Wednesday, April 17, 2013

Part 2 - turns 11 - 20 ATZ Haven Protection Scenario

Here's the next set of turns:

Turn Eleven - Zombies are just milling around and the guard takes the advantage and kills some more


Turn Twelve - Zombies still doing nothing so the guard takes out some more.


Turn Thirteen - Zombies finally move and it catches the guard off balance.   Luckily none of the zombies are close enough to attack they just move closer.





Turn Fourteen - Double 3's for activation and a vehicle is ready to enter and the repair crew manage to connect the new wire

Turn Fifteen - Guard acitivates only and cuts down some more zombies and the boom is coming down to move the repair crews vehicle.



Turn Sixteen - Double 5's no event no activations.

Turn Seventeen - The guard activate first and the boom is down ready for the truck to move and they manage to knock down a few more zombies.  Durning the zombies move they attack and wound the SAW gunner and force the Team Leader to cheat death to save his life. During this a civilian car pulls up and the guard orders them to get out of the area which they happily agree with.




Turn Eighteen - Luckily the zombies don't activate so the guard can pull the wounded gunner into the vehicle and then open fire and melee the zombies.   The guard team leader was so upset with the last combat and cut down the zombies facing him while the driver for the repair vehicle finally gets up and moves the vehicle to the next pole.


Turn Nineteen - Zombies are still milling around and the guard attack but one runs out of ammo at the worst time.  The repair crew starts to raise the boom for the repair.




Turn Twenty - Zombies still can't figure out what to do but the guard can one reloads and the other fire while the repair crew move the boom into position.


This ends this installment find out how the guard and repair crew finishing up in the last part coming soon.  Hope you enjoy this action and much as I did playing it.   Gary


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