one of them is able to knockout one soldier.  The support team quickly reinforces with one member joining the breaching team to keep them at full strength. 


S Vest! The leader exclaims but too late. The S Vest blows and takes out the bomber as well as all four National Army members. The remaining soldiers withdraw. The building PEF ended up as a suicide bomber who won the insight test even though I have a modifier to their insight test. 

Wrap up
A really quick but intense mission as was intended. My next test will be starting a SEAL three mission campaign.  

Tuesday, July 28, 2020

First Patrol South Vietnam 1967

Tour of Duty - Late December 1967

I’m Pvt Cage and I am right out of Parris Island. I’ve been assigned to the 3rd Marine Div North of Hue. Our mission is to checkout a local hamlet that has been friendly but very quiet lately. 


Even though 1sr Squad had only six active men, we went out unreinforced 


Taylor raised a closed fist and everyone quickly got low and halted. I was told Taylor was the best point man in the platoon and jeez he had just volunteered for a second tour. Taylor rose up and we began moving again. It must’ve been the wind or an animal. 


The single shot rang out! In a blink, I hit the ground looking for the source.   


Jones was down but I see he’s still moving. Anderson squeezes off a burst toward the patty and we all see the sniper sprawled over the patty wall.


“Taylor Cage move to the edge of the hamlet”, directed Sgt Anderson


The NVA spot us at the same time and like the regulars they are get off the first shots. 


Taylor tucks in by the wall but I’m able to put some fire on the NVA. 


I’m glad the old timer told me to take the M14 when offered even though it was largely phased out. It fired true and hard. Three NVA down!


The remaining NVA withdrew. We advanced into the hamlet finding it fully abandoned. SGT Anderson said it looked like our old foe the NVA 324 Division was back. I felt like I had just earned all $102 Uncle Sam was paying me this month!


Wrap Up

I am using Two Hour Wargames FNG with the goal of playing Cage’s entire tour. 
It has a great built in campaign and advancement system. I was amazed Cage scored three hits and three out of fight results. I’ve started him as a Rep 3. Based on how things play out over the month your Rep can go up, down, or stay the same. 
FNG is perfect for solo, coop, or face to face so as the campaign goes on a different mission could be played in any of those ways. I used the oxen to represent the possible enemy forces in FNG. The first one I rolled was a none result but that ups the chance the next one is real. 

Thursday, September 7, 2017

Supply Run

Yacht Campaign Side Mission

We barely escaped our old base as the barricade collapsed and
the zombies and dogz flooded through hot on our tail. Luckily,
Josh found a place for us to hide while the hordes disbursed. 
Nick and Ross are not doing well and don't stand a chance of
making to to the yacht without meds not to mention we needed
ammo to fight our way onto our escape vessel. Phil decided that
as the team lead he would take his last ammo and make a supply 
run while the others recuperated and tended to our injured. 

How we got to this point



Phil and Dong discuss the fallback plan in case Phil isn’t back in 24 hours

Phil slips quietly into a nearby neighborhood in hopes of finding ammo and
medical supplies. Phil encounters no zombies in the first few homes then
jackpot. Phil finds some medical supplies. Now, we just need some ammo. 


Phil has found some ammo but not really enough for the charge to the dock
and the dogz around the Yacht. The volume of zombies is growing as Phil
presses on. 


Bingo! Phil finds a stash of ammo in a house with a few zombies


After searching about 20 houses, Phil has everything the group needs. 
He even found a few cans of food. Phil makes his way back the way
he came successfully killing and dodging the growing number of zombies. 


As Phil rejoins the group, he has a nawing thought that this area was lacking
zombies so they are at the dock between them and escape. 

What you need to play Supply Run

Supply Run Rules which are free
Risk and Rewards Deck $5 from Two Hour Wargames
A few markers which can be miniatures, pennies, or anything else to denote
zombies, survivors, and your character. Supply Run is a fun and quick
play. You can use option rules to increase the difficulty and even run it
as a co-op game. 

Wrap Up

I have played Supply Run many times and have never had the cards and 
dice go my way like this run. We are hoping to play the concluding mission
of the Yacht Campaign very soon. 

Thanks swinging by and reading our blog. If you are inclined we love
comments and really appreciate our follows. 


Sunday, March 12, 2017

Scots-Irish Army

Saint Patricks day is nearly upon us so I thought there was no better time to debut my newest DBA, HOTT, and Rally Round the King army. 

 

The DBA 2.2 list includes 
3 Light Chariots
7 AX
2 Ps

 

The HOTT Army includes
1 Hero General
1 Magician 
3 Riders
5 Warbands

 

The fearless general

 

The mage

 

The base camp with a Druid performing a ceremony to ensure victory

Rally Round the King
I really love playing DBA and HOTT so for all of you that do too please take a look at Two Hour Wargames Rally Round the King (RRtK).
RRtK uses the Two Hour Wargames reaction system which allows easy and satisfying solo games. RRtK has both fantasy and historic list plus it has a solid campaign system. I have even used RRtK with my home brew AWI conversions. One of my current efforts is to create lists to use RRtK for ECW. 
The biggest challenge is the combined pike and shot units standard in that era.