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Zona Alfa: Salvage and Survival in the Exclusion Zone: 25 (Osprey Wargames)

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For all the nasty critters that roam the irradiated wastelands, you can use whatever you like or have handy. Zone Hostiles are a fairly loose group of opponents that will try to disrupt your operations in search of Stalker Juice, so if you’ve got a lot of giant spiders or zombies you can go wild with those. I’ve got a bunch of GW Poxwalkers as mutants, Mantic zombies and some Nolzur minis as random spawns. Scenic items, tokens or chits to mark the important Points of Interest locations on the tabletop, as well as ones for the strange and dangerous micro–rifts in reality known as Anomalies. Whatever you choose, they should be distinct and easily identifiable to all players. I created some basic starting crews for the players, and then we got started. We set up a 4×4 foot table, slightly larger than the 3×3 size recommended in the rulebook, due to our surplus of players. Each side alternated by activating one figure, performing actions, and then passing play to the opposing team. The first couple of turns were focused on learning the basic game system and moving out of our deployment areas. But before too long, the players got close enough to begin exchanging some ranging volleys of automatic rifle fire as they slipped through the ruins. Kontraband is not a stand-alone game and so first and foremost, you need a copy of the Zona Alfa rule book.

Zona Alfa draws inspiration from the crumbling, abandoned Cold War industrial heaps that you might find in the hinterlands of Eastern Europe. Players muster crews of stalkers, scavengers, and mercenaries and pit them against similarly motivated bands on the battlefield. But the Zone itself plays a huge role in each game … Zone hostiles can appear at any moment, and the very environment itself can suddenly erupt in violent fashion. Zona Alfa is not tied into to any specific game company or range of miniatures, therefore certain aesthetic elements like in-game hostiles are of the generic, mutated, post-apocalyptic kind. Feel free to use and substitute whatever figures you already have in your collection. There are guidelines later on for statting out different miniatures.There were some casualties, two Serfs who got caught in the open by my sniper. Evil Landlord Matt was unfazed. “Plenty more where they came from.” Kontraband is a set of supplementary rules for Osprey Wargames’ Zona Alfa, Salvage and Survival in the Exclusion Zone. While built on the core game, Kontraband is better described as a variant than an expansion, and differs from Zona Alfa in three distinct ways: Elsewhere on the battlefield, savvy players were using the distraction provided by the Zone hostiles to move forward and secure other objectives. When a figure searches a hot spot, the player rolls randomly to see what has been uncovered. Often it’s salvage worth cold, hard cash outside the Zone, but occasionally you’ll run across equipment or other gear. There are two types of Game Stats: Model and Weapon. Individual models have four basic stats: Combat Ability, which covers both Ranged and Melee. Armor Rating to deflect or reduce the effects of combat. This is linked to the particular type of body armor the character is equipped with. Movement which is the distance in inches the model can move for one Action. And Will, their mental acumen and resolve under fire. It’s used when testing for Morale and performing specific, in game, mission or plot-oriented tasks. We found that the rules for Zone hostiles were satisfying but not overly oppressive. This was probably because we were playing at Zone Threat Level 1, the “easiest” setting in the game. As you get closer to the Zone’s enigmatic center, the threats become much more dangerous. Near the perimeter, the Zone hostiles were just a nuisance. But those zombies definitely tied up Lawrence’s leader for a good portion of the game!

B. It narrows the game’s setting from an open region with varying degrees of danger to exclusively high-threat locations. Tags 28mm 40k army battle report caluphel campaign chaos club death guard dragon rampant dwarves fantasy game night grimdark hobby miniatures narrative nurgle painting post-apoc project saga sci-fi skaven skirmish terrain warbands wargames warhammer workshop Crew members can either be Stalkers – good at combat or Scientists – good at technical tasks, a further option is to include a dog companion for which there are detailed rules and additional rules for Hazmat suits. Each crew member can have different equipment or skills so it’s worth spending the time to make them complementary. The Zone event roll results in another Alpha predator arriving. Things are not good for Spassky. He takes the full force of the Zone emission, he’s pinned and wounded and it takes all his actions to recover. Nimzo gives him an action to go on alert. The rest of the team move round to deal with the Predator when it enters.

Osprey Wargames Series

In Zona Alfa, players start by forming crews of 4 -12 miniatures, each with special gear, weapons, and abilities, with the intention of salvaging valuable items and artifacts in the dangerous and eerie quarantined area known as the ‘Exclusion Zone’. Game play rests on three pillars: Streamlined Game Stats, Alternating Activation, and Troop Quality Levels.

Zona Alfa is the latest iteration of my fast-play house rules that were titled ‘Cleared to Engage’. I’d been using them for years here to introduce people to miniature war gaming. It’s a skirmish game that uses D10s and was made with 28mm miniatures in mind, but 15mm or 20mm will work just as well. A fairly simple system, it’s played in a 3’ x 3’ or 4’ x4’ area with a set turn limit, so games typically run one to two hours. This card mechanic drives the action, and works pretty well. When playing solo, I’ve noticed that game turns fade away and you’re playing out the story. I expect when playing co-op there’ll be some tough choices as well. Well I’m obviously going to keep playing, making crews and terrain, and posting Battle Reports. I’m fortunate to be part of a great local gaming group and Zona Alfa is definitely in the rotation.A zone event, an anomaly shift will take place at the start of turn 4. The crew move up to the top RH corner of the board to search the POI, next turn. This will not affect the crew as they will be out of range. Zona Alfa is usually played between two players on a 3’ x 3’ game area with each player controlling between 4–12 miniatures. Boards sized at 4’ x 4’ or 3’ x 4’ are fine too and will give each crew more room to maneuver. Our local gaming group has also run games with as many as six players on a 4’ x 6’ area with no appreciable down time. While designed with 28mm miniatures in mind, Zona Alfa also works in 15mm as well. Simply substitute measurements in inches for centimeters. Part of my squad angled toward the factory while the Sniper and RPK looked for good angles near the fuel tanks. Other Pat’s Veterans leap-frogged between the Conex containers and the Office.

Why Alternating Activation? Simply because I’m not a fan of IGO-UGO turn sequences. My goal is to keep all players on both sides involved as much as possible, acting and reacting to events as they unfold in the course of a game turn. IGO-UGO doesn’t do that for me. The Searcher (Ali) has the scrounger skill so can search the POI twice, He secures rations, water and ammo which the crew will need for the next mission – in the game you have to think about the future as well as the present. This was a one shot game. We all agreed we would be much more cautious with our crew if we were in a campaign.What it comes down to is a sandboxy feel where you can do anything that’s more or less realistically possible. The shooting action reflects this pretty well. You modify your shot by using red dots or scopes, but a shot is harder to take if there’s cover or the target is obscured. Turn Three and Four saw both sides scrupulously avoiding any more secondary Hot Spots, moving wide around them to avoid the triggering radius, and trading fire, trying to Kill or at least Pin their opponents. The race to the Factory was on. I expanded the basic rules for Zona Alfa to include a simple campaign and progression system so a player’s individual models can be rewarded, promoted, and improved over the course of several games. After all, the Zone is an excellent teacher – if you live long enough to learn her lessons. Meanwhile Ali’s search triggers a Zone Hazard – cobwebs. Ali avoids the effect of the Zone Hazard, collecting a sample and retrieves a Lithium battery, Med Kit and heavy weapons reload. He will need this for the grenade launcher next mission. Zona Alfa has optional Point Of Interest cards to spice up your game, and Kontraband expands on this to drive your game forward. You mark points on the board that generate events, and when searching the marker for loot, you flip the first card over. There are many effects this can have, some good, some bad, some weird, and mostly there’s loot to find. And you’ll want to salvage loot. Deep in the Zone you can’t trade at the stalls or with passing stalkers, and you’ll have to make sure you’ll scrounge enough food, water and batteries together, or else your stalkers will starve and their detectors and other equipment won’t work. You always have a chance to react to the events happening though, if you reveal a card you can shoot or run away (provided you get a good roll).

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