Axis and Allies Zombies!



  • Has anyone considered an Axis and Allies Zombie mod?
    Just started thinking about it the other day, no real rules, but thought it might be neat if the losses from combat rose again as zombies.



  • Not really historical accurate, but I’ll try it.  :mrgreen:


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Well i have played this option, except we used giant ants ( plastic) which multiplied and everybody had to fight.

    You can buy that “bag of zombies” product and have them spawn each turn. Post some rules on this. Id like to see what you come up with.



  • @Imperious:

    Well i have played this option, except we used giant ants ( plastic) which multiplied and everybody had to fight.

    You can buy that “bag of zombies” product and have them spawn each turn. Post some rules on this. Id like to see what you come up with.

    Haha I once we played with Godzilla (oh wait someone just stepped on the bored!)

    But really I once played with ghostbusters!

    America get 4 infantry that can suck in all infantry even ally ones.

    I don’t know why I did that though.



  • The biggest issues I see are dealing with air and water.
    I thought about rolling a die after X turns.  The unlucky player, based on the roll, has a biological weapon miss hap and all of their troops turn into zombies.

    All units are replaced with zombie units.  Attack of 2, defense of 1, move 1.
    Any enemy losses during combat with the zombies become zombies.

    In addition new zombies are created much like the Chinese infantry rules, but new zombies cost 5 IPCs.  All I’ve got for a first shot.



  • @valthonis:

    The biggest issues I see are dealing with air and water.
    I thought about rolling a die after X turns.  The unlucky player, based on the roll, has a biological weapon miss hap and all of their troops turn into zombies.

    All units are replaced with zombie units.  Attack of 2, defense of 1, move 1.
    Any enemy losses during combat with the zombies become zombies.

    In addition new zombies are created much like the Chinese infantry rules, but new zombies cost 5 IPCs.  All I’ve got for a first shot.

    Can they die?



  • Oops, yes, the zombies can be ‘destroyed’ through normal combat rolls.  Zombies do not rise again as new zombies, they are simply destroyed.

    So it may seem odd to have a tank be defeated and rise again as a Zombie, but think of it more of the guy(s) that were in the tank.  🙂

    Still not sure what to do about naval and aircraft.  I mean if the zombies broke out in the US, they could be left alone by the rest of the players and the US player would get pretty bored.  If they sent planes over to attack the zombies, how do the zombies attack the planes?  Otherwise the players would just stock up on fighters and bombers and have no resistance.



  • @Dylan:

    Not really historical accurate, but I’ll try it.  :mrgreen:

    well actually Canada had zombies in WW2

    #610



  • Version 0.1:  Playtesting still needed.

    Starting on the 4th turn, roll a d6 for each faction/nation in succession.
    -On the 4th turn, a roll of 6 is needed
    -On the 5th turn, a roll of 5 is needed
    -On the 6th turn, a roll of 4 is needed…etc

    The first faction/nation to roll the required number is subjected to a zombie infestation.
    All units, infantry/armor/mech/artillery/fighters/tac/bombers are all replaced by zombies at a 1:1 ratio.

    Zombies have the following stats:
    -Attack 2
    -Defense 1
    -Move 1

    Zombies have a special Zombie Pathogen, an air/water-borne pathogen that allows them to attack aircraft and submaries at a reduced effeciency.  Attacks at 1 against fighters/tac/bombers and submarines.

    In addition, Zombies are tireless and have no need to breath and can thusly traverse bodies of water with a haphazard walk/swim across the bottom.  Surface ships cannot attack the zombies due to their small if non-existant sonar signature, submarines loose their first strike ability due to their inability to acurrately target the zombies at range.

    Zombies do not collect IPCs, rather they gain new zombies by two means.
    1.  Every two territories under Zombie control can build one Zombie. If they count an odd number, the fraction is lost. Placement allows one Zombie placed in any Zombie controlled Territory, in example; if you gain 3 Zombies, you can place them anywhere you control, just not in the same place.

    2.  During combat, any and all enemy losses are replaced by new zombie forces after all combat is resolved.

    Win factors:
    Zombies win by infecting the world.
    Zombies loose by being wiped out by the rest of the world.

    Zombies! do not override the existing Axis and Allies win factor rules.  Axis is still versus Allies.  Zombies are tossed in as the monkey wrench to the game.   :evil:


  • 2020 2019 2018 2017 '16 '15 '14 Customizer '13 '12 '11 '10

    There was a movie called Shock Waves made in the 1970s about SS zombies (http://www.imdb.com/media/rm1259773184/tt0076704), so it might provide a bit of inspiration for this proposed A&A variant.



  • @allboxcars:

    @Dylan:

    Not really historical accurate, but I’ll try it.  :mrgreen:

    well actually Canada had zombies in WW2

    #610

    Grr.



  • @Dylan:

    @allboxcars:

    @Dylan:

    Not really historical accurate, but I’ll try it.  :mrgreen:

    well actually Canada had zombies in WW2

    #610

    Grr.

    Perhaps you should see the vet about that condition.
    Or at least wiki before you reply…

    … here I’ll give you a hint: NRMA.

    #616


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    I think the Zombies should start in Canada since they called Canadians “Zombies” in WW2.

    http://www.time.com/time/magazine/article/0,9171,803496,00.html

    http://www.canadianzombies.com/home.html



  • run away and cry in my room  😢 😢


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    id also like to see ‘boss zombies’ like that movie “Land of the dead” remake.

    They would allow more advanced zombie tactics like moving over water, or directed attacks.

    Otherwise it should be a bezerker type movement system …. ( totally random)



  • @Imperious:

    I think the Zombies should start in Canada since they called Canadians “Zombies” in WW2.

    Well obviously not in Ottawa.

    Not enough BRAINS!!!  :evil:

    Problem is how do you capture that feel of the relentless advance of zombies closing in when standard infantry already move at 1??  hmmm

    #617



  • Axis & Allies & Zombies (WARNING: This has NEVER been play-tested!  Proceed at your own risk!  The Z to Civ ratio may need adjusting.)

    Materials:

    • Zombie figures (a Z, or Zs)
    • Civilian Family figures (a Civ, or Civs)
    • extra chip counters, or some way to track a lot of Zs and Civs on the board.

    Setup:

    • Each Territory gets Civs = to it’s IPC value.  All grey Neutral Zones get 2 Civs, Except Sahara Desert and Himilaya get 0.
    • Set up board as normal for each nation.
    • The Outbreak:  Randomly choose a territory, roll 1d6, and that many Civs in that territory are removed and become Zombies at a ratio of 4 Zs for 1 Civ. (1 Family = Mother, Father, and 2 kids)  If the roll is greater than the IPC, the territory owner takes casualties, like during combat, and remove units in that territory and replace with Zombies until the roll is reached or there are not more units left.  Note: to make things interesting, try randomly choosing a Victory City.

    Combat Movement:

    • Zombie Automated Attack: Zs must do a combat move into an adjacent territory if it has any Civs and there are no Civs in it’s current territory.  If more than one qualify, evenly distribute Zs between them and randomly distribute the remainder into those territories.  If there are Civs in the current territory, each Z in that territory rolls 1d6 and on a 1 removes a Civ and adds 4 Zs to that Territory.
    • For each Z that enters a territory that contains one or more Civs, roll a special opening fire shot and for each hit (2 or 1), remove a Civ and add 4 more Zs.  These new Zs do not get to do this, but do participate on the Battle Board.
    • Zs have a movement of 1 and can move into into Grey zones and into an adjacent Sea Zone if it has a navy. (Stop laughing.  To make things more interesting, I am assuming that all navy ships in a sea zone adjacent to a land territory are docked and trying to help the Civs.  If you want your Navies safe, you must have them in a Sea Zone that is not adjacent to a land territory.)  Zs can only attack a SZ when moving from land, so Zs already in a water zone at the beginning of a turn are submerged and cannot attack or be attacked.
    • Zs can move from a Sea Zone to a land territory for an attack.
    • Everyone can attack into Grey zones.
    • Players attacking a zone with one or more Players and/or Zs present must declare who they are attacking.  It can be just one, or some, or all in that territory or zone.

    Combat:

    • Civilians are 0/0 and may not participate in combat.
    • Zombies are 2/1, casualties caused by zombies are removed from the battle board and that many Zombies are added on to the battle board immediately at a ratio of 1 Z for every 1 Infantry and Artillery, 2 Zs for all others.
    • All Military units are 1/1 vs. Zombies (You need a critical head shot.)

    Non-Combat Move:

    • Civs have a movement of 0.  However, you may move a Civ in your control by using one of the following units that has not participated in combat this turn:  Infantry, Artillery, & Tank. (it escorts the Civs)  Bombers can transport 1 Civ if it has not participated in combat.  The unit moves the Civ according to that unit’s movement rules.  Transports treat Civs like Infantry. (2 or 1 and something else)  Carriers can move Civs like transports and can carry 2 Civs instead of 1 Fighter.  (4 Civs or 2 Civs and 1 Fighter)
    • Zombie Automated Move: Zs That have not attacked this turn move in the following manner:
      • Zs will stay where they are if there are fewer Zs than the IPC value of the current territory plus 1.
      • If there are more than the IPC value plus 1, the extra will move to an adjacent land territory that has the fewest Zs.  If more than one qualify, evenly distribute them between the territories and randomly distribute the remainder.  If no land territory has less and an adjacent Sea Zone is empty, then move the extra into the Sea Zone.
      • If Zs are in a Sea Zone, randomly move them 1 in any direction, SZ to SZ or SZ to land territory.
      • Zs beginning their turn in a SZ are submerged and cannot attack or be attacked.
      • Zs may not use the Panama Canal or the Suez Canal.  They must cross over the land.
      • Zs that move into a SZ that completely surrounds an island are considered to be on the island.

    IPCs:

    • Each Nation may collect IPCs from their territories based on how many Civs are in that territory.  Zs do not collect IPCs.  All IPCs given to them are lost.

    Additional Rules:

    • The turn order is:  Russia, Germany, Great Brittan, Japan, US, Zombies.
    • A country that has no Civs or Units under it’s control is eliminated.
    • Only one nation can own a territory.
    • Zs cannot own territory.
    • The owner of a territory controls all the Civs in that territory.
    • The first player that is eliminated becomes the Zombie Player (ex: Zombie Churchill) and may ignore the Automated Attack and Move rules and may move and attack as they see fit.
    • Zs do not collect IPCs and cannot research Tech and cannot build units.
    • Zs cannot cooperate with other players.
    • Axis and Allied nations may cooperate with each other if they choose to up an to the point that they choose not to.
    • Zs win the game if all other players are eliminated.
    • Players win if they have met the normal win conditions AND all Zs are eliminated.
    • Factories can only produce as many units up to and including the number of Civs in the same territory.[UPDATED: 7/14/2010]
    • Factories can be removed from the board, “demolished & salvaged”, for 1 IPC. (This is to allow players to get around the no more Factory models rule) [UPDATED: 7/14/2010]


  • @allboxcars:

    @Imperious:

    I think the Zombies should start in Canada since they called Canadians “Zombies” in WW2.

    Well obviously not in Ottawa.

    Not enough BRAINS!!!  :evil:

    Problem is how do you capture that feel of the relentless advance of zombies closing in when standard infantry already move at 1??   hmmm

    #617

    Just keep em out of BC!



  • Just keep em out of BC!
    Don’t worry about the zombies we have the newfies!



  • Please, let me know if you try the Mod I suggested above.  I am very interested in hearing how it worked, what was good about it, and what was bad about it.  8-)



  • Personally I think the civilian tracking is unneeded.
    If zombies win and control the territory they get 2 zombies per IPC rating of the territory to reflect the civilian population being infected/taken.  Yes that does mean that some of the bigger territories will hurt, Japan for example would generate 16 zombies if it fell.  Though makes sense as generally higher IPC rating indicates a higher number of population.  Make use of the originating IPC value of a country in the case of US or others that get income boosts.

    Then reduce the combats losses to just 1 for 1.  Tank, mech, etc, all end up being 1 zombie.

    There are three types of models available from the Zombies!!! game.  I suggest the following rules/stats for them

    Regular Zombies:  Attack 2, Defense 1, Move 1 (Can engage air units with ‘Zombie Pathogen’)
    Zombie Babes:  Attack 1, Defense 2, Move 1 (Can move across water at Movement 2 and engage navel units)
    Zombie Dogs:  Attack 1, Defense 1, Move 2 (Can blitzkreig like tanks)

    All are equal in cost, IE you get to place 4 zombies, it can be any combination of the above.

    Also remove the zombies random movement and make it more interesting.  Have each player roll a d6 on the zombie phase, the highest rolling player gets to play the zombies.  Attacks if possible must be made, IE can’t just keep the zombies standing at your border and not attack just because its you, but if you have more than one option you pick.  Non-combat doesn’t follow this as zombies like to shuffle around mindlessly when not attacking.


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    http://www.boardgamegeek.com/boardgame/62871/zombie-dice

    This game uses dice that might make it fun to determine combat and movement results for the zombies.

    each zombie rolls one die

    Roll ‘brains’ and the army attacked loses one unit

    Roll ‘shotgun’ and one zombie dies

    Roll ‘feet’ and you can retreat or move a zombie. Only units that roll the ‘feet’ can move

    Buy what they call “bag-o-zombies” ( about 10 bucks)

    You need to make “boss zombies”

    These would have a token under the unit. The benefit of these is they can roll green dice

    Zombie production: each IPC = 1 zombie produced, Boss zombie can be replaced if lost only if you got a 3 IPC or greater territory under control.

    Zombies start in: Canada, Argentina, Sahara, Himalayas

    starting deployment: 6 in each territory, plus 1 boss zombie in each

    Zombies start the game before all players and production/builds are placed based on the current turns captures.

    Example: Zombies take eastern USA and Italy, so at the end of their turn they collect number of new zombie baby’s equal to IPC…. all before Germans turn.



  • @Imperious:

    http://www.boardgamegeek.com/boardgame/62871/zombie-dice

    This game uses dice that might make it fun to determine combat and movement results for the zombies.

    each zombie rolls one die

    Roll ‘brains’ and the army attacked loses one unit

    Roll ‘shotgun’ and one zombie dies

    Roll ‘feet’ and you can retreat or move a zombie. Only units that roll the ‘feet’ can move

    Buy what they call “bag-o-zombies” ( about 10 bucks)

    You need to make “boss zombies”

    These would have a token under the unit. The benefit of these is they can roll green dice

    Zombie production: each IPC = 1 zombie produced, Boss zombie can be replaced if lost only if you got a 3 IPC or greater territory under control.

    Zombies start in: Canada, Argentina, Sahara, Himalayas

    starting deployment: 6 in each territory, plus 1 boss zombie in each

    Zombies start the game before all players and production/builds are placed based on the current turns captures.

    Example: Zombies take eastern USA and Italy, so at the end of their turn they collect number of new zombie baby’s equal to IPC…. all before Germans turn.

    The zombies look like LEGO! awesome.



  • @crusaderiv:

    Just keep em out of BC!
    Don’t worry about the zombies we have the newfies!

    If Quebec splits were giving that up too!  :lol: the dream.



  • Qubec wants to separate because of the newfies!


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