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The other night we played a game with an small variant. We played an scenario that had the rule zombie horde and we used 14 normal zombies and 7 zombie dogs. This can be made in any scenario, just changing some dogs for some zombies.
The miniatures we used were taken from the "zombies" game. Or you can implement zombie betsy token if you don't have the miniatures.
The dogs work like this:
1.- They can move 1 or 2 squares 2.- If a hero beats one of them, it counts as a hit. The hero not need to roll doubles. 3.- they have only one wound. 4.- The hunger rule is the same as normal zombies, just one square. If they move the first square adjacent to a hero, they are obligued to move the second square to the hero place because of the hunger.
Enjoy it!!!
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Tristan Hall
England Manchester
Google 'NinjaDorg Fantasy Quest'
Google 'NinjaDorg Fantasy Quest'
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Nice idea, might pinch this one.
 The one thing Zombies!!! has over LNOE is sheer quantity of zombies. Of course the game is bum dribble though.
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Yes, I agree on that. Also like the idea in the "zombies" game of the exploration of the city. We were also thinking how to create an LNOE scenario using "zombies" city tiles.
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ojodekuervo wrote: Yes, I agree on that. Also like the idea in the "zombies" game of the exploration of the city. We were also thinking how to create an LNOE scenario using "zombies" city tiles.
It's too bad that LNOE and Zombies! are not size proportionate together.
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Wulf Corbett
Scotland Shotts Lanarkshire
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Yeah, the Zombies!!! guys are the runts of the litter
But the dogs would work.
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ojodekuervo wrote:
The dogs work like this:
1.- They can move 1 or 2 squares 2.- If a hero beats one of them, it counts as a hit. The hero not need to roll doubles. 3.- they have only one wound. 4.- The hunger rule is the same as normal zombies, just one square. If they move the first square adjacent to a hero, they are obligued to move the second square to the hero place because of the hunger.
Enjoy it!!!
I like your idea, I was thinking on a similar thing myself.
However, I think this zombie dog is too weak, it is too easy for heroes to beat (fend off) a zombie in a fight, which would kill this dog, and 2 spaces really can't compete with a D6 for hero movement.
I would instead treat a zombie dog similar to that as a Grave Dead with the Freshly Dead ability (except add +1). In this case the zombie dog: 1) Costs the same as 2 zombies 2) Moves up to D3+1 spaces. 3) Enters play at the start of the game or when spawning new zombies, not placed with cards. 4) Start with a separate pool of 7 zombie dogs. Once killed they are removed from the game. 5) Grave Weapons can't be played on zombie dogs
This option costs the zombie player 3 dots for Grave Dead versus your way which costs 4 dots for Zombie Horde. Having separate zombie pools for them would clear up odd things happening during the game, such as 'My G-d, He's a Zombie'
I added the +1 because I feel the Freshly Dead is the weakest of the 6 Grave Dead abilities as it is and would never choose it willingly, but add a +1 and I'll take it. This works like the Freshly Dead form the Grave Weapons deck. To compensate for the +1, no zombie dog may be given a Grave Weapon (could you imagine a zombie dog with a pitchfork?).
I was tempted to go for a D6 for movement, but that may be overpowered, and I think the heroes should still be able to out run the zombies, though the zombie dogs would be on their heels
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Wulf Corbett
Scotland Shotts Lanarkshire
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While I'd agree that zombie dogs should be faster than human, I'd argue that a zombie dog should be more dangerous in a fight than a zombie human too - dogs are naturally armed, after all, and lead with their teeth.
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Our idea was to create a dog not too powerful as a Grave dead zombie, that always is part of the zombie pool. The way that Cain focuses is good, but is very similar to the grave zombies, we were trying to find something different to them. Your point, Wulf is good, maybe the dog should attack powerfully.
I think that something that messes all the concepts you said could be something like this.
1.- Movement 1D3+1 2.- attack with 2 dices 3.- 1 hit point 4.- wounded when is beaten, no need of doubles (The dog is faster and attacks harder, but is a fragile creature). 5.- zombie hunger same as explained in the beggining.
Maybe too powerful?
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ojodekuervo wrote: Our idea was to create a dog not too powerful as a Grave dead zombie, that always is part of the zombie pool. The way that Cain focuses is good, but is very similar to the grave zombies, we were trying to find something different to them. Your point, Wulf is good, maybe the dog should attack powerfully.
I think that something that messes all the concepts you said could be something like this.
1.- Movement 1D3+1 2.- attack with 2 dices 3.- 1 hit point 4.- wounded when is beaten, no need of doubles (The dog is faster and attacks harder, but is a fragile creature). 5.- zombie hunger same as explained in the beggining.
Maybe too powerful?
The 2 fight dice could make up for the wounded when beaten. But with 1D3+1 movement this zombie is still too powerful compared to the regular zombies. To be balanced to a regular zombie, which you need to do since the zombie dogs will cost the same, you may have to decide between the extra fight dice or movement.
You will have to try it all out and let us know how it worked for you.
The only thing I might add is that the zombie dog can't use weapons, that includes Grave Weapons and the zombie fight card 'Fighting Instincts' which allows a zombie to use a weapon from the hero discard pile.
As far as the card My G-d, He's A Zombie' you will just have to pretend that a townsfolk turned into a zombie werewolf!
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Zombie Killer wrote: As far as the card My G-d, He's A Zombie' you will just have to pretend that a townsfolk turned into a zombie werewolf!
Or he could be Rover/Rex/Fido? Pet of person subject to card?
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