More Zombies with Two Hour Wargames

January 7, 2016

One New Years’ Day, my son and I played a zombie game using the Two Hour Wargame rules (Final Fade Out). I set up the game and ran the non-player controlled forces as per the NPC rules in the game. My son ran the good guy survivors. He had six fairly good survivors and his mission was to clear the board of zombies and bad guy gangers. To set up the zombies and gangers I made some PEFs with each human PEF being 1d3 humans, each zombie PEF being 1d6 zombies and a few mixed PEFs that could be either.

The human survivors moved out smartly in two groups of three and were able to defeat all of their foes without a single casualty. In the end, they encountered four gangers, which they dispatched and a total of 15 zombies, all of which ended up destroyed. The only risky moment came when one zombie closed with one of the humans, who promptly dispatched it. It was an interesting scenario and everyone had a good time, which is what the outcome should be considering this is something we did for fun. I made a few mistakes in the rules (mostly doing In-sight checks by groups like Nuts! rather than individuals). I do think we can run a zombie campaign in the not so distant future. We are a bit short of 28mm buildings but between paper buildings and Lego buildings, I think we can make it work.

The game included the debut of a new building. It is a Plasticville Two-Story House ( It was pretty easy to assemble, but a lot to paint due to its size (I’m use to painting 6mm to 15mm buildings).

Here are the photos (some didn’t turn out that great as the room was pretty dark when I took the photos):

First, some of the new house:

Farm House 4

Farm House 6

Farm House 5

Here are the human survivors (the good guys):

Good Guys 1

Good Guys 2

The potential gangers (the bad guys):

Bad Guys 1

Bad Guys 2

Bad Guys 3

Overview of the table (it was 6’x4′):


Some odds and ends close ups:

Black Car 2

Shacks 1

Girl 1

Steve Johnson

Zombie 1

Zombie 13

Zombie 5

Zombies with Two Hours Wargame Rules

April 25, 2015

Today my son and I had a some time to play a zombies game with the Two Hour Wargames All Things Zombie rules. We primarily used the Better Dead Than Zed version with the scenario rules from the Final Fade Out version.We played a search scenario where the characters were searching some old buildings for food or other things they could find. We used the following characters:

1. Steve: Rep 5 star armed with an assault rifle and a knife.

2. “Jacket Man”: Rep 4 with two “big ass pistols” and a knife.

3. Buella: Rep 5 with an assault rifle and a knife.

4. The Reverend Horton Heat: Rep 4 with a “big ass pistol” and a knife.

We ended up fighting zombies for the most part, and killed 14 of them plus a single “ganger” human armed with a machine pistol. The game took an hour and a half to play, and in the end the survivors (us) were able to defeat all of the zombies and the ganger, and did we find some food and a special item. We both played on the same side. My son ran Steve and “Jacket Man”, and I ran Buella and The Reverend Horton Heat. Overall, the Two Hour Wargame rules are a lot of fun for a quick skirmish game.

The figures are Wargames Factory 28mm. The buildings are the Hobo set from Plasticville. The cars are a mix of old cars I found in my children’s old toys and some Siku cars I got from The Siku cars fit very well with the 28mm figures in terms of size.

Here is the general table layout. The players entered from the left side:


Here is “Steve”, our star character:


Here is “Jacket Man” in one of the Plasticville buildings. They are a good match for 28mm figures. The roof is off to let in some light for the photo.


Here are some pictures of the Siku cars. They fit very well with the 28mm figures:




Photos by my son, James. Pretty good for one of his early attempts to photograph our games with his phone’s camera.

All Things Zombie: The Rescue of Hoodie

November 30, 2014

The first game we played was All Things Zombie by Two Hour Wargames. We used the Final Fade Out edition (these are the latest zombie rules by Two Hour Wargames). The basic scenario had to be modest as I’ve only finished 22 zombies and 4 humans over the last two months. I also wanted a cooperative rather than a competitive game as my son was playing, and there is nothing that turns a person off from gaming like having an experienced game player whip your ass in a game. So I decided on a rescue scenario with all three players on the same side.

I played a character we call Hoodie, who was stuck on the roof of a building he had been scavenging. His pistol was out of ammo, and all he had was a machete against twenty-two zombies. He was a Rep 4 character with a special advantage of +1 die in melee when using his machete. James and Mark each ran one character. The two rescuing characters were Steve Johnson, Rep 5 and armed with an M16. He is our “star” and has the special abilities of Born Leader and Marksman. The other character is known as “The Mexican”. He is armed with a big ass pistol and a machine pistol. Like Steve, he is Rep 5 and has the nerves of steel and brawler special abilities. Steve Johnson and The Mexican had to rescue Hoodie.

The rescue party moved in, and carefully shot their way to get close to Hoodie. They avoided any unnecessary shots as the can bring in more zombies. I decided this was a rural scenario so each shot could bring in another zombie on a 6 (1d6). With some careful shots and team work, Steve and The Mexican got close to the shack that Hoodie was trapped on. They killed around 14 zombies and their shots generated four more zombies. In the end, they were able to clear enough of the way for Hoodie to jump off the roof and escape. With a few good activation roles, the three humans were able to escape without suffering any casualties.

Everyone involved had a good time. I think I need to keep painting more zombies as we marked the dead ones with the red circles on the table. That did reduce table clutter. Maybe I need to convert some of the Wargames Factory zombies to downed zombies for casualties. The rules worked very well, but the game was simple with just three humans and zombies. Everyone enjoyed the scenario, which was relief to me as making scenarios that are interesting and challenging for All Things Zombie is the hardest part of the game for me. A dull scenario isn’t that much fun to play. Too many zombies and the objective becomes impossible to reach, but too few zombies makes the game boring. The plan is to paint more buildings and more humans to be able to play some more complex scenarios.

The figures are all from the various Wargames Factory zombie box sets. The figures are plastic, but fairly easy to assemble. I found you do need some model putty to fill in the gaps on the figures, especially where the arms attach to the torsos. The buildings are by Plasticville, and part of their Hobo Jungle kit. The kit also includes a big box car that has been converted to a fixed building. I got all three buildings from Model Trains Stuff for $14.99 (along with many other cheaply priced kits). The Plasticville buildings work very well with 28mm games. The doors are the right size and the foot prints of the buildings are also about the right size. The cars are some that I recently purchased at various local stores (Toys R Us, Fred Meyer, and Walmart) plus a few I scavenged from the toy cars that my kids played with when they were little.

Most of the cars are a wee bit too small, but you do not notice that when you get playing. The best way to test the size of cars to figures is to bring an unpainted figure with you to the store to measure up against the cars. I actually use a quarter as it is about an inch in diameter and that scales to 5 feet with 28mm figures. Real cars are smaller than you would think, so don’t be worried if you cars look too small at first glance. To see that, just walk around a parking lot and see how actual cars measure up to you. I’m about 6′ 2″ and only larger pick-ups and SUVs are about the same height as I am. I use cars in the 1/50 to 1/60 scale if possible. The 1/43 scale cars look too big to me, and the 1/76 scale cars are too small (but good for 15mm figures). One last point about using toy cars with 28mm figures, the stated scale of toy cars seems to vary a great deal. Some of the cars I bought were supposedly 1/76 scale but were far closer to 1/56 scale. So it is better to buy cars in person than order them online and hope they will work.

And now photos of the game (camera work by Mark; figures, cars, and buildings by me):

Click on the pictures for a larger image.

The big picture (rescue party to the left and Hoodie is trapped to the right):


Hoodie’s Problem (he is the one on the roof):

Start 2

The Rescuers Arrive:

Humans to the rescue

The Rescuers Up Close:

Rescue Party 2

Almost There:

Almost there

Hoodie Close to Rescue:

Hoddie close to rescue

The Humans Have Escaped:

Humans have escaped

The End:


Here are some shots of the Plasticville buildings (painted by me):

Plasticville Hobo Jungle buildings

Plasticville Hobo Jungle 2

Some of the zombies:


And the Hillbilly Humvee (a toy car I bought someplace):

Hillbilly Humvee

The game was played on a 4′ x 4′ table. We used all of the normal All Things Zombie: Final Fade Out rules, and they worked very well. Actual game time was clearly under two hours.



More Two Hour Wargames Zombies

October 26, 2014

After a long morning of working with some confused students in my online university course, I needed a bit of a break and something new to do. My son suggested a few more games of All Things Zombie by Two Hour Wargames. We set up a basic board and played two games in a total of an hour and a half. They were small games. The first required two human survivors to make it to a crashed police car and recover a back pack of something “really important”. There were about six zombies on the board at the start of the game and around 10 more were activated by gunfire. In the end, all of the zombies were “dead” and the two humans escaped with the bag. The second game required two humans to get past a pair of bad humans guarding a road block. The two survivor or good humans almost got waxed right off. One survivor took two hits and suffered two knockdown results. The resulting gun fire set the other human fleeing for cover (failed two dice on a man down test). The knocked down human escaped and rallied his friend. They came back and flanked the bad humans (gangers); took both out. In the end a few zombies arrive (five in total, three killed). One of the zombies got to feast on the dead ganger; the other ganger was out of the fight and likely would have been the zombies’ second course. I have some S/O scale railroad buildings coming in a few days. I’ll paint them up so we can have a few more complex scenarios. I have also realized I need to paint up about a dozen more humans and finish zombies 18-21. All in all we both had a good time and my son has quickly picked up the rules. For a game project that started about five weeks ago we have done alright in getting something painted and some games played. What I really like about the Two Hour Wargame rules is that you can really play them in two hours; no need to have a full day to play one game.

Here a few pictures my son took with his phone camera:

One human (sorry his base is unfinished) melees with a zombie:


Another human flanks the zombies and takes them out with his submachinegun:


Zombies swarm the humans near the wrecked police car:


A ganger (bad human) lies in wait behind the hillbilly Humvee:


Two Hour Wargames: All Things Zombie

October 25, 2014


Today my 14 year old son and I played our first games of All Things Zombie: Better Dead Than Zed by Two Hour Wargames. We have played a few games of Star Wars X-Wing before, but this was the first miniature game we played that was land based and with figures that we had painted. Our two games were small, just two humans, both pretty strong, and about 8-15 zombies in both games (including those generated by gun shots). Overall, we both had a lot of fun, which was the goal (along with some father-son interaction).

Earlier in the day, we had stopped by one of the local game stores, Haven Gaming, which had a “historical miniature wargames day”. I thought it was ok, mostly skirmish or low figure density games. At least there weren’t any dreadful Flames of War games (and if you love those rules, fine, but I find them dreaful). My son thought it was pretty cool, and he liked looking at the variety of figures people had for their games, most had a solid paint job, which helped increase the “cool” factor for a 14 year old.

When we got home, we set up a basic 4′ x 4′ board for a couple of All Things Zombies games. I started painting some of the Wargames Factory 28mm figures about a month ago and had 17 zombies and 4 humans completed, which was pretty good as I had been working long hours most of the last month. I wanted to introduce my son to miniature wargaming with a pretty basic scenario that was low figure density as to not make it overwhelming. So we both played on the same side with one figure each.

The first scenario called for our two humans (survivors) to recover a bag of weapons and ammo that had been left in an ambulance. I think there were six or seven zombies on the board. My son and I discussed our plan of attack, a sweep around the left as that would let us get closest to the ambulance with encountering the fewest zombies. My son had a rep 5 character, Steve Johnson, who was armed with an M16 and had the attributes of born leader and marksman (some of which I modified based on the attribute list from Nuts! Final edition). I had a character, “Hoodie”, who had a BAP and a machete with the advantage of +1d6 melee die with his machete. Hoodie’s Rep was 4. We quickly maneuvered around to near the ambulance. I don’t think we generated one zombie due to gun fire. With Steve Johnson’s expert marksmanship and Hoodie’s melee skills, we quickly got to the bag and exited our home table edge without encountering any more zombies.

The second scenario used the same terrain, but we decided to play a clearing scenario in which we had to destroy all seven zombies that started on the board. This time we went right and again Steve Johnson’s marksmanship and Hoodies’ melee skills quickly destroyed all of the zombies. This time we did generate a few more zombies due to gun fire, but in the end we were able to destroy all of them.

Both scenarios were fun and quickly introduced both of use to the basics of All Things Zombie; I have played about 20 games using some variant of the Two Hour Wargame skirmish rules, but this was the first time my son had played them. I quickly got the basics of the zombies rules and my son was pretty solid with the rules after the two scenarios. We also had the time to run through a few examples of human to human combat so that my son saw how that sort of game would work; a lot more lethal than human to zombie combat.

Overall it was a good game. My son and I got to do something fun together. I like how in the Two Hour Wargames, players can be on the same side, which lets both players win and makes the game less of a confrontational experience. We played both games and ran through are human to human examples in about two and a half hours. Then my son enthusiastically discussed other scenarios and asked about the campaign rules. I could tell that he was very interested in a campaign in the style of The Walking Dead. We have some basic buildings coming in the mail (should get here in a few days) and I’ll be painting more zombies and humans (including ganger types). That will allow us to play more scenarios and then possibly a campaign.

My son took a few photos with his phone. Here they are:



And a few close ups of the miniatures, mostly taken after we had played (we were having too much fun to stop to take pictures). My son took these with his cell phone, so the quality is mixed, but he did a lot better job taking pictures than I could have.

The “Hoodie” character



One of our zombies that we both painted part of:



The “Kid” character taking out zombies (we didn’t use him in today’s games):



Zombies advance on Steve Johnson:



My favorite character “The Mexican” firing on zombies (again we didn’t use him today either):