Defend the Manor House
This was our 3rd or 4th try on this. We gave the heroes their pick of buildings (garage, hospital/airplane hangar, police station/church, gun shop) and heroes (Father Joseph, Nurse Becky, Sheriff Anderson, Johnny, with Sally coming off the bench). After failing by turn 5 or sooner on the prior tries, the heroes finally had a good outlook. They basically had full control of the game from beginning to end. The main method they used was, Sheriff Anderson had the shotgun and I can’t remember, maybe a hand weapon? All I know is, I remember him running into the manor, drawing a bunch of zombies to him, surviving the fight, running away, and blowing away clusters of zombies with the shotgun. He did so repeatedly, rarely taking a wound. The heroes threw some gas into the equation as well on 2 occasions, the latter of which with Jake sacrificing himself.
The heroes had fully cleared the manor of zombies and were in no danger of losing through having 9 zombies in the house. On the final turn, with 3 heroes dead, the zombies used 2 SHAMBLES to launch a desperate attack on the lone, weaponless Sheriff. With 1 wound and facing 2 zombies, the sheriff just had to survive the 2 fights for a hero win. He didn’t, and the heroes have still gone winless in this scenario, though we at least see that it can be done.
I liked this the best of the GROWING HUNGER scenarios. The heroes had some lucky movement rolls, and basically ran around the board with weapons, putting out zombie “fires”. The zombies then destroyed 5 buildings, which included using a very cheap destruction of the freezer in the grocery store (a 1x1 building). The heroes still had a pretty good situation until the Plant got “Taken Over”. Amanda was the only one close enough to stop the zombie destruction of the building. She rolled a “2,” not enough to stop the zombies from destroying their 6th building. We re-played it from that point with Amanda getting the roll she needed, and the heroes went on to win. So like the “Manor House” scenario, this one came down to a single die roll.
I didn’t like the cheapness of the zombies taking the 1x1 building. I wouldn’t play this scenario again with any 1x1 building, or would count them as “rooms” that can’t be destroyed.
Burn It To the Ground
I forget the exact name, the one where you burn down the Manor House. This was kind of a weird game. There was actually very little conflict or blood. The heroes ran around the board, picked up gas, and doused 3 of the 4 spawning pits. No hero was killed and in fact few wounds were inflicted. Similarly, few zombies were killed. They just couldn’t catch the heroes, who kept getting solid movement rolls. But the zombies pretty well staked out the Garage while the heroes searched fruitlessly for Gas (or even a “Just What I Needed”) in other places. The heroes were healthy and armed, but just ran out of time.
Finally, a win for the heroes. I don’t know what others’ experience has been but we found this one to favor the heroes slightly. It didn’t help that the zombie player had awful spawning rolls. The heroes spent much of the game just not having to face many zombies. They pretty much rolled through 3-4 plague carriers with little resistance. Towards the end of the game, for the big showdown, a “Rotting Bodies” card actually seriously undermined the zombies, taking away zombies from the final stand and delaying the inevitable for one turn. Furthermore, with the 2-space Zombie Hunger in effect, the heroes were effective in luring the Plague Carriers from their safe spaces in the buildings and typically blowing them away with ranged weapons (2 hts per Plague Carrier).
I assume Plague Carriers, despite having 2-space “Zombie Hunger, only move 1 space.
- Last edited Mon Nov 30, 2009 11:04 pm (Total Number of Edits: 1)
- Posted Mon Nov 30, 2009 4:04 pm
Tom Dohrn Jr
Nice session work, but wanted to correct a few things for ya. Zombie Plague carriers DO move two spaces. We originally played the scenario like you, and it was horrible. It was easy for heroes to stay two spaces away, with the plague carriers moving only one, and lead them wherever you want. If they can actually attack from two spaces, it becomes more challenging.
If you look at the LNOE rulebook, pg 10, it defines Zombie Hunger, stating that the zombie must move into the hero's space if adjacent. Since plague carriers are affected by zombie hunger from two spaces, this just means they move into the heroes space from two spaces away. Hope this helps!
The other thing is that the freezer DOES NOT count as a building. Only locations with the numbers for determining random buildings count as buildings.
- Last edited Tue Dec 1, 2009 12:52 am (Total Number of Edits: 1)
- Posted Tue Dec 1, 2009 12:45 am