I played out another play test of the 'BAZ' game this morning and the results were a lot better... well better for the zombies.
|Zombies move in close to a commando. His fires at them, killing one.|
|The zombies move in on the closest commando and attack him. Lucky for him he dodges their attack.|
|During this activation the attacked commando moves (read 'runs') away to a safer position, with the zombies close on his heels.|
Zombies spawn on a roll of 5+ : I tried this in the last game and it works well. Enough zombies appear, but not in ridiculous amounts.
Stuns: hits that don't kill stun the zombies, removing their action for the turn. This helps balance the game a lot and gives the soldiers half a chance at surviving, but needs to be modified slightly.
Things to work on:
Stuns: I will roll at the start of a zombie's move to remove the stuns. If successful the zombie still gets to act. I found that stunning the zombies and having them automatically act the next turn gave them too much of a benefit. Having them make the test and then lose their turn didn't work either, as they did nothing and removed the tension. By having them make the test and then able to act should balance this out.
Zombie kills: at this stage a zombie is only killed on a 6. I might try playing on a zombie being killed on a 5+ and see if this balances the game or makes it uneven. I will try the new stun system first before changing the zombie kill rule, as the stun rule may do the job needed.
at lot more scenery will also change the game. At the moment the commandos have a clear line of sight and can fire at maximum range. Add in walls, buildings and plenty of cover, the zombies will be able to get a lot closer before the action starts.