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"ZONA ALFA: Refinery Number 3" Topic


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Action Log

12 Aug 2019 10:14 p.m. PST
by Editor in Chief Bill

  • Removed from Getting Started with WWII board
  • Changed starttime from
    12 Aug 2019 5:45 p.m. PST
    to
    12 Aug 2019 5:45 p.m. PST

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Personal logo Dentatus Sponsoring Member of TMP Fezian12 Aug 2019 5:45 p.m. PST

Raid on Refinery Number 3

Large ZONA ALFA game last Friday night as a handful of the Cape Cod Wargame Commission met for Chinese take out and a quick salvage run into the Exclusion Zone. Other Pat managed to break away from baby duty to join Max, John, myself, and a visitor from Virginia, Drew K for a few hours.

Three Hot Spots with salvage. (I use dummy 7.62 rounds to mark the objectives.) Two commanders with three squads per side. Each squad was comprised of a Veteran Leader and two Hardened Troopers, with RPK and Sniper specialists in the mix.

We set a 6 Turn Limit and this being a demo game, the unit compositions were identical. The Zone Hostiles pre-determined also: Rats, Zombies and a Blood Sucker.

Turns One and Two unfolded in a very straightforward manner; each side advanced across a wide front with squads homing in on the objective areas dead ahead. The chatter of AK's echoed across the deserted base as squads traded fire.

Along with the rifle rounds, Max and Drew threw bolts to trigger the Hots Spots. The intention was to have the Zone Hostiles spawn closer to Other Pat and John's crews to keep them busy while they rushed in and claimed the loot. A good plan that only half worked.

On one side, Rodents of Unusual Size popped out from behind a dumpster on the wrong side of the concrete wall and headed straight for Drew's squad leader. Oops. Bad throw, comrade.

Meanwhile in the refinery a pack of Zombies lurched out of the shadow of an oil tank and began shuffling toward Other Pat's crew. Fortunately for him, his trooper had remembered to bring grenades.

A sweet underhand lob nabbed all four of the zombies but while Other Pat and John dealt with the undead, ( and a lucky burst of AK fire) Drew and Max scrambled in and claimed the salvage. Eyes on the prize, gentlemen.

That was the turning point. With the hour getting late and two out of three objectives claimed, everyone decided to call it quits for the night. Good game all around.

Many thanks to Other Pat's wife and newborn daughter who let us borrow him for the evening, to John and Max for gaming twice in one week. (oh, the sacrifice!) and Drew K for spending precious vacation time to hang out, roll dice, and push toy soldiers around the table.

More info and pictures at: link

Ragbones12 Aug 2019 9:07 p.m. PST

Terrific looking scenery and figures! Thanks for posting!

Random Die Roll Supporting Member of TMP13 Aug 2019 2:04 a.m. PST

That is a great looking table!!

pzivh43 Supporting Member of TMP13 Aug 2019 5:10 a.m. PST

Looking good! Do you have rules for anomalies?

Frederick Supporting Member of TMP13 Aug 2019 9:47 a.m. PST

Nice looking AAR – thanks for sharing

Personal logo Dentatus Sponsoring Member of TMP Fezian13 Aug 2019 10:39 a.m. PST

Thanks all. I want to capture that dread, that decayed industrial, vaguely Soviet atmosphere.

Anomalies – Yes, the more dangerous the mission area, the higher chance of encountering them. But… because ZA is a "generic, Eastern European post-apocalyptic setting", they're very abstracted. I don't want to step on IP toes.
However, there's nothing to stop a player from House Ruling more specific types into their games.

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