Monday, January 4, 2010

Last Stand

Because I play a horde army, I have a vast collection of models, and this allows me to do things others can't. I often use my collection as a whole for campaigns, things like waiting on reinforcements and such. However more and more, I find myself enjoying custom zombie games. Here are the rules I follow for my zombies, feel free to take or drop what you like.

Zombie: 3pts per model, must come in hordes of 15-30
WS:3 BS:0 S:3 T:4 W:1 I:1 A:1 Ld:10 Sv:- (6+ invulnerable)

Special Rules: Feel no Pain, Fearless, Rage, Vulnerable to Templates
Shambling: must roll D3 and that is how many inches you may move in the movement phase, (you may also run D3, but may assault 6, this is because zombies gain a sense of urgency when attacking to their prey).
Conversion: when a zombie wounds an enemy infantry model, on a 4+ the enemy model is replaced by a zombie under the control of the zombie player (including models with multiple wounds).
Horrifying: any unit that suffers a wound from zombies must take a morale check.
Endless horde: at any point in the zombie players turn he may select a unit of zombies and remove them from play. On that players following turn, that unit arrives at full strength, just like it was at the beginning of the game. It counts as arriving from reserves.
Undead Mob: all models in the unit must be in base to base contact with as many models in the same unit as possible. (this is not necessarily the death penalty for breaking this rule, but simply try and keep them as jampacked as possible, they are zombies after all)


I like to play this with night fighting rules, and the defenders may choose a building or ruin to have a searchlight. I also prefer to play smaller point games, and in very small areas, so the zombies dreadfully slow movement isn't too much of a hindrance. Small points keep it balanced, and more epic looking, since it would be a platoon of Guardsman against over 100 zombies.

The more buildings you have for this the better, because it adds to the zombie theme, and it really helps the zombies out, by blocking line of sight and preventing the rage special rule.

Lastly, keep in mind, this isn't a perfect points value for everyone, because this requires an extensive amount of models, however, I find it the most fun. Here is a higher points zombie, that I don't really use, I am just throwing it out there for people who want a smaller game, but to keep the zombie theme.

New Age Zombie (infected): each model is worth 16 points and must come in units of 15-30
WS:4 BS:0 S:4 T:4 W:1 I:5 A:1 Ld:10 Sv:-

Special Rules: Fleet, Counter-Attack, Fearless, Furious Charge, Night Vision/Acute Senses, Rage, Vulnerable to Blasts/Templates, Endless Horde (see above) Horrifying (see above) Undead Mob (see above)

You'll notice the humour in calling it infected, or a new age zombie, because more and more zombies are no longer what boards where to the Karate flicks of old. It used to be zombies where totally different, I prefer the classic myself, slow shambling easy to kill. Now they are stronger when they are dead? Does that make sense to anyone? I know, they are infected... this is all an argument for another day.

Now the "infected" are a lot stronger than the zombies before, hell, these ones have fleet. These zombies will almost always win on small maps, I like that because I think it adds to the narrative. Now, you'll also take note, that these zombies no longer have the Conversion special rule I gave the old ones, that's because they are already beyond great. Now clocking in at 16 points, and with no armor save, you can expect to lose an awful lot of them.


Deployment is also key, make sure that the defender is holed up in a city block in the center of the table, then the zombie player may enter from whichever table edge he chooses.

Final words of warning, this is in no way supposed to be a competitive match, just damn(ed) good fun.

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