Urban Nightmare and the Control Seminar- Zombies a go go:

Urban Nightmare and the Control Seminar- Zombies a go go:

Pennine megagames hosted a rerun of Jim Wallman’s Ubran Nightmare game in Leeds. A crisis management game where the players run different components of Romero city and its surrounding state (The game is based on the ’60s riots in Detroit, Michigan). With teams as diverse as experimental scientists, Emergency services and Federal level special ops it was a heady mix of teams in a semi co operative fight against the game mechanics.


My role was to be the control to the rather Gung- Ho National Guard time. They were intent on killing as many Zombies as possible as quickly as possible and certainly kept me busy that day running their orders from the team table to the main map.


Tim who hran the game did a great job of trying to modernise Jim’s design which I think is coming up for being 20 years old now but there was still some clunkiness in its mechanisms that let the game down. Still all the players seemed to enjoy it which is the main thing.


Jim ran a quick Control Seminar in Huddersfield as a master class in how to be an umpire/ control. To illustrate this he used a quick little game Folkstone Nightmare. The 15 or so of us there quickly got stuck in and I think we all learnt something that we will take forward to future games.





Zombies in Leeds: A Megagame.

On the 17th November Brian (Count Zero), Chris, Paul and I headed off to the Royal Armouries for a megagame based around zombies. Like last years game (Operation Goodwood) it was put on by Jim Wallman/ Megagame Makers.

The Briefings had arrived the preceding week in the post so after a quick briefing we were all ready to get down to business. The game was set in Romero City (any similarities between this fictional place and Detroit are just pure coincidence) in ‘the State’ which bordered ‘North Land’. Brian took the role of Deputy Mayor. Chris controlled the Emergency Services- Fire and Ambulance. Paul was part of the sinister corporation ‘Necrotech’. I had a slightly easy role- that of part of the Federal Reserve- 101st Airborne liaison Officer. I considered my position to be like the US cavalry in an old western film- ride in at the right moment and save the day….

Other players roles were the State Government, State Police, Media, National Guard and the Local Police. The last two groups made a real effort in terms of fancy dress, matching dress, fancy hats, mirror shade and even Police badges and a pile of donuts for the Police table.

The game started fairly slowly for us sat on the Federal table, my fellow teammates were Carl and Simon, both decent guys and a pleasure to game with, as we could only be called in after a request from the State Governor. As a result we spent the first few turns contingency planning- I went through nine different drafts, and going through our rather extensive and powerful assets list. In fact a lot of our strategy revolved around what we hadn’t used yet. We did get various reports filtered up through the various agencies about what was going on, which with then had to evaluate and possibly advise the President of. Rumors of the annihilation of the police, outbreaks of zombies elsewhere in the state and border tensions with ‘North Land’ were all discussed and plans were altered. The lad who took on the role of the media- ‘Stoat New Network’- was our main news source. In fact I’d happily nominate him for the man of the match; almost every turn he produced a full A4 front page of news from the game, a result of running around interviewing the protagonists. Occasionally play was stopped so a full new conference could be called.

When we were finally deployed I decided on no half measures- Companies of Paras with armour support pushing back into the city. By this time the Local Police had been evacuated, the State Police were setting up and administering refugee camps outside the city. The National Guard were in the city holding the center, judicious use of helicopter gunships and artillery kept the zombies at bay whilst they evacuated civilians.

At this point my favourite part of the game occurred; Chris wanted some support to get his firefighters through (a man on a mission protecting life and property); where the fires were was deep in infested territory so the only thing I could offer him was a few helicopter gunships. I was skeptical, the umpire skeptical but I thought what the hell, the Government is here to help. Next turns Chris said it worked like a dream so for the rest of the game the RC Fire Department had gunships on top cover.

Whilst the battle for Romeo City was ranging, Necrotech had come up with a possible chemical solution to the problem, with a bit of federal help. Any rumors that SOF troops snatched live ‘samples’ is completely unfounded… 😉 A small scale test went well, after that is was just a matter of spreading the love across the city, that and tidying up a few last areas with Fuel Air explosives from the Federal arsenals.

Looking towards the National Guard.

Whoop Whoop, Dat’s da sound of da Police.

At this point head umpire Jim Wallman called the game. The city was surrounded with the civilians evacuated and a chemical ‘cure’ found so a successful game, this was the opposite to the previous run through of the game in London.

Remember the 6 Ps.

The Federal team’s table.

All in all a great day’s gaming, and we’re all looking forward to future megagames in Leeds.



Useful Links:





Right we’re 2 weeks in to our Zombies campaign so I thought I upload some pics and outline where we’ve got up to.

Given that half the group is new to the system we started fairly slowly with some smaller games.

Brian (GM’ing/ umpiring the games) decided to set the opening game on day one of the Zombie outbreak and gave us 2 small 4′ by 2′ boards to fight down so the beginners got a chance to get familiar with the mechanics before they were overwhelmed with the undead hordes. Our character were all REP5 stars with 2 attributes each.

My character is on the right- a police officer with trusty K9 side kick. Fans of 70s exploitation cinema should recognise the female figure…. All figures are 20mm from Elhiem

The first board was a simple suburban street. Our party had to go from one end to the other to get to our cars to drive into the city- my police officer had to report in.

Keeping things simple got players used to the mechanics such as Fast Move.

Spotting the first Zombie… a quick nip into the house for guns and an even quicker shot resulted in an ex Zombie.

With all of the PCs in their respective cars the action on that board ended.

The action on the second board was just to get us all used to driving cars…

… and running over Zombies.

With the 2 mini games completed that was the end of the first session.

For the 2nd session the following week a bigger game was planned by Brian. 3 of the characters (one player was missing) were tasked with going to a hunting lodge to rescue the Police Chief’s (my character’s boss) father and daughter.

Arriving at the lodge our PCs found out that they were fishing at the stream. Advancing towards them we could hear screams so hurried along.

Zombies approached the father and his granddaughter. The man died of a heart attack, causing the girl to scream, attracting the zombies.

We got there in time to fight off the zombies and rescue the girl.

We moved cautiously out of the woods shooting the zombies as the appeared.

Given the low number of zombies that appeared it was relatively easy to shoot our way out… as the in the next session I have been reliable informed we are heading into the city it may bit a bit trickier.

All in all 2 great sessions of gaming.

RIOT figures.

As part of my modern dystopia project I needed some rioting figures, so last Triples I picked some suitable ones up from Irregular and Combat miniatures/ Stonewall. I decided to use the sabot bases from Warbases as movement trays; the little filler bases are there mainly to allow the figures I used to go further.

I’ve finished the first four bases and I’ve got five more to go. They should be useful for my zombie games too….



Preparing for Zombies.

I mentioned quite a few posts ago that my group had played ‘All Things Zombie’ by 2 Hour Wargames, well this Friday we are starting a full campaign….

Friday night is usually RPG night, but experiences with recent RPG has left me feeling there is no roleplaying any more just a skirmish game done badly (RPG combat systems rarely make any sense), so the four of us decided to give a Zombie campaign ago. ATZ has a proven, working combat system and enough bolt on character elements to make things interesting.

A game of ATZ consists of your character(s) exploring the table to find more allies, guns, supplies etc whilst fighting/ avoiding zombies. As such it’ll be up to me each week to set up the table; as noted last time I’m rather short of intact buildings (90% of mine are damaged). To this end I turned to the very old range still carried by Dapol. I picked 2 kits up at Halifax Modeller’s World and 5 arrived this morning from Gaugemaster. Also I dug out an old Heljan kit I’ve had for 15 years and not made; its a satellite dish mounted on top a building: should be an interesting objective.

In fact I’m looking forward to getting some terrain built up especially for our campaign. I’ll ask everyone to see if they have any in mind that want in the game, in a quick chat with Brian a dock, prison and army base were all mentioned.

The Dapol buildings will come in handy for other projects too: any Cold War goes hot games as well as my previously mentioned Urban Dystopia idea. On that topic a small package of figures arrived from Eureka: some SLR armed squaddies and some Squaddies kitted out for riot duties. I recently picked up a Saracen and Land Rover ambulance too, from JB models, now Airfix. All I’m wanting for the project now is another Saracen, 2 Shorlands from Hobby Den and I’m pretty much set.

Once I’ve got the building glued and painted I’ll put the pics up.


For a bit of light relief we played a game of All Things Zombies ( or All Tomorrow’s Zombies as I inadvertently keep calling it). It is published by Two Hour Wargames- our groups seems to be standardizing their range for all our 20mm skirmishes. It is nice to learn one basic system that works through a variety of periods.

The rule set is really nice- really captures the feel of all your favourite dodgy horror films. Create a gang before hand with afew quick dice rolls then set up your table and spend the game interacting with it i.e. raid buildings which might be empty, housing other survivors or more zombies, look for supplies, try to get a car going. One nice feature of the rules is that when your fire or try to drive you attract extra zombies. Clever use of this can be made to draw them away from where you want to go or lure them on to other unwary players (thanks Evan 🙂 ) the little green dice in the pic indicate this.

Here are a few pictures:

It was a bit of a struggle to find enough undamaged buildings in my terrain collection so that explains the different styles on the table top but the end result seemed good enough.

I used Elhiem and the infamous ‘Bag O Zmbies’ for the living dead. Civilians were from Elhiem, Liberation, Platton 20 and the old GW Dark Future range. The cars were just cheap toys I’d picked up.