Zombicide Combat

By: Dennis B. B. Taylor

Zombie Combat in the Game of Zombicide

Are you ready to rumble with ferocious zombies? Then get set, because in the game of Zombicide, you’ll be knee-deep in undead creatures, fighting for your life. The thrill of combat awaits, as you strategize and battle your way through hordes of these brain-hungry monsters.

When I step into the world of Zombicide, I find myself facing a myriad of gruesome opponents. From shuffling walkers to fast and deadly runners, each type of zombie poses a unique challenge. It’s a fascinating mix of horror and thrill, all wrapped up in a tabletop game.

The combat mechanics in Zombicide are simple, but they offer a depth of strategic possibilities. To attack a zombie, I must first position myself adjacent to it. Then, with a swift flick of the dice, I can unleash devastation upon my undead foe. Every successful hit puts me one step closer to survival.

But it’s not just about brute force. In Zombicide, I have a variety of weapons at my disposal, each with its own strengths and weaknesses. From melee weapons like swords and axes to ranged weapons like guns and crossbows, there is a tool for every situation. Choosing the right weapon is crucial to maximize my chances of survival.

As I battle my way through the game, I can’t help but feel an adrenaline rush with each encounter. The tension builds as I wait to see if my attack will be successful or if the relentless zombie will overpower me. It’s a thrilling rollercoaster ride of emotions, where victory and defeat hang in the balance.

But it’s not just about personal glory. Zombicide is a cooperative game, and teamwork is essential to survive. I must work together with my fellow survivors, coordinating our actions and supporting each other in the face of overwhelming odds. Together, we stand a chance against the endless tide of the undead.

So, if you’re looking for an action-packed tabletop game that will keep you on the edge of your seat, Zombicide is the perfect choice. Prepare yourself for a thrilling combat experience like no other. Are you ready to take on the zombie horde and emerge victorious? The fate of humanity rests in your hands.

When I’m playing as a Survivor, I can use two weapons simultaneously if they both have the Dual symbol. This means I can attack with both weapons at the same time, using just one Combat Action. However, both weapons have to be aimed at the same Zone.

Let me give you an example. I have two Sub MGs in my hands, and these weapons have the Dual symbol. So, I can shoot both of them with just one Action. This allows me to roll six dice in one go, because the Sub MG has a Dice number of 3!

Another example is Wanda. She’s holding two machetes. Since she can strike with both of them at once, she can roll two dice for each attack she makes.

Now, let’s talk about how to determine if an attack hits. Each die result that is equal to or greater than the Accuracy number of the weapon counts as a successful hit. And when you hit, the target takes the amount of Damage specified by the weapon’s Damage value.

If you use a weapon that deals 1 Damage, it only takes one hit to kill a Walker or Runner. But if you want to take down a Fatty, you’ll need a weapon that deals 2 Damage or more. And if you’re up against an Abomination, only a weapon that deals 3 Damage or a Molotov will do the trick.

No matter how many times you hit a Fatty or Abomination with a weapon that deals 1 Damage, they won’t even flinch. They can absorb those hits like it’s nothing.

Here’s an example to help you understand. Doug fires his two Sub MGs at three Walkers who are guarding a Fatty. He manages to hit all five times, but the Walkers are the only ones taking damage. Even though the Fatty gets hit twice, it doesn’t affect him at all because the Sub MG only does 1 Damage.

Then comes Wanda with her machete to finish the job. She swings once and hits the Fatty. Since the machete does 2 Damage, that’s enough to take down the Fatty!

If there were two Runners instead of one Fatty, the machete wouldn’t have taken both out with one hit. Each hit can only eliminate one target, and any extra damage doesn’t do anything.

Now let’s talk about Melee weapons. These are weapons that you can use up close, like a sword or a knife. When you have a Melee weapon, you can attack any Zombie that’s in the same area as you. To see if your attack is successful, roll a dice. If the number you roll is equal to or higher than the Accuracy value of your weapon, you hit the Zombie.

Let me give you an example. Imagine Wanda has two machetes and she wants to attack a Walker, a Runner, and a Fatty. She rolls a 5 and a 6, which means she got two hits. She can choose which targets she wants to hit. In this case, she decides to chop off the Runner’s head and slice up the Fatty. She leaves the Walker for her next turn. It’s important to note that Ned, who is also in the same area, is safe from Wanda’s attacks.

Ranged

Ranged attacks are a crucial component of many games that involve combat. You might be wondering, “What exactly does ‘ranged attacks’ mean?” Let me explain.

When I say ‘ranged attacks,’ I’m talking about attacks that can be made from a distance, as opposed to close-range attacks that require physical contact. These attacks are often made with weapons like bows, guns, or magic spells that can harm an opponent from afar.

So, why are ranged attacks important? Well, they offer several advantages. For one, they allow you to keep a safe distance from your opponent while still dealing damage. If you’re facing a powerful enemy, staying out of their striking range can be a smart move. Ranged attacks also give you the ability to target specific areas of your opponent’s body, like their weak spots, which can give you an upper hand in battle.

But, like every coin, ranged attacks have two sides. They come with some disadvantages too. For instance, they might have a limited effective range. Some ranged weapons can only reach a certain distance before their accuracy and power start to drop. Additionally, using a ranged attack may require aiming skills and precision, which can be difficult to master.

Thus, when choosing a character or weapon in a game, it’s important to consider whether you prefer close-range or ranged attacks. Both have their pros and cons, and it ultimately comes down to your playing style and preferences. If you enjoy staying at a safe distance, strategically picking off enemies, and analyzing the best angles for attack, then you’ll likely find ranged attacks to be your cup of tea.

With all these factors in mind, it’s crucial to remember that different games have different mechanics and rules when it comes to ranged attacks. Some games might offer a wide variety of ranged weapons to choose from, while others may have limited options. It’s up to you to explore various game genres and find the one that offers the right balance of challenge and enjoyment for your tastes.

So now, my fellow gamers, armed with the knowledge of ranged attacks, go forth and conquer your virtual enemies with precision and strategy! May your aim always be true and your victories plentiful. Happy gaming!

If you’re a Survivor and you’ve got a Ranged weapon (a weapon that can shoot from a distance), you can use it to attack targets that you can see in a Zone that’s within the weapon’s shooting range.

Let me give you an overview of the Dynamic Survivor Identity Card.

Hey, don’t forget: When I’m inside a building, the Line of Sight is only possible between Zones that have an opening and are just one Zone away.

The Range of a weapon is indicated by the Range value on its card. This value tells me how many Zones the weapon can shoot across. There are two values mentioned – the first one shows the minimum Range, which means I can’t shoot at Zones that are closer than this minimum distance.

Usually, this minimum Range is 0, allowing me to shoot at targets in the same Zone where I am. The second value shows the maximum Range, indicating the farthest Zone my weapon can reach.

For example: If I have a rifle with a range of 1-3, it means I can shoot at targets up to three Zones away. However, I can’t use the rifle in the same Zone where I am. On the other hand, if I have a Sub MG with a Range of 0-1, it means I can shoot in my current Zone or at an adjacent Zone.

When you choose a Zone for a Ranged Combat, you don’t have to worry about the Zones in between the shooter and the target. That means you can shoot through Zones that have other Survivors or Zombies without any danger to them.

When you use a Ranged weapon, you don’t get to choose who you hit. The hits are assigned to Actors in the targeted Zone based on this priority order:

  1. Survivors (except for you)
  2. Walkers
  3. Fatties or Abominations
  4. Runners

The hits are assigned to targets starting with the lowest priority until they’re all eliminated. Then, the hits go to the next priority group, and so on.

In Doug’s Zone, there’s another Survivor named Ned, four Walkers, one Fatty, and two Runners. All of them want to make a meal out of Doug, but he’s not going down without a fight! He’s got two Sub Machine Guns and he’s ready to take out as many of them as he can.

Doug rolls six dice, three for each Sub MG. His rolls come up with 6, 6, 5, 5, 5, and 1. That means his Sub MG hits on 4 or higher, so he’s got five hits. Two of those hits take out Ned, which is kinda sad considering they’re supposed to be buddies. The other hits eliminate the Walkers, so they’re out of the picture too.

Not one to give up, Doug takes another shot. This time his rolls are 6, 5, 5, 3, 1, and 1, so he gets three more hits. The last Walker goes down, but the Fatty is a tough one. Doug’s remaining shots don’t do any harm to the Fatty, and they can’t get to the Runners since the Fatty is shielding them. If Doug had a Melee weapon or a Sniper Rifle, he could have taken out the Runners first, but it looks like he’s stuck with the Fatty for now.

Oh, by the way, if a Survivor gets hit by a weapon that does 2 damage, it’s game over for them. They suffer two Wounds and they’re out of the game. So be careful out there!

Awesome New Weapons: Sniper Rifle and Molotov

We can make some seriously cool weapons by combining specific Equipment cards. All you gotta do is grab the right cards from your inventory and put them together to create something new!

Don’t worry, it won’t take up any of your precious Action points. Plus, the new weapon will only need one slot in your inventory. How convenient is that?

Sniper Rifle: You’ll need a Rifle and a Scope to make a sniper rifle. Just place the Scope card under the Rifle card, and boom! You’ve got yourself a snazzy sniper rifle that lets you choose your targets when you take a shot.

Molotov: If you wanna make a Molotov, you’ll need a Glass Bottle and a Gasoline card. Toss ’em together, and ta-da! Your Survivor can now wield a Molotov without needing to worry about Dice, Accuracy, or Damage values. Remember, though, you’ll still need a Ranged Combat Action to use it.

When it comes to navigating the targeted Zone, I’ve learned an important strategy – terminate everything in sight. Yes, that includes other Survivors and the Abomination. The Molotov card is a handy tool for this task, but remember to discard it after a single use to keep your hand slot empty.

Get Ready to Reload

Most weapons can be used repeatedly, but some, like the Sawed-off, require a little extra effort. You’ll need to spend an Action to reload them between shots if you want to fire multiple times in the same turn. The good news is that at the End Phase of the turn, all weapons that require reloading are automatically reloaded. This ensures they are always ready to fire at the start of the next turn.

Now, here’s the twist. If you fire a weapon that requires reloading and then pass it to another Survivor without reloading, the new owner will need to reload it before using it in the same turn. Just keep that in mind to avoid any unwanted surprises. And here’s an even better strategy – if you equip yourself with two identical Dual weapons that require reloading, you can reload them both with a single Action.

Bring It On: Car Attack

When I’m in the driver’s seat of a car, I can spend an Action to move it. But here’s the thing – whenever I do that, the car runs over every Actor in the Zone it starts in and every Zone it goes through.

If you happen to be controlling the driver, you get to roll one die for each miniature in the Zone the car leaves, every Zone it drives through, and the Zone it ends up in. The only exception is the Survivors who are inside the car with me – I wouldn’t want to run them down, of course!

If you roll a 4, 5, or 6, that’s considered a successful hit. Each hit inflicts 1 point of Damage, but remember, you can only hurt regular Zombies with this – no running down Fatties or Abominations.

To decide who gets hit first, follow the same targeting priority order as with Ranged attacks. That means I go for Survivors first (well, not the ones in my car), then Walkers, followed by Fatties and Abominations, and lastly Runners.

But here’s the catch – before you can assign any hits to the Walkers, you have to make sure all the targeted Survivors are taken care of. Once they’re out of the way, I get to collect all the experience points from the Zombies I’ve killed.

When you’re inside a car as a survivor, you can attack zombies both up close and from a distance. This doesn’t change how combat works. But keep in mind that cars don’t offer any protection against attacks from zombies or other survivors.

Let me give you an example. Phil is driving the police car with Amy sitting next to him. In Zone 1, there’s a walker, three runners, and an unhurt guy named Josh who couldn’t get in the car because of the zombies. In Zone 2, there’s one walker, one fatty, and two runners. And in Zone 3, there are six walkers.

Phil spends one action to move the car from Zone 1 to Zone 3, passing through Zone 2. In Zone 1, he attacks with five dice and gets four hits. Josh takes two hits and dies. One walker and one runner also die. In Zone 2, he rolls four dice and gets three hits. The walker dies, but the fatty takes the remaining hits. In Zone 3, he rolls six dice and gets three hits, killing three walkers.

Now, Phil uses his second action to move the car between Zones 2 and 3. In Zone 3, he rolls three dice and gets two hits, killing two walkers. In Zone 2, he would normally roll three dice, but since the fatty absorbs all hits, it’s pointless. Finally, in Zone 3, he rolls one die, gets one hit, and clears the zone.

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