Total number of recorded Axis & Allies games in 2025 played by The Captain: 16
2025: Axis & Allies Global 1940:
0 Defeats (Allies) 0 Defeats (Axis) 10 Victories (Allies) 6 Victories (Axis)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:
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.
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:
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.
@Dylan:
Not really historical accurate, but I’ll try it. :mrgreen:
well actually Canada had zombies in WW2
#610
Grr.
@Dylan:
@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
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
run away and cry in my room :cry: :cry:
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:
Setup:
Combat Movement:
Combat:
Non-Combat Move:
IPCs:
Additional Rules:
@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-)