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3,023 hits since 10 Oct 2014
©1994-2024 Bill Armintrout
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Moe the Great10 Oct 2014 9:03 a.m. PST

The Game: Battle Of Yonkers
Scale 15mm
Rules Flames of War (Modified)
Players 5
Zombies 1,105 (actually 9.2 million, but we only have 1,105 on the board at any one time)
The board, 4' x 6'. (Of which the zombies cover a 6" deep line that goes the entire width the of the table)

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Here is the layout of the table, The zombies start on the far end coming off of the jammed parkway.
There is a residential area with park, a junkyard and some trees. IN the middle of the table is a city center and on the end is industrial buildings.
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Initial deployment: The Troops setup at the edge of the residential area 20" from the zombies.
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Zombie First move: The zombies move 6" a turn. If they roll a 5 or a 6 on their turn they get an extra 4" move that turn.. Or "Zombie Tide" move.
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First round of shooting. Not a bad round but most of the troops are still out of range.
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Stand Your Ground
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Pull Back: Early on Bill pulls back to create a kill zone between buildings, leaving Sammy's troops alone.
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Police guarding the flanks. Mike covers Eric's flank.
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Zombie Turn 2 Getting closer
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Now in range of his troops, the zombies lose 4" after Eric and Bill have some good shooting.
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The front ranks get decimate.
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Zombie turn 3 The tide continues – getting close to Sam. With Bill pulled back Sam can't pump enough fire into the Zombies.
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A few stragglers get close.
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Artillery lands right on target.. (Kills 3, out of 18 targeted)
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Another round of shooting and the tide is pushed back(ish)
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The right side and middle pull back. The zombie front surges to fill the void,. Only Eric stays in his dug in positions.
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With most troops on the move and shooting reduced, the zombies are mostly left untouched, except on Eric's side.
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But that doesn't last long. The zombie finally get their Zombie Tide extra move. (Think Storm Trooper move in Flames of War) and go and extra 4"
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After Eric's defensive fire the numbers dwindle but he is unable to stop the assault.
2 stands fall and the rest pull back. All military forces take a morale check and in two units their moral is lowered.
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Another artillery barrage has little effect. and another round of shooting only make s small dent in the front. The only bright spot is an Abrams tank that runs over 8 bases before throwing a track. (It happens when you get enough Zombie bodies stuck in your wheels.)
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The zombies surge forward again right into Bill's crossfire.
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After a round of shooting the zombies still manage to break the line and bring down a base of troops.
Bill pulls back to consolidate his line.
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The Troops pull back again and continue to bring down zombies,
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It just doesn't seem to be enough.
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After another Zombie Tide move Eric's troops are in danger again. Jim's troops in MOPP level 4 are nearby to lend supporting fire.
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But it's not enough and Eric falls back again.
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Sam and Bill are running out of room.
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At this point in the game most of the troops are at Half Ammo which means Half Fire Power.
The left and right sides have falling back with Jim and Bill in the middle holding their own.
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Eric's Bradley, low on ammo, decides to use the zombies as a speed bump and does some major damage before bogging down.
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Jim's sniper is surrounded and left to his own devices…..
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Eric and Jim fall back to the industrial complex. They try to make their last stand while their ammo runs out.
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One of Sam's company's run out of ammo and leave the table, his second falls back behind the fence and makes a last stand.

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Mike's police join Sam behind the fence, while Eric and Jim's troop fail morale checks and leave the table. Bills troops (in the middle) hold are starting to get surrounded. 3 out of 6 companies have left the table and the rest are at half ammo.
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It is at this point the game is called.
The troops have destroyed 315 bases, over 1,500 zombies, which is the record so far on this table. The game itself started late and I am sure they could have made it another couple rounds before zombie numbers and their morale checks ended the game.
To simulate the book, morale tests were required more and more as time went on and people started falling back, also after a set time, at the beginning of each round the troops had to roll for ammo shortages. This is what usually gets most players and is something that starts to multiply as the rounds go on. On rounds where artillery is used, we roll to generate zombies from the building behind the troops, in the past this was an issue but Mike and his police forces mopped up the stragglers with no problems.
The key to the game is teamwork. If you don't work together and one side starts to run away too soon or doesn't have sufficient support with attack the game can end in just a few turns after initial contact.

skinkmasterreturns10 Oct 2014 9:33 a.m. PST

Very cool.I'm puzzled as to why some sort of anti personnel weapons arent dropped via air to thin that herd considerably.After all the target is dense enough.

Mardaddy10 Oct 2014 9:39 a.m. PST

Because the focus of the game and the limitations decided were based on a chapter in a book – if the book had that, the game would have included it I'm sure.

Moe the Great10 Oct 2014 10:03 a.m. PST

As in the book, there are things that the US troops COULDN't do. They couldn't use the buildings as a defense, (Go inside or on top) I was nice lettings the snipers do it. They couldn't setup barriers to slow down the zombies etc.

Mr Canuck10 Oct 2014 10:16 a.m. PST

Cool! That's the first game I've seen, where the "Zombie Horde" actually looks like a ZOMBIE HORDE!!

dagc5410 Oct 2014 11:14 a.m. PST

very impressive

War Monkey10 Oct 2014 1:54 p.m. PST

All I can say is "WOW!" :0

goragrad10 Oct 2014 2:24 p.m. PST

Interesting!

The big e10 Oct 2014 2:40 p.m. PST

It is a fun game and for the first three turns my troops were killing the hordes. Then it gets ugly. My troops were under pressure continually after the first zombie tide. No matter what he says…shawn will run this again….and when he does…..play it!!!!

Vampifan0111 Oct 2014 2:15 a.m. PST

That really was superb! Many thanks for sharing.

Moe the Great11 Oct 2014 6:07 p.m. PST

All right, I'll run it at cold wars. :) I just have to make it better. Now does rebel minis carry the other 91,999,000 zombies I need?

PeterH13 Oct 2014 7:19 a.m. PST

I believe in Yonkers !

zoneofcontrol13 Oct 2014 5:27 p.m. PST

Moe-
"Now does rebel minis carry the other 91,999,000 zombies I need?"

And how many table will you be needing to put on the game? The way I figure it you'll need enough to start in the Distlefink, go out the door through the Ballroom Foyer, down the hall, around the corner out the door to the Tennis Barn. From there it will stretch out to Rt. 30 and continue all the way to Gettysburg to the Eisenhower Resort's Allstar Complex.

capncarp13 Oct 2014 5:57 p.m. PST

Hey, which van has the Atomic Demolition Munition in it? And you'll need a not-Bruce Willis figure with the mandatory must-manually-detonate-this-mother switch in hand!

Moe the Great13 Oct 2014 7:08 p.m. PST

ZOC, So you're saying its possible? I do miss Gettysburg. (Not the Eisenhower, just Gettysburg)


:)

Deadone13 Oct 2014 8:46 p.m. PST

Crazy. That's truly a horde alright.

Conrad Geist16 Oct 2014 4:11 a.m. PST

Wow! What a game!

MKGipson16 Oct 2014 7:58 a.m. PST

Let us see here…1105 zombies take up 1/2 a foot of table so 9,200,000 zombies take up how much table at the same width? 1105 divided by 6 inches…carry the 2…. ;)

Rounding up a little you need 4,165 feet of table to fit 9.2 million zombies…approximately. That's 1269.5 meters.

The first turn's zombie movement would take a while…

Moe the Great18 Oct 2014 5:53 a.m. PST

Actually you just take the back 4" of the horde and drive them the 1269.5 meters to the front.
Instead of moving them all forward.

Easy peasy, and then drive back the next turn to get more.. :)

How much would they cost.. Hummmm

Gaz004519 Oct 2014 4:26 a.m. PST

Wow…….even missing the 9 million others, that is a HORDE……..I thought I was doing well with 230 odd based and painted………

Moe the Great30 Oct 2014 11:53 a.m. PST

For anyone interested, I will be running this game at Clod Wars 2015.

MKGipson20 Nov 2014 6:39 a.m. PST

[Thread necromancy powers – ACTIVATE]

Hmmmm – cost for 9,200,000 15mm zombie miniatures?

A little math suggests that it would be from $6.5 USD million dollars on the high end to $5.1 USD million on the low end.

That is based on purchasing prices for much smaller groups of figures. There could be volume discounts.

Of course, I do not know how long it would take Khurasan or Rebel minis to produce 9.2 million 15mm scale modern zombies. Painting them would take a tad bit of time too.

Oohh, wait! Basing! Well, that would be $92,000 USD in pennies – so maybe washers would be cheaper. I'd still guess you'd be into around $75,000 USD to base all 9.2 million figs. Another $20,000 USD or so in paint and brushes.

Hmmm…got to figure out how to get my wife to approve an increase in my gaming budget.

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