The alley at the side of the house isn’t safe, so its a choice of which house to move through. First the Survivors spread out to check the yard gates. Version 002 of the rules doesn’t include anything on doors. For this game I am testing new rules that will appear in 003, regarding doors and locks.
Its tough luck, but the Diseased is heading towards our Survivors! Luckily enough they don’t intend to stay there. Turns 2,3 and 4 are used by the Survivors to enter the building and move through it. Nothing much happens so we will pick the action back up on the Survivors Turn 5, when they face a crucial decision.
SURVIVORS TURN 7
It is far easier to despatch an opponent who attacks you and fails. Models who lose combat get Knocked to the Ground, and spend their next turn getting up, but both the attacker and defender are still classed as being in combat.
If the Survivors attack, and fail to kill with their weapons (a likely result) all they will achieve is to knock the Diseased to the ground. Which in its turn, will get up and attack them back.
By standing their ground and waiting for the Diseased to attack, the Survivors have several advantages. Firstly if they win combat, the Diseased will be on the ground, then in the Survivors turn they can finish it off. Secondly by standing and fighting where they are, they are closer to their objective (the shop). Finally, the Survivors have a little trick up their sleeves...
The Diseased attacks Jeff!
SURVIVORS TURN 8
Although they won the last round of combat, and the Diseased is on the ground, it will get up in its next turn and attack again. All three models are therefore still counted as being in combat. The Survivors decide to take no chances and Stuart comes over to help. All 3 of the Survivors now beat on the Diseased, who only rolls 1D10 in defence. The three Survivors combine their Body totals, weapons and a D10 and easily win this round of combat. The Diseased is finished, and the team breathes a sigh of relief!
DISEASED TURN 9
Each turn the Diseased get a chance of Reinforcements. This is a D10 roll, modified by the actions of the Survivors last turn. In this case the sounds of combat add +1 to the roll. A '10' or higher is needed to attract the attention of nearby Diseased. The die rolls a.... 9! +1 that’s 10! The last fight has attracted something's attention...
The Reinforcement roll uses the same number section as the initial deployment, so a D6 is rolled. The result is not good for the Survivors, its a 4. That’s the board section they are on.
Normally new Diseased arriving this way and that roll on the same section as Survivors, must be placed out of Survivor LOS, unless the board section is a road or alley. This is a nightmare for our Survivors as the new Diseased appears right next to them!
New models brought into play are free to act the same round as they emerge. In this case its a scream and a charge straight into the back of Stuart!
Well the rules say combat effects adjacent board sections, and the shop is adjacent.
The rules also say that the Diseased will only pay attention if it had direct LOS assuming it was facing in the correct direction.