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Author Topic: Small Game Tactics  (Read 2515 times)
KreeWest1313

100% not Legit Rapidpistol

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« on: January 02, 2014, 08:13:52 PM »

I'm hosting a HvZ game with less than 20 players and I would like some advice on what tactics to use and how much gear I should carry. Thank you.

Starting Zeds: 3 Maybe?
Stun Timers: 20 Seconds
OZs: 1
OZ 'free tags': 1
Missions: 3-5
Mission Length: 3-5 Minutes
In/Out Doors: Outdoors
Playing Field: About 1.5-2 soccer fields.
« Last Edit: January 05, 2014, 12:52:50 PM by KreeWest1313 » Logged

Loadout
Primary: Rapid Strike/Modded Raider
Secondary: Stongarm
Tertiary: Blowgun and socks
Lordmonocrona
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« Reply #1 on: January 03, 2014, 11:12:34 AM »

I play these games almost every week, so I am the guy to ask, first a question, do you do Last Man Standing, or mission styled games?
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Boff

Bristol HvZ Founder

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« Reply #2 on: January 04, 2014, 06:16:37 AM »

OP, we're going to need a lot more information. Are you indoors or outdoors? Day games, week-long? There are plenty of tactical guides around but we really can help unless we get a better idea of what you're up to.

Also, regards gear carriage. It's a completely organic thing: no two people are the same. You'll need to make your selections based on game types. Then you'll need to evaluate and make changes after the game. There are only a few basic things that you will need: primary, sidearm and spare mags/ammo. How you carry and store those is entirely up to you. How much and what type will change according to your own post-game evaluations. Source: I work for these guys in my day job.
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KreeWest1313

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« Reply #3 on: January 04, 2014, 09:51:14 AM »

The Last Vulcaneer:
It will be mission based. Otherwise the humans and zeds would be outrun by a player who is into sports.
Boff:
Thanks for your feedback I'll add to the OP.
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Loadout
Primary: Rapid Strike/Modded Raider
Secondary: Stongarm
Tertiary: Blowgun and socks
Lordmonocrona
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« Reply #4 on: January 04, 2014, 09:52:54 PM »

okay then, defintely have shorter zombie stun times. I had to tweak mine quite a bit to get 20 secs. regularly. It all depends on your players really. Then mkae your missions short and to the point, but many. you need something to keep people interested, but something that also keeps stuns to a minmum since you dont hav emany people.
I would highly suggest LMS style. Mission dont work well with my crowd, because none of them follow mission parameters lol. But again it all depends on your crowd.
Last thing I woud say, is ask your players what they want. You really do have to have keep all of them happy to make it successful.
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KreeWest1313

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« Reply #5 on: January 05, 2014, 12:56:26 PM »

The Last Vulcaneer:
Thanks for the suggestions. I'm not doing a whole lot of missions because the players aren't really well armed. I'm 50-50 on LMS or missions. As for tactics I'm thinking of having a main group and then have 2-6 people further out scouting and stunning lone zeds. Then when a large attack comes have them pull back and let the main group deal with it.
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Loadout
Primary: Rapid Strike/Modded Raider
Secondary: Stongarm
Tertiary: Blowgun and socks
Argurotox


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« Reply #6 on: January 07, 2014, 01:05:50 PM »

With less than 20 players, any group of humans bigger than 7 or so will be able to handle the whole Horde effectively, even if everyone else has been turned. I'd say probably kick the stun timers up, and structure 3 objectives over the game time in order to force the humans into separate groups. So objective one might be four different capture zones that need holding, objective two a simultaneous VIP escort and item retrievall, then the final objective (when you get down to about 5 humans) a nuke-prime (stand and hold) followed by an exit sprint. With that setup, presuming 20 total players, I'd have two starting OZs, each allowed 2 tags before reveal, or three with one tag each. Perhaps even four, with one placed at each different capture zone.

I'd start with a 5 min timer, going down to 3 after the capture zones objective is completed, then going down to 2 after the VIP/item retrieval was completed, then down to 1 minute for the final stand/sprint.

Capture Zone Objective : Define four 10x10 feet areas as far apart from each other as possible on your field. Have humans take and hold each of them for a set timer (probably 15 mins), but this timer is reset if an unstunned zombie manages to get inside. Revealed OZs count, un-revealed do not.

VIP escort objective : Have a VIP spawn at one edge of your playzone. Players must escort him or her from one edge to the other, but he only moves slowly. If tagged, he must be supported, either by one player using both hands, or two players using one hand each. If tagged again, the objective is failed - either trigger a penalty (stun timers reduced, special Z spawn etc), or reset him to where he spawned.

Item Retrieval : Give an item to a zombie. This zombie may not run(only walk), or hide,  but when stunned must drop the item where they are standing. Other Zs may pick up the item, but are then subject to the same rules. Humans start at a capture zone as far away from the item spawn as possible, and must return it to the capture zone. Additional rules (if humans are doing too well), include penalties for humans carrying the item, such as not being able to fire, or being forced to walk.

Final Stand : Humans are given a single stationary item (think laptop/laptop bag etc) to defend, and 1 person must be "interacting" with the "bomb" for 2-3 full minutes (if they fire or move the timer restarts). Once this is done, the humans have a small amount of time to reach a defined exit from the field to win the game. (Maybe 30 seconds? Set Z stun timers v. low for this last sprint.)

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