Background
There is perhaps no zombie movie more highly regarded, more influential, and more fun than George A. Romero’s 1978 classic, Dawn of the Dead. “When there’s no more room in Hell, the dead will walk the Earth. Why do they come here? Instinct.” In a manner of speaking, these phrases—and the apocalyptic tale of survivors holding out in the remnants of a shopping mall while the planet succumbs to the living dead and the dregs of leftover human society—are synonymous with the zombie genre.
Adding a little of this flavor to your HorrorClix game is easy. One player will take the role of the zombies; the other will take the role of the survivors. The victims are people who have succumbed to the mental stress of the zombie outbreak. The zombies and the survivors will be fighting for every piece of their flesh, living or dead!
Army Size
Suggested armies (for a 200-point game):
The Zombies
· 1 Sorority Zombie (Rookie): 35
· 1 Sorority Zombie (Veteran): 45
· 2 Shambling Zombie (Veteran): 30
· 1 Zombie Cop (Rookie): 25
· 1 Zombie Cop (Veteran): 35
The Survivors
· 1 Field Agent (Rookie): 50
· 1 Field Agent (Veteran): 60
· 1 Faith Priest (Experienced): 60
· 1 Ghostfinder (Rookie): 25
Map:I suggest using the Haunted House map from the Starter Game (the indoor “mall” map from Marvel HeroClix: Infinity Challenge also works well). The House is more of a Night of the Living Dead map, but it works perfectly for this scenario because of its tight hallways.
Special Scenario Rules
The Zombie player receives double the number of actions for his or her point total; in the suggested 200-point game above, the zombie player would receive four actions per turn.
The Zombie player should grab as many victim-inhibiting plot twists as possible, and take the Nobody Gets out Alive subplot card. The Survivors player should grab as many victim-saving plot twists as possible; his or her army will be facing superior numbers, superior point values, and superior skills. Welcome to the Zombie apocalypse!
Zombie Strategy
The Zombie player needs to focus on slaying as many victims as possible, attempting to get the extra points from Nobody Gets out Alive, and hindering the survivors, of course. The Survivors have two major advantages over the Zombies: They are more mobile and they can hit from range. So Zombies should travel in packs, using tight hallways to their advantage and squeezing the Survivors as much as possible. Victims should be dealt with quickly, while taking the Survivors a piece at a time. Expect the Survivors to hunt you, and plan accordingly.
The other huge advantage the Zombie player has is the hourglass mechanic. Learning to use the hourglass effectively can make the difference between winning and losing (or a close scrape and a shutout.) Trading off actions between Zombies on their hourglasses can literally give the Zombie player almost complete control of the board despite the team’s lower team speed, but it will take a little time to master. Try a couple of dry runs before throwing down on your sworn enemy in the game store with your army o’ the dead.
Survivor Strategy
Although the Survivors are outnumbered, they are better armed and can deal with a single Zombie or two. Zombies in packs can be more problematic, so whenever possible, try to split their forces. A pack of Zombies can overwhelm a single Survivor, so don’t wander off alone! Rescuing victims should be left to the Ghostfinder, whose rather specialized skills are unfortunately not worth much now that the walking dead have overrun the planet. The Faith Priest is only marginally better off; he should be used as a second-string fighter only if necessary. The Agents, on the other hand, should be out there mixing it up with the Zombies. Keep them from getting overwhelmed, and they can make fairly short work of the Zombies.
The Field Agents’ Martial Artist power is a good “out” if the Survivors get surrounded by Zombies. Although not entirely reliable, it still allows them to worm out of close combat situations better than the average human. The Faith Priest, on the other hand, has a very powerful tool in his arsenal: Impel. Because Zombies will be spending a good deal of time on their hourglasses, the Priest can get in some solid blows while the Zombies are helpless. This is, unfortunately, going to be a fairly thankless job for him, because he runs the risk of waking the walking dead and giving them an opportunity to feast on his brains, but if it helps the team complete its larger goals, why not use him while you can?
Overall Scenario
Remember, in the Zombie apocalypse, it’s never the Zombies who are the ultimate problem: It’s the Survivors turning on each other. The Zombie player should take advantage of any weakness in the Survivors’ strategies, while the Survivors need to work as a team or they will fail.
Scenario Twist
Both players take Survivor armies, one representing the people holed up in the mall and the other representing those who would seek to steal their safety for themselves! Replace the victims with Zombies; move them like victims but don’t allow them to attack, essentially making them passive players in a duel between the living! Score victory points for each Zombie killed as well as each enemy Survivor eliminated. |