Zombiebooks.com

Posts Tagged ‘BOOKS’

Lastest Zombie Books News

Friday, November 5th, 2010

Local news briefs
Mom to Mom Sale
Read more on Royal Oak Daily Tribune

Millions caught in cheap home loans trap walking towards financial oblivion
Leading economist Danny Gabay warned that a full-scale recovery will not take place until banks tackle the problem of the families who took out massive loans.
Read more on Daily Mail

Nice Zombie Books photos

Friday, November 5th, 2010

A few nice Zombie Books images I found:

Leadbelchers with heavy metal clubs vs Zombies
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

The cannon fire gets five zombies before the fight begins
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

Ghouls chasing the fleeing ogres while zombies move towards the gnoblars
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

What some books that are told is a journal type style?

Saturday, October 30th, 2010

Question by genius c: What some books that are told is a journal type style?
Books like Day by Day Armageddon, or Parable of the Sower. Books were the main character is writing in a journal or diary and that how they’re telling the story. telling the story through a journal.

Best answer:

Answer by Gigi 76
Everyone knows this one but Diary Of Anne Frank.

Give your answer to this question below!

Nice Zombie Books photos

Thursday, October 28th, 2010

Check out these Zombie Books images:

Zombies lined up to face the leadbelchers
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

Zombies pushing forward in their great numbers
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

Zombie World: Books 1 and 2

Thursday, October 28th, 2010

Zombie World: Books 1 and 2


No Synopsis Available
List Price: 12.99
Price: 11.4

Zombie World: Books 1 and 2

Monday, October 25th, 2010

Zombie World: Books 1 and 2


No Synopsis Available
List Price: 12.99
Price: 12.67

Day by Day Armageddon: Beyond Exile (Book 2)
The first book of Day by Day Armageddon took us deep into the mind of a military officer and survivor as he made a New Year’s re…
World War Z: An Oral History of the Zombie War
“The end was near.” —Voices from the Zombie WarThe Zombie War came unthinkably close to eradicating humanity. Max Brooks, dr…
Sunset
Follow the path of three different men in three different cities as they deal with the end of civilization as we know it. In a mat…

American Comic Books: The Bronze Age Golden Age

Monday, October 11th, 2010

American Comic Books: The Bronze Age Golden Age

When people ask me why I dedicated my site Steve Does Comics to Bronze Age comics and not to the more celebrated Silver or Golden Ages, I say the answer’s simple. It’s because, for me, the Bronze Age was the Golden Age of comics.

Admittedly, this may have something to do with my own vintage. I grew up in that self-same Bronze Age. However, thanks to Marvel UK’s weekly reprints, I also grew up reading Silver Age mags and, thanks to DC’s 100 page comics, Golden Age tales were always to hand.

It’s true the Golden Age may have seen the peak of comic sales, with titles like Captain Marvel selling over a million copies a month, and super-heroes like Superman, Batman and Wonder Woman hitting the shelves for the first time.

The Silver Age may have been the form’s renaissance, with the Marvel Age giving us the likes of Spider-Man, X-Men, Hulk and the Fantastic Four, as Stan Lee and Jack Kirby reinvented the form.

But, for me the true Golden Age of the American Comic Book fell between 1968 and 1978. Now, some may argue with those as the dates for the Bronze Age and I can understand that. It’s always been a tricky time to tie down but I’ve always felt Marvel’s expansion of 1968 and DC’s implosion of 1978 are natural bookmarks to an era. It’s a time when both Marvel and DC took the energy of their 1960s’ revolutions and ran with it, taking comics into whole new directions. Jack Kirby and Stan Lee may have opened up new vistas in story telling but they were still operating with a relatively narrow palette.

It was in the Bronze Age when that palette widened. Suddenly, thanks to Roy Thomas, we had licensed characters like Conan the Barbarian, and, freed from the over-regulation of the Comics Code, Marvel saw the emergence of horror-based titles like Tomb of Dracula, Frankenstein and Werewolf by Night, not to mention their Black and White mags like Savage Sword of Conan, Tales of the Zombie and Monsters Unleashed.

Never ones to be left out, DC did horror too, with the likes of Weird War Tales, The Witching Hour, The Unexpected and House of Mystery. Some of these titles were launched before 1968 but there was always a sense the Bronze Age was their natural home.

Speaking of horror, we shouldn’t forget those boys from Derby, Charlton Comics, still going strong in the Bronze Age and even giving us a bit extra with the likes of E-Man and John Byrne’s Rog (2000).

But Charlton weren’t the only independents around. We still had the likes of Dell, Gold Key, Skywald and – in the UK – Alan Class to choose from. In 1975, Marvel founder Martin Goodman even gave us a brand new comics company, by the name of Atlas. It might not’ve lasted long but, in its brief time in our world, it gave us yet another publisher whose titles we could collect.

1975 was clearly a special year as, besides the launch of Atlas, we saw the re-launch of The X-Men, an act that would have profound impact on the comics industry for decades to come. Following a couple of years on from The Amazing Spider-Man’s Death of Gwen Stacy and a year after the intro of the Punisher, things were changing forever. As if to rub it in, we also got (1974)’s creation of Wolverine, (1976)’s epoch-making cross-over Superman vs Spider-Man, the afore-mentioned Tomb of Dracula, Jack Kirby’s Kamandi, Michael Fleisher’s Spectre and even Art Saaf’s less ground-breaking but still-pleasing reinvention of Supergirl. And have there really been many comics better than Steve Gerber’s Defenders, a saga of super-heroes who just didn’t fit in?

So, when people say, “Steve, what’s the big fuss about the Bronze Age when you could be celebrating the Silver or Golden Ages?” I have no hesitation in telling them that, sometimes, if you scratch away a surface of bronze, beneath it, what you find might be purest gold.

Hi, I gave the world the blogs Steve Does Comics and Steve Does Everything, not to mention the novels Danny Yates Must Die and Mr Landen Has No Brain (still available from all good online bookstores), plus various other crimes against humanity that are too numerous and shameful to mention.

Article from articlesbase.com

More Marvel Zombies Articles

Where is a good place to find FREE audio books?

Saturday, October 9th, 2010

Question by Victim 172: Where is a good place to find FREE audio books?
I need it for the book World War Z: And Oral History of the Zombie War

By: Max Brooks

Best answer:

Answer by Chantill
This is where i get stuff for free . try it.

What do you think? Answer below!

Cool Zombie Books images

Friday, October 8th, 2010

Check out these Zombie Books images:

The zombie and ogre lines are still far apart turn two for the zombies
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

80 zombies and 20 ghouls shall rush forward of the necromancer general
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

The zombies shall continue forward against the leadbelchers without fear
Zombie Books
Image by jon_a_ross
Battle report here jon-a-ross.livejournal.com/950123.html

Warhammer Battle report: Ogre Kingdoms vs. Vampire Counts (zombie hordes)
Six turns, Zombies have first turn.

The battlefield itself is spread out, three clusters of terrain shaping the flow to come. Two fallen statues mark the northwest corner. Down in the southwest a patch of fallen meteorites still lay smoking. And in the middle east the monolith rises up on a hill that backs onto a small forest grove.

Out of the forest come the zombie hordes. Two necromancers, one upon his corpse cart the other on foot, lead only 120 zombies this time. 20 ghouls take up the replacement of the missing zombies. The change was made believing that the ogre kingdoms would just be able to bash down 40 zombies but might actually take some damage from the poisonous ghouls. The zombie hordes were otherwise as they appeared in their last battles.

The ogre kingdom will have their forces lead by Smashzap, the stupid (but tougher for it) ex-maneater ogre who believes he can weld magic. Seven bull ogres with standard and champ make up his escort, while three yhetee, three leadbelchers and 31 gnoblars round out the attack force.

Going into the battle I was fairly sure the ogres would be able to win. This was even after their total defeat at the hands of the Khorne daemons. So far my all zombie horde (although fun) as only had close but not enough battles before falling apart in the last two turns.

Deployment has three units and the general of the vampire counts deploy in the north. Two units of zombies and then the ghouls angled a bit towards the center with the Necromancer on his corpse cart just behind. The other necromancer on foot joins the last group of zombies in the south on the other side of the monolith which is really more of an obelisk.

Arranged against them the ogre kingdoms deploy all their units in a line down between the meteors with the yhetee ending up behind some of the statues. Starting with the yhetee in the north, then the unit of 31 gnoblars, then Smashzap and his escort, finally coming to the leadbelchers. The goal of the ogres was simple. To catch the zombie hordes in between the bull ogres and the yhetee as they came onto the center of the field between the woods and the fallen statues. The vampire counts wanted to catch the ogres between their two groups, with the far zombies being added by the necromancer with the book of dancing dead. (The book allows zombies an extra move if successfully used in the magic phase, but it runs out of magic if you roll a 1 on d6 after each use.) In addition to moving faster, the magic gives the slow zombies a chance to rake their foes first if the target unit is already in close combat.

Zombie turn one has the shuffle forward begin. The zombies in the south and their necromancer shepherd move forward. In the north the same forward shifting occurs. The necromancer general has learned that he needs to be both close and protected and does his best to do so.

The magic phase starts badly for the vampire counts, as the attempt to use the maximum power of the necromancer general fails. 2d6 looking for 5 (or 7) will fail on its own four out of the six magic phases the vampire counts have. More averagely the last two power dice are spent one from each necromancer in an attempt to raise more dead and only one out of the two will typically work. The ogre kingdoms are concerned mostly about the always strike first ability of the corpse cart, as the combats are close against the zombie hordes and the one or two wounds that striking first might cause would be enough to tip the balance to the vampire counts. So the two dispel dice for very single match will be held to counter the cart. And each turn they succeed.

So besides the necromancer failing to summon more dead, the other necromancer fails to add more undead to his herd and has the magic of the book of the dancing dead run out after the first move in the battle. So the effect of the zombie magic phase is a handful more zombies next to the general.

The ogres on their turn just move about, ready to strike turn two. The yhetee move forward at a march while remaining behind the fallen statues. The gnoblars march forward at full speed while the bull ogres next to them follow their stupid leader forward at a bit over a walk, but not a full move. These three units are encircling the approaching zombies and planning to strike all at once. The leadbelchers move forward and angle to meet the approaching zombies head on. And with that the game goes to zombie turn two.

And on the second zombie turn we mostly see the same slow shuffling forward. The zombies in the south shift forward and the necromancer lets them get further away from him. As long as they are within 18 inches he can heal them and no longer needs to keep them within 12 inches for his magic book to help them. The general and his zombies keep going forward. The zombies sandwich the ghouls, with one group of zombies clearly ready to intercept the yhetee while the other is moving for the bull ogres. This means the ghouls are lined up with the gnoblars.

The magic phase here is one of the more successful for the vampire counts, with a raise dead spell successfully going off as well as a heal dead getting more zombies added to the necromancer horde. But the battle is about to be joined.

Ogre turn two has charges being ordered. The yhetee rush across the difficult terrain and strike the zombie horde to the north of the ghouls. The yhetee with their freezing cold will make it almost impossible for the zombie horde to harm them, which is good because the yhetee need to be careful to win combat being down five points at the start. The bull ogres rush both zombie groups in front of them. The new one magically summoned and the old block of 40. The gnoblars will walk forward and throw sharp rocks at the ghouls, killing only one. The leadbelchers will fire into the approaching zombies, killing only 2 after some bad rolls.

Close combat goes better for the ogres, as the bull ogres lead by Smashzap manage to wipe out the freshly summoned zombies as well as reduce the number in the block of 40. The yhetee end up losing combat (because the zombies have their creepy musician) but pass their leadership test. It is a note as to how close the battle between zombie and yhetee will be.

Zombie turn three sees the ghouls charging into the flank of the bull ogres that rushed forward. The necromancers will shy around their flock trying to be both close and out of the way and the other zombies not engaged will walk slowly forward towards the leadbelchers. Magic phase has a handful of zombies summoned to replace the fallen, which leads us into the close combat phase.

The ghouls get two wounds on the ogres, but lose two of their number in return. The zombies lose three. The end result is that the undead win the combat, forcing a leadership test on the ogres. Which they fail. This could almost be the effective end of the match right here. The ogres lose one of their number to the claws of the zombies who rake them as they flee. Amazingly the ghouls roll only a 2 to chase and the ogres get away and are not destroyed outright.

Going into ogre kingdoms turn three we see Smashzap and his bulls fail their leadership test to stop running away. They flee at a walking pace, with lots of shouting and turn around they are over there going on. The gnoblars fail their leadership test to charge the ghouls, which I’m willing to forgive after they passed the leadership test last turn not to run after their ogre bosses. The leadbelchers will reload in the face of the approaching zombies and the yhetee continue to fight the zombies. Turn four for the zombies comes up.

Zombies on turn four rush forward. The Yhetee and the zombies keep fighting, with the undead being added to in the magic phase. The ghouls chase after the fleeing bull ogres, while more zombies line up with the gnoblars. The final group of zombies charges the leadbelchers, taking the cannon fire without shaking. Lucky for the ogres none of their units break under the pressure and ogre turn four comes up.

And on ogre turn four we have Smashzap and his crew finally passing their leadership test and turning around to lead with the chasing ghouls. The close combats go quite well to the ogres this turn. The leadbelchers have reduced the zombies they face to 15 or so, while the yhetee also have gotten the zombies down that low. The gnoblars throw their rocks into the approaching zombies but it doesn’t slow them down much at all.

Vampire counts turn five sees the vampire counts worried. So many of their undead have fallen. Sure the ghouls have had their loses replaced via magic, but the sure fire victory seems out of reach. This turn the last two undead units charge into combat, having everyone now locked up. The gnoblars manage to pass their leadership as the zombies rush them. So now it is up to the zombie magic to aid where it can. And it isn’t enough. The gnoblars win combat against the zombies, where the yhetee lose combat but pass their leadership test. The bull ogres and Smashzap have an excellent round against the ghouls. In fact the 20 strong pack of ghouls is reduced to 3 after the leadership test. The leadbelchers are the last ogre units to attack this close combat and they also have an excellent roll. They manage to smash all the zombies in front of them, freeing them to hunt down the necromancer.

Which is the only movement on ogre turn five. The leadbelchers wheel towards the necromancer and being to run him down. As they can move up to three times faster then him it doesn’t look good. The bull ogres smash their ghoul foes to pieces easily, but the gnoblars also win combat against the zombies. The yhetees are also successful against their foes, making this the seventh turn in a row the yhetee have been fighting the zombies.

The vampire counts last turn sees the necromancer finally get his 2d6 spell off, casting the dancing dead spell on the zombies fighting the yhetee. He also is able to add to their number, both of which factors will allow the one wound those magically fast zombies deal to be the tipping point breaking the yhetee. The yhetee will flee both this round and escape off the board on ogre turn six. The gnoblars vs. the zombies as the gnoblars win again but not by a large enough margin to shake the undead next to their general.

The final ogre turn of the game has the bull ogres charging the same zombies they fled from, as well as the leadbelchers charging the necromancer on foot. The necromancer on foot will issue a challenge, who the thunderfist will accept. One wounding hit on the necromancer will be countered with a wounding hit on the thunderfist, but combat goes to the ogres and the necromancer will fail leadership by one taking his final wound.

Smashzap and his bulls rushing the zombies will also pay off nicely, as between the gnoblars and the bulls all of the zombies will be lost (after leadership) allowing the bulls to follow up into the zombie general. If there was a turn seven it would have gone very badly for the vampire counts.

In the end the ogres lost the fleeing yhetee and one bull ogre (two wounds on another) and that was it. The vampire counts lost 80+ zombies, 20 ghouls and a necromancer. But there was a moment when the ogres almost lost their leader and his escort. For that moment alone I want to call this a close game. It also started to fall apart for the zombies when they were not able to keep flanking their enemies but instead got locked into one on one combats.

Cool Zombie Books images

Wednesday, October 6th, 2010

Some cool Zombie Books images:

Zombie Books
Zombie Books
Image by jeffc666

Currently reading
Zombie Books
Image by xtrarant
World War Z: An Oral History of the Zombie War by Max Brooks (the son of Mel Brooks). It’s written as if it is a completely true oral history of a near-future zombie outbreak/world war. So far very very entertaining. And it has ZOMBIES!!!