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Post by caboose on Oct 25, 2009 18:32:19 GMT -5
Hey guys post up, mine will come later, I have to get working on homework.
Shane
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Post by Stickem1 on Oct 25, 2009 19:56:17 GMT -5
It was all great, sling some bb's, hunt zombies, and get turned once in a while. I send mine later.
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Post by caboose on Oct 26, 2009 9:40:26 GMT -5
Ok, First Scenario: It was supposed to be a quick game, small force of zombies (designated by yellow z-rags) set an ambush for the humans. Hit rules were that once you were hit, you would switch sides by putting on a z-rag (or taking it off) and retreating from the hot zone. These rules were not followed due to confusion, and the game ended extremely quickly as the humans overwhelmed the zombies. We decided to redo the game, and balanced the teams a little numerically and repeated the scenario. This time it lasted a lot longer, but the humans were still able to overcome the zombies. Second Scenario: This scenario was a bomb planting and egress scenario, with the target being a zombie-making chemical plant in Taco. The bomb was a 2x4 with a timer on it, and the detonation time was 15 minutes, with evac taking 20 minutes at a gnarly tree on the top of the hill, just over the stone wall. The first time the scenario was run it was not specified that only one player per five minutes could be turned, and so the humans overwhelmed the zombies and the game was pretty much over. However, after clearing up the rules, we tried it again, and it went much better. The humans successfully armed and defended the bomb for the fifteen minutes, but some of their forces decided to go on a zombie-hunting patrol (we told them it was a bad idea!) and the zombies were able to turn a few of them in the time period, and start to mount a resistance. Once I saw that we had 30 sec left and heard the zombies moving forward, I gave the order to egress at max speed towards the evac point. Zombie Greg was in our path, complicating matters, but he decided to wait on his friends and we were able to reach the evac point. From there we were able to execute all zombies, winning the scenario. This was an interesting ending, because at one point there were only 4 humans, and I believe 6 zombies, but they came up singly enough that we achieved superiority of numbers pretty soon. Conclusion: All in all, I enjoyed the game immensely, it was tiring, but fun. I think the rules were a bit confusing at first, but once we got them ironed out the gameplay really improved. Balance between humans and zombies seemed to be an issue, the humans rarely had problems wiping them out. This was an interesting change of pace, and it allowed for me to work with a lot of different people, which I know will make me a better player. I also liked how the gameplay forced you to make tactical judgments on your own, without just listening to a CO, and to have to make those judgments quickly as situations and teams changed dynamically. I think this kind of game could serve as a valuable tactical exercise, although I don't think it's something we'll want to do often.
Shane
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Post by cutlasslord on Oct 26, 2009 12:29:33 GMT -5
I'm not really gonna do a full AAR but I kinda wanna echo what a few other people said in the AAR on the field. I really like how this game forced you to quickly adapt your tactics and re-evaluate the situation on the field upon getting hit and changing teams. I was impressed with how quickly everyone was able to do that. For the most part I think we all jumped in with both feet and just rolled with what needed to be done. Like every one else, I would like to play this kind of scenario more but not regularly. It could be interesting to do a shorter game like the ambush exercises we did using similar hit/team change rules just for the practice of having to constantly re-evaluate your situation.
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