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Cool Online Zombie Books images

Sunday, March 6th, 2011

Some cool Online Zombie Books images:

school shooting of Winnenden was heralded by an internet troll ►media.coverage◄
Online Zombie Books
Image by oedipusphinx — — — — theJWDban
The school shooting of Winnenden was heralded by an advertising internet troll 6½ hours before the killing spree began.

chronology of the infamous 3/11-chat:
#555168 = Tim Kretschmer, #848121 = Bernd_1, #830431 = Bernd_2.

Tim Kretschmer: 2009-03-11 02:45:35 555168 Nr. 485465
>> Crap, Bernd, I’ve had enough. I’m fed up with this dissolute life. It’s always the same: Everybody is laughing at me, nobody is realizing my potential.

Bernd_1: 2009-03-11 02:47:20 848121 Nr. 485466
>> lol, you are kidding

Tim Kretschmer: 2009-03-11 02:5X:XX 555168 Nr. 485467
>> I mean it seriously, Bernd. I’ve got firearms here, and tomorrow morning I’ll visit my previous school and I’ll give a stylish grill party. Maybe I’ll get away with it.
>> Be prepared to listen, Bernds, tomorrow you’ll hear from me. Just remember the name of the scene: Winnenden. And for now no report to the police, don’t be afraid, I’m just trolling

Bernd_2: 2009-03-11 02:57:19 830431 Nr. 485468
>> pics or never happened!

_DE
Tim Kretschmer: 2009-03-11 02:45:35 555168 Nr. 485465
>> Scheiße, Bernd, es reicht mir. Ich habe das Lotterleben satt. Es ist immer dasselbe: Alle lachen mich aus, niemand erkennt mein Potenzial.

Bernd_1: 2009-03-11 02:47:20 848121 Nr. 485466
>> lol, ja is klar

Tim Kretschmer: 2009-03-11 02:5X:XX 555168 Nr. 485467
>> Ich meine es ernst Bernd – ich habe Waffen hier, und ich werde morgen früh an meine frühere Schule gehen und mal so richtig gepflegt grillen. Vielleicht komme ich ja auch davon.
>> Haltet die Ohren offen Bernds, ihr werdet morgen von mir hören. Merkt Euch nur den Namen des Orts: Winnenden. Und jetzt keine Meldung an die Polizei, keine Angst, ich trolle nur

Bernd_2: 2009-03-11 02:57:19 830431 Nr. 485468
>> Bilder oder nie passiert!

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I. troll a mythical, cave-dwelling being depicted in folklore as either a giant or a dwarf, typically having a very ugly appearance.
ORIGIN: from Old Norse and Swedish troll, Danish trold, German Kobold: adopted into English from Scandinavian in the mid 19th cent.
II. troll 1.) the action of trolling for fish 2.) a posting provoking a response in the reader by containing errors. [_NODE_1984_]
internet-troll: There are two main types:
– 1. "psycho trolls" believe to be someone that they are not.
– 2. "bona fide trolls" pretend to be someone that they are not.
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Die Ankündigung der Rachemaßnahme war laut Aussage des Vaters von Tim Kretschmer auf der Festplatte seines Sohnes gespeichert:

1. Das Screenshot lässt erkennen, dass der Beitrag nicht, wie von den Medien behauptet, in einem Chat oder Blog geschrieben wurde, sondern in einem Imageboard – und die zeichnen sich primär durch einen ziemlich krassen Humor aus. Das "kreative Nachbearbeiten" von Fotos, Screenshots und dergleichen gehört dort zum Tagesprogramm.
2. "Bernd" ist die deutsche Entsprechung von "Anonymous" – siehe oben.
3. "grillen gehen" ist in deutschsprachigen Imageboards ein Synonym für Suizid, allerdings nicht wirklich im ernsthaften Kontext, siehe oben.

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_____krautchan versucht zu verschleiern_____
12.3.2009 21:35: Amok-Ankündigung von Tim K. wird offiziell angezweifelt (nal/imo/tsp/dpa)
Der Online-Service Krautchan.net hatte am Nachmittag auf seiner Seite behauptet, dass der von der Polizei veröffentlichte Eintrag gefälscht.
Ein Experte zur Quellenprüfung im Internet, der Berliner Journalist Albrecht Ude sagte, dass eine abschließende Beurteilung nicht mehr möglich sei, da alle Seiten gelöscht worden seien. "Die Firma, wo das Forum registriert ist, ist aber schon einmal durch eine Fälschung aufgefallen." Allerdings sei es seltsam, dass die Inhalte allesamt verschwunden seien. "Wenn man behauptet, dass das ganze eine Fälschung ist, mutet es seltsam an, wenn alle Beweise, die dies belegen, gelöscht worden sind." (nal/imo/tsp/dpa)

13.03.2009, 01:01: Amokdrohung eine Fälschung? (tagesschau.de)
Die Polizei Waiblingen und die Staatsanwaltschaft Stuttgart teilten mit, es gebe zwei Zeugen, die unabhängig voneinander behauptet hätten, den Chat-Eintrag gesehen zu haben.
….. Die Betreiber der Seite erklärten nach Bekanntwerden des angeblichen Eintrags, dass der Eintrag eine Fälschung sei: "Hier wurde kein Amoklauf angekündigt, es gibt hier nur Leute, die mit Photoshop umgehen können." Die Überprüfung der Behauptung, dass ein Bild manipuliert worden sei, wurde dadurch erschwert, dass die "krautchan.net"-Betreiber die komplette Seite bis auf eine Eingangserklärung abschalteten.
… Die Sprecherin der Staatsanwaltschaft Stuttgart, Claudia Krauth, sagte, ihr sei zunächst von den zuständigen Experten die Existenz des Internet-Chats zugetragen worden … "Jetzt müssen wir prüfen, ob das tatsächlich falsch ist, wie das geschehen konnte und wer das war", sagte Krauth. Bezüglich des Amokläufers stünden die Ermittlungen nun aber wieder ganz am Anfang. "Wir hatten ja heute in eine Richtung vermutet, was das Motiv angeht."

15.03.2009, 12:06: www.ksta.de/html/artikel/1236866641919.shtml (Kölner Stadtanzeiger)
Der baden-württembergische Innenminister Heribert Rech hatte auf der Pressekonferenz am 11.März 2009 die Ankündigung des Massakers dem späteren Amokläufer zugeordnet.
- Am nächsten Tag jedoch verlautbarten die deutschen Medien plötzlich, daß erst nach Sichtung eines noch nicht aufgefundenen Laptop der Familie Kretschmer und den Informationen des in den USA sitzenden Chatroom-Betreibers der Sachverhalt endgültig aufzuklären wäre.

15.03.2009, 22:02: www.stuttgarter-zeitung.de/stz/page/1973351_0_9848_krautc… (Stuttgarter Zeitung)

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©opyRight or cede it for [credit & honour] ?
The difference is in what is considered derivative and what aggregation. fsf (GNU) thinks placing an image in a text creates a derivative work, while Creative Commons [_All or Some Rights Reserved_] treats that as aggregation. Derivation or Aggregation?
Latest version of the licenses for german jurisdiction: Attribution 3.0, Attribution-Noncommercial 3.0, Attribution-Noncommercial-No Derivative Works 3.0, Attribution-Noncommercial-Share Alike 3.0, Attribution-No Derivative Works 3.0,
Attribution-Share Alike 3.0.
License Your Work (Image|Audio|Video|Text|Interactive)
With a Creative Commons license, you keep your copyright but allow people to copy and distribute your work provided they give you credit.

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___politisches aftermath___
22.03.2009, 14:00: Angehörige der Opfer fordern Aufklärung der Tat (AP)
Die Angehörigen fordern Polizei und Politik zu einer Aufarbeitung des Amoklaufs auf: «Wir wollen, dass die Tat aufgeklärt und aufgearbeitet wird.»
«Wir wollen wissen, an welchen Stellen unsere ethisch-moralischen und gesetzlichen Sicherungen versagt haben.» Dazu gehörten auch das Aufzeigen der persönlichen Verantwortung und die daraus folgenden – auch juristischen – Konsequenzen.
«Wir wollen, dass sich etwas ändert in dieser Gesellschaft, und wir wollen mithelfen, damit es kein zweites Winnenden mehr geben kann.»
22.03.2009, 16:00: Kann Politik Amokläufe verhindern helfen? (AFP)
Uwe Schünemann (CDU) sagte der "Super Illu", Killerspiele hätten in Kinderzimmern "nichts verloren". Ein Verbot von gewaltexzessiven Computerspielen sei kein Populismus oder hilfloser Aktionismus. "Im Gegenteil: Wer die wachsende Kinder- und Jugendgewalt ernsthaft eindämmen will, kommt an diesem Thema nicht vorbei."
«Ich sehe nichts, was die Politik nach der Katastrophe von Winnenden ändern könnte. Ich kann nur davor warnen, den Eindruck zu erwecken, dass man einen solchen Amoklauf auf irgendeine Weise verhindern könnte.»
«Die ganzen Vorschläge, die jetzt gemacht werden, halte ich für populistisch und vordergründig. Sie entspringen der Hilflosigkeit und dem Drang, wahrgenommen zu werden», sagte Beck dem «Hamburger Abendblatt». (Kurt Beck, SPD)
22.03.2009, 16:00 Köhler prangert Konsum gewaltverherrlichender Computerspiele an (AFP)
Köhler fragte bei der Trauerfeier für die Opfer des Amoklaufs vor eineinhalb Wochen: «Sagt uns nicht der gesunde Menschenverstand, dass ein Dauerkonsum solcher Produkte schadet?» Dieser Art von «Marktentwicklung» solle Einhalt geboten werden, verlangte das Staatsoberhaupt. Dabei sei aber nicht nur der Staat gefordert. Es sei auch eine Frage der Selbstachtung, welche Filme man sich anschaue, welche Spiele man spiele, welches Vorbild man seinen Freunden, Kindern und Mitmenschen gebe.
Ungeachtet dessen forderte der Berliner Innensenator Ehrhart Körting eine Reduzierung privater Schusswaffen. «Wir haben ganz klar zu viele Waffen in diesem Land», sagte der SPD-Politiker dem «Spiegel». Körting will eine Initiative für eine Verschärfung des Waffenrechts starten: «Meine SPD-Kollegen werden eine Linie verfolgen», erklärte er dem Bericht zufolge, «die meiner ähnlich ist».
Gunmen kill 17 people at a drug rehab in Mexico (AP 3 Sept 2009)  Gunmen broke into a drug rehabilitation center and shot 17 people dead in a northern Mexican border city, an official said. The attackers on Wednesday broke down the door of El Aliviane center in Ciudad Juarez, lined up their victims against a wall and opened fire, said Arturo Sandoval, a spokesman for the regional prosecutors’ office. … Ciudad Juarez, across the border from El Paso, Texas, is Mexico’s most violent city, with at least 1,400 people killed this year alone.
Study: Gun Shows Main Source Of Guns Used In Crime (at CBS 13 / CW 31 Sacramento – 2 Sept 2009) A new report from UC Davis researchers finds that American gun shows are the leading source of guns used in crimes, not just in the United States, but Mexico and Canada as well. Amanda Sanchez reports.

18 March 2009: Alienated schools may be breeding grounds for teen killers by Linda Geddes
"Shootings appear more likely in schools characterised by a high degree of social stratification and low bonding and attachment between teachers and students," Wike says. "They provide rewards and recognition for only an elite few, and create social dynamics that promote disrespectful behaviour, bullying, and peer harassment."

25. März 2009 Online Flyer Nr. 190: Zum „School Shooting" von Winnenden in Neue Rheinische Zeitung von Prof. em. Freerk Huisken
… Gelernt haben sie, dass jede zugegebene Schwäche, jedes angezeigte Defizit in allen Konkurrenzlagen – solchen, an denen die Existenz, und solchen, an denen das Selbstbewusstsein hängt – von den Veranstaltern der Konkurrenz und von Mitkonkurrenten zum eigenen Vorteil ausgenutzt wird. Dann wird man als Versager, Schwächling, als Loser, als Opfer einsortiert und behandelt. So etwas darf nicht sein, weswegen die Welt der Heranwachsenden nur aus „coolen Typen“ besteht, die es sich den psychologischen Selbstbetrug zur zweiten Natur werden lassen. Als ohnmächtige Wichte, die sie sind und bleiben, ziehen sie dann schon einmal aus der dauerhaft und quälend erfahrenen Ohnmacht den ziemlich verkehrten Schluss, selbst einmal Macht, und gelegentlich sogar Macht in seiner existenziellsten Form als Macht über Leben und Tod auszuüben.
Die Amokläufer sind also keine defekten Monster, die ihre Mordgelüste eine Zeit lang hinter der Fassade des „unauffälligen, ruhigen Jungen“ verstecken. Es handelt sich vielmehr um aus dem Ruder gelaufene brave Lehrlinge eines pädagogisch und politisch intendierten Curriculums, mit dem sie in Schule und Gesellschaft von Kindesbeinen an traktiert werden. (PK)

März 2009: „School Shooting“ – eine Geisteskrankheit? von Prof. em. Freerk Huisken
Tim K. war in psychiatrischer Behandlung, hieß es bald! Die Gemeinde der professionellen Betroffenen atmete auf. Der Massenmord von Winnenden war geklärt: Dieser junge Mensch war krank, ein Psychopath, vielleicht sogar ein „Zombie“, wie ein Sprecher der deutschen Sportschützen ausführte, der sich ja bei seinen Waffenbrüdern auskennt; auf jeden Fall von schweren Depressionen geplagt, die sich schlussendlich in einem „erweiterten Suizid“ – welch zynischer Psychologismus! – entladen haben. Zudem, auch das passt ins genehme Bild, hatte er im Elternhaus leichten Zugang zu Waffen und Munition, ist vom Vater sogar in der „Kunst des Schießens“ unterwiesen worden und war obendrein Besitzer von Computerspielen der einschlägigen Art. Das „Unfassbare“, wie ein junger Mensch, der als völlig „ruhig und unauffällig“ galt, der nie aggressiv geworden ist und eher schüchtern war, sich und 15 weitere Menschen vom Leben zum Tode befördern kann, ist nun leicht fassbar. Die seelische Störung, „seine Krankheit“, über die man dann auch gar nichts weiter wissen muss, erklärt einfach alles.

… „Unfassbar“ ist all das nicht, und dass sich „die Tat jeder rationalen Deutung entziehe“, wie es nach jedem Amoklauf im Rahmen der ritualisierten Betroffenheitsorgien regelmäßig heißt – so etwas fällt den Wills, Plaßbergs oder Illners bei „Kollateralschäden“ auf Kriegsschauplätzen im Nahen Osten nie ein –, ist ein Urteil, das nicht zur Kenntnis nehmen will, was da passiert ist. Der Tat selbst und ihren Umständen lässt sich bereits so einiges entnehmen – vielleicht sogar schlüssiger als den Chat-Ankündigungen von Tätern, in denen sie auch nur ihre Motivlage mehr oder weniger ungeordnet ausbreiten.

… eine Konkurrenz, deren Protagonisten wissen, warum sie am Jahresende anlässlich der Zeugnisvergabe pädagogische Seelsorge anbieten und hoffen, dass sich keiner ihrer Schüler das Leben nimmt, weil er sich „mit dem Zeugnis“ nicht nach Hause traut; eine Lernkonkurrenz, in der sich Schüler immer zugleich das Rüstzeug fürs ganz normale Durchwursteln in der sich anschließenden Konkurrenz auf dem Arbeitsmarkt und im Berufsleben aneignen: Denn sie erfahren, dass sie nur dann nicht zu den Verlierern gehören, wenn sie dazu beitragen, andere zu Verlierern zu machen, was Anschwärzen ebenso einschließt, wie Neid und Missgunst; wenn sie dem „Schein“ den Vorrang über ihr „Sein“ geben, also Können vortäuschen, andere der Täuschung überführen und was der weiteren Tugenden des gar nicht so „heimlichen Lehrplans“ der Konkurrenz mehr sind. Schüler selbst ergänzen heutzutage diese Leistungskonkurrenz, deren Zwecken sie sich unterwerfen müssen, deren Mittel – dabei handelt es sich nicht um das Lernen, sondern das zensierte Lernen – sie gar nicht in der Hand haben und deren Resultaten sie ohnmächtig gegenüber stehen, um eine eigene, eben die Anerkennungskonkurrenz. In der führen sie sich als die Herren ihrer Konkurrenzmittel auf: Alle rohen Formen der Angeberei und des Mobbing – geschlechtsspezifisch sortiert – stehen dabei hoch im Kurs. Da wird geklaut und erpresst, geschlagen und ausgegrenzt, werden Schulen demoliert und Mutproben der brutalsten Art abverlangt. Gelernt haben die Kids, dass der Mensch ohne Selbstbewusstsein nichts ist, dass man also mit einer Portion Selbstbewusstsein die Zumutungen von Schule, Familie und Straße besser aushält – und nur deswegen ist das Selbstbewusstsein zum Erziehungsziel avanciert. Und das übersetzen sie sich in den Selbstbefund, irgendwie „Superstar“ zu sein, wenn nicht der „Deutschlands“, dann doch wenigstens der der Schule oder der Klasse. Der Anerkennungswahn, der sich hier austobt, erweist sich als ein Psycho-Produkt von Konkurrenzerfahrungen, das inzwischen das Privatleben derart okkupiert hat, dass jede vernünftige Bilanzierung des materiellen Gehalts einer individuellen Lebenslage nur allzu oft überlagert wird von der Frage, wie viel Beifall man für neue Klamotten, geschwollenen Bizeps, Sexual- und Saufleistungen, nebst Frech- und Rohheiten aller Art von Mitmenschen erhält, die denselben anerzogenen und inzwischen durchgesetzten geistigen Deformationen anhängen. Wenn zudem heute Schüler mit 9 oder 10 Jahren ihre Schulhefte auf Lehrergeheiß mit dem Spruch „Ich bin wertvoll!“ zieren – das fällt sachgemäß unter Ethik-Erziehung –, dann darf man sich endgültig nicht wundern, dass dabei der eine oder andere Robert S. oder Tim K. herauskommt. Denn wo in Schule, Familie und Umfeld vermehrt Erfahrungen gemacht werden, die diesen Spruch gerade nicht mit Material unterfüttern, wenn Niederlagen dieser oder jener Art sich vielmehr zu Frust verdichten, dann lässt er sich ebenso in die selbstzerstörerische Frage: „Bin ich wirklich wertvoll?“, wie auch in den fremdzerstörerischen Beschluss: „Denen werde ich es zeigen, dass ich wertvoll bin!“, umsetzen. Es schließt eben die radikalisierte Sorge ums eigene Selbstbewusstsein durchaus beide brutalen Verlaufsformen ein: die Tötung und die Selbsttötung.

Noch etwas ist der Tat zu entnehmen. Täter machen ihren „Frust“ zur Privatsache, die andere nicht nur nichts angeht, die sogar vor anderen geheim gehalten werden muss. Nicht zuletzt deswegen ist Tim K. „unauffällig“. Denn wer seine Schwächen, Beschädigungen und jene Ohnmacht offenbart, die seine tatsächliche Lage nun einmal kennzeichnen, der erfährt nur allzu oft, dass ihm all dies als seine höchst persönliche Eigenschaft um die Ohren und manchmal nicht nur um diese geschlagen wird. Der weiß auch, dass jede zugegebene Schwäche in allen Konkurrenzlagen – solchen, an denen die Existenz, und solchen, an denen das Selbstbewusstsein hängt – von anderen brutal zum eigenen Vorteil ausgenutzt wird. Dann wird man als Schwächling, als Loser, als Opfer einsortiert und be-handelt. So etwas darf nicht sein, weswegen die Welt der Heranwachsenden nur aus „coolen Typen“ besteht, die sich den psychologischen Selbstbetrug zur zweiten Natur werden lassen. Als ohnmächtige Wichte, die sie sind und bleiben, ziehen sie dann schon einmal aus der dauerhaft und quälend erfahrenen Ohnmacht den ziemlich verkehrten Schluss, selbst einmal Macht, und gelegentlich sogar Macht in seiner existenziellsten Form als Macht über Leben und Tod auszuüben.

So etwas registrieren die einschlägigen Talkshow-Runden hier und da. Jedoch nur um blöd anzu-mahnen, dass „wir alle“ mehr „aufeinander zugehen“, uns „mehr umeinander kümmern“ sollten und dass den Lehrern „mehr Zeit für die lieben Kleinen“ eingeräumt werden müsste. Lauter Idealisierungen herrschender Konkurrenzverhältnisse werden da als konkrete Vorschläge ausgerechnet von denen unterbreitet, die gerade eine Schulreform beschlossen haben, in der schulischer Leistungsstress verschärft, Konkurrenz unter Lehrern institutionalisiert, Schulzeit verkürzt, das standardisierte Testwesen ins Zentrum des Unterrichts gerückt wird und allen Ernstes eine Erziehung zu mehr „Frustrationstoleranz“ jede Überlegung, was sich gegen die Ursachen des „Frusts“ machen lässt, erschlägt; die aber auch an anderen Fronten, so auf dem Arbeitsmarkt, in der Berufswelt, in den Sozialsystemen, auf dem Wohnungsmarkt und in der Familie dafür sorgen, dass den Bürgern als Mittel zur Sicherung ihrer Privatexistenz allein der Weg bleibt, sich gegen andere Privatexistenzen – mit erlaubten Mitteln oder solchen am Rande der Legalität – konkurrierend durchzusetzen. Da lässt sich gut „aufeinander zugehen“, da lässt sich gut um den „Mitmenschen kümmern“! Neu ist das alles nicht, aber heftiger wird’s schon. Weswegen es erneut nicht verwundern darf, dass Menschen, deren Kopf randvoll ist mit unbewältigten Lebens- und Anerkennungsproblemen, diese so lange mit sich selbst ausmachen, bis sie meinen, der Welt auf jene Weise Beweise für ihren erfundenen Selbstwert zeigen zu müssen, die sie von der Welt gelernt haben: als Machtausübung mit den Mitteln der Gewalt!

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Freerk Huisken war bis März 2006 Professor für Politische Ökonomie des Ausbildungssektors (Hauptwerk: "Erziehung im Kapitalismus") an der Universität Bremen. Er hat sich in zahlreichen Büchern mit dem Thema Jugendgewalt und schulische Bildung (z.B. "Der ‘PISA-Schock’ und seine Bewältigung") befasst. Sein zuletzt erschienenes Buch: "Über die Unregierbarkeit des Schulvolks – Rütli-Schulen, Erfurt, Emsdetten usw.", 176 Seiten, 2007, VSA-Verlag, 12.80 Euro – ISBN 978-3-89965-210-9, endet mit dem Kapitel "Erfurt, Emsdetten… – der nächste Amoklauf kommt bestimmt. Über Konkurrenzverlierer und Selbstbewusstseinskult, über verletzte Ehre und demonstrative Rache".

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public speculations about the possible objective factors & subjective motivations that lead to the killing rampage

1. alienated schools
——-> "Erziehung im Kapitalismus" (FH)
2. killer games
3. hate against women
4. psychiatric medications
5. too many firearms

Cool Free Zombie Books images

Thursday, February 24th, 2011

Some cool Free Zombie Books images:

The zombies are almost down to half the starting number
Free 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 Day By Day Armageddon images

Monday, February 21st, 2011

Check out these Day by Day Armageddon images:

Armagddon·Red·S
Day by Day Armageddon
Image by Sakucae
blog.sina.com.cn/s/blog_5d4ef39c0100et3a.html

Armageddon

How many times must we start again
The creation of the world from beginning to end
What will it take before we learn
We gotta wake up now and show some concern
What will the future hold
How many untold stories will be told
Just what will the future bring
How many species of birds will have a song to sing
Man ‘n’ man can’t even get on
‘N’ man ‘n’ women’s been at war for far too long
Superior race, all this black and white vision
Catholic, Muslim there’s too many religions
Too much hatred, too much greed
Ignorant people pollute the air that we breathe
We gotta wake up now before it’s much too late
Hungry people need food on their plate
People bein’ killed for just a few pence
an you justify that, cause it makes no sense to me
You’re growin’ up much too fast
The destruction of mankind. How long would it last.

Perfect – that’s what I’m strivin’ to be
The next best thing won’t do for me
I do my best, you disagree
Holier – than – thou holier – than – me
Commitin’ crimes with no remorse
As good as gold, now an evil force
One word description is a dis
You lick a boy down for his bag of cheese n onion crisp
Whatever happened to the dinosaurs could make us all extinct
And you don’t even stop to think
I’m bein’ judged by the clothes that I wear
We gotta educate those with a grudge to bear
But I’m content to a certain extent
You’re condemned for life, it’s too late to repent
Inna – most beauty, such a terrible waste
Caught between a rock ‘n’ a hard place.

Be judged by accordin’ to what you’ve done
Live this life, the next is a better one
Eat the fruit from the tree of life
Cause if you live by the sword….. you’ll die by the knife
How great and wonderful are your days
How right and true are your ways
No more death, grief, cryin’ or pain
Cause only the good things will remain…..
Heed my words ’cause what I’m sayin’ is true
Treat them exactly as they treated you
Wipe away the tears from your eyes
Be proud, lift your head up – reach for the skies.

Condemned for what you did to them
Now see how quick they fall to worship him
There’s a place in my heart that makes me understand
Prepared ‘n’ ready like a bride dressed to meet her husband
Treat life like a learning process
I said turn right, so you took a sharp left
Wake up and we’ll all sleep peacefully
The sun shines but it still seems bleak to me
You tell a lie and convince me it’s the truth
I’m well mannered but you still call me uncouth
I believe that there’s got to be much more
I hope I’m ready when death comes knockin’ on my door
Maybe tonight, maybe as I sleep
It can drive you mad if you think too deep
But don’t have a breakdown because I called you a clown
You threw a punch ‘n’ missed, I killed you with a kiss
What on earth will you be then
The hour of your death amen
‘N’ all the prejudice that I’ve sustained
I know it sounds funny but I just can’t stand the pain

Armageddon
Day by Day Armageddon
Image by aussiegall
I was woken by a storm this morning and lots of lovely rain. Just as the sun was setting I noticed these weird clouds formations, I have photoshopped it to enhance the colour

Cool The Walking Dead images

Saturday, November 6th, 2010

Some cool The Walking Dead images:

ZOMBIE INVASION NYC / “The Walking Dead” – Penn Station, Manhattan NYC – 10/26/10
The Walking Dead
Image by asterix611
ZOMBIE INVASION NYC / "The Walking Dead" – Penn Station, Manhattan NYC – 10/26/10

ZOMBIE INVASION NYC / “The Walking Dead” – Penn Station, Manhattan NYC – 10/26/10
The Walking Dead
Image by asterix611
ZOMBIE INVASION NYC / "The Walking Dead" – Penn Station, Manhattan NYC – 10/26/10

Cool Walking Dead images

Tuesday, November 2nd, 2010

Check out these Walking Dead images:

ZOMBIE INVASION NYC / “The Walking Dead” – Penn Station, Manhattan NYC – 10/26/10
Walking Dead
Image by asterix611
ZOMBIE INVASION NYC / "The Walking Dead" – Penn Station, Manhattan NYC – 10/26/10

ZOMBIE INVASION NYC / “The Walking Dead” – Penn Station, Manhattan NYC – 10/26/10
Walking Dead
Image by asterix611
ZOMBIE INVASION NYC / "The Walking Dead" – Penn Station, Manhattan NYC – 10/26/10

Cool World War Z images

Tuesday, November 2nd, 2010

Some cool World War Z images:

DSCF2393
World War Z
Image by joelogon
I used this photo in one of my zombie-themed blog entries.

World War Z by Max Brooks
World War Z
Image by /Sizemore/

World War Z by Max Brooks
World War Z
Image by Dana Durell
Pretty neat. I particularly enjoyed the spiritual blind Japanese man who elected to stay on Japan alone to fight zombies with a shovel.

Cool Marvel Zombies images

Friday, October 22nd, 2010

Some cool Marvel Zombies images:

Denver Zombiewalk 09
Marvel Zombies
Image by KevinReese
Marvel Zombie

San Diego Comic Con 2008 435
Marvel Zombies
Image by Foenix
I started hanging around the Marvel booth for their costume contest, and while waiting, saw this guy, the Marvel Zombies version of the Hulk. And he was huge!

The guy’s head is actually somewhere inside his chest.

Cool Max Brooks images

Sunday, October 17th, 2010

Some cool Max Brooks images:

3. Use your head, cut off theirs.
Max Brooks
Image by Hryck.
Once, I was like most people. I had plans that prepared me for house fires, car crashes, earthquakes, and hordes of locusts. Thankfully, Max Brooks showed me just how woefully unprepared I really was.

Since reading his book, I have seen the light. His ten easy to remember rules have given me direction. I have stocked canned goods. I have drawn up escape plans. You think I’ve been running to try and do a marathon? No, I do this as part of a greater plan for survival.

Now, where’s my damn crossbow?

Max Brooks and Mel Brooks
Max Brooks
Image by Sharon Graphics
Max Brooks waiting with his Dad Mel for the Star Ceremony to begin

Max & Mel Brooks
Max Brooks
Image by Sharon Graphics
Max and Mel Brooks waiting for the Star ceremony to begin.

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
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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!!!