|A dreadfully boring patrol, Corporal Hardcastle was about to open up his pack of custard tarts when Pvt. Peacock spotted the zombie Krauts.|
|With the action finally heating up, the Tommys find themselves facing a steady stream of undead.|
|Bloody hell! As one wave is dispatched, another arrives to take its place.|
|The best kind of officers, Hardcastle and Lance Corporal Deacon join the battle with fists and cold steel! Look at how they turn their backs to the submachine gun armed Axis officer.|
Some thoughts on the game:
- Using dice to determine location and the number of zombies greatly impacted the game. Where as with cards, you cycle through the encounter deck, thus guaranteeing you will have each of them once per pass through the deck, with dice there's always a 30% chance of having a "no encounter" result. And I had more of those than I would have liked.
- Removing zombie saving throws sped things up as hoped hoped, but I'm not sure whether or not the tension was sacrificed as a result. It's hard to tell in light of the previous issue.
- On the other hand, my "order of operations" greatly simplified zombie turns. In the last game i'd examine each, try to determine best action, etc. With my simple list it was a matter of a quick glance and then applying the orders.
- Two submachine guns went a long way towards ensuring my squad's survival this time out.
- I should have added a rule for the Axis officer to bail if he is unable to knock out any opponent after he takes damage the first time or if he's reduced to 1/2 or less hp, he'll retire from field. As it was, he dealt some damage, but within range of my entire squad, and with a lack of zombies to distract me, it was a simple matter to take him out.
* provided by Google's translator