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Places to visit in Woodinvale and Timber Peak (Tactical notes for players)
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06-26-2011, 03:30 PM
(This post was last modified: 10-29-2012 04:14 PM by samuraitrev.)
Post: #1
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Places to visit in Woodinvale and Timber Peak (Tactical notes for players)
Hi I thought I'd put this together for information on all locations of LNOE. It can help when deciding which buildings would be the easiest to barricade for the Heroes or the best buildings to trap a Hero in for Zombie player. Or where's the best Pick Ups have a look and plan your enemies destruction MWHHHHAAAA HAAA HAAA HAHHHAA!!
Airplane Hanger Area 4, Exits 2, Pick Up:Signal Flare, can be used in the Stock Up! scenario (Ranged Weapon), Fully Barricade 3 walls, Unique Items available. Antique Shop Area 3, Exits 2, Fully Barricade 6 walls, Unique Items or Survival Tactics available. Pick Up: (any) 2 cards from the Discard Pile shuffle back into the Hero Deck, this building can help with the scenario Zombie Pillage. Bank (The) Area 4, Exits 2, Fully Barricade 3 walls, Unique Items available. Barn (The) Area 4, Exits 2, Pick Up: Pitchfork, Can be used in the Stock Up scenario (Hand Weapon), Fully Barricade 2 walls, Unique Items available. Dangers Spawning Pit. Book Store Area 4, Exits 3, Special Rules Hero Upgrades cost one less Experience here. Fully Barricade 4 walls, Survival Tactics available. Bowling Alley Area 5, Exits 2, Pick Up: Roll a D6. 1-No Search, 2-5-Draw, 6-Draw Two Cards. Dangers 4 trees on this L-Section will slow down Hero movement. Fully Barricade 5 walls, Unique Items available. Church Area 4, Exit 1, Pick Up: Faith, Fully Barricade 3 walls, Unique Items available. Dangers Can be trapped inside easily, Starting Location for Father Joseph. Cornfield Area 8, Advantages can escape Zombie fights as they need +4 to spot a Hero. Diner Area 4, Exits 2, Pick Up:Meat Cleaver, Can be used in the Stock Up! scenario (Hand Weapon), Fully Barricade 4 walls, Survival Tactics available. Starting Location for Sam, Alice and Ed Baker. Diner (Log Jam) Area 4, Exits 2, Pick Up:Pump Shotgun, can be used to help the Stock Up! scenario (Ranged Weapon), Starting Location for Sam, Alice and Ed Baker. Fully Barricade 4 walls, Unique Items available. Drug Store Area 3, Exits 2, Fully Barricade 5 walls, Unique Items available. Pick Up: (Any) First Aid Card so First Aid Kit (fully heal any Hero including self) or Recovery (Heal 1 wound on any Hero or self), or Bandages Can be used in the Stock Up! scenario (First Aid Kit) Emergency Room Internal Building in the Timber Peak Hospital. Area 1, Exits 2, Pick Up: Any First Aid card. Could be used as a Starting Location for Becky. (you'd have to be mad!). Fully Barricade 3 Walls, Unique Items or Survival Tactics available. Factory (The) Area 3, Exits 2, Pick Up:Welding Torch, Fully Barricade 2 walls, Survival Tactics available. Can be used in the Burn It To The Ground, Stock Up, All Hallows Eve or It Fell From The Sky scenarios (Fire Item). Farmhouse Area 2, Exits 2, Fully Barricade 3 walls, Survival Tactics available. Starting Location for Jenny. Freezer Area 1, Exit 1, Internal building inside the Super Market, Kenny can choose here for his Starting Location, Fully Barricade 2 walls, Unique Items or Survival Tactics available. Dangers Spawning Pit and can be trapped inside. Gas Station Area 4, Exits 3, Pick Up:Gasoline, Can be used on the Escape In The Truck, Burn 'Em Out, Burn It To The Ground, It Fell From The Sky and Blow Up the Town! scenarios. Fully Barricade 8 walls, Survival Tactics available. General Store Area 4, Exits 2. Fully Barricade 3 walls, Unique Items available. Graveyard Area 4, Outside (can't be used as a random building), Dangers Spawning Pit Gun Shop Area 4, Exits 2, Pick Up: (Any) Gun or Ammo, So Revolver, Pump Shotgun, Hunting Rifle, Police Shotgun, Pistol Ammo or Extra Ammo. Can be used in the Stock Up! scenario (Ranged Weapon). Fully Barricade 2 walls, Unique Items or Survival Tactics available. Gym Area 4, Exits 2, Starting Location for Johnny. Fully Barricade 3 walls, Survival Tactics available. Gym (Timber Peak) Area 4, Exits 3, Pick Up:Lucky Break. Starting Location for Johnny. Fully Barricade 2 walls, Unique Items or Survival Tactics available. Hardware Store Area 4, Exits 2, Pick Up: Any Hand Weapon (Can be used in the Stock Up! scenario). Fully Barricade 4 walls, Unique Items available. High School Area 6, Exits 2, Starting Locations for Billy, Sally, Amanda and Mr. Goddard. Fully Barricade 2 walls, Unique Items available. High School (Timber Peak) Area 6, Exits 3, Pick Up: Pay 1 Experience to Pick Up Fire Extinguisher. (I would sacrifice 1 experience for that card anytime.) Starting Locations for Billy, Sally, Amanda and Mr. Goddard. Fully Barricade 5 walls, Unique Items available. Hospital Area 6 (+1 Morgue)= 7, Exits 2, Fully Barricade 4 walls, Unique Items or Survival Tactics available. Pick Up: (any) First Aid card so First Aid Kit (fully heal any Hero including self) or Recovery (Heal 1 wound on any Hero or self), Bandages Can be used in the Stock Up! scenario (First Aid Kit), Starting Location for Becky, Dangers Spawning Pit in the Internal Building Morgue. This building can be lethal to be trapped inside for Lights Out and "My God, They've Taken the...". In the former, it can take a few turns to make it out (moving one at a time). In the latter, you'll immediately be surrounded by A LOT of zeds. Fully Barricade 4 walls, Unique Items or Survival Tactics available. Hospital (Timber Peak) Area 5 +1 for the Emergency Room =6, Exits 3, Pick Up: Any First Aid. Pick Up (any) First Aid card so First Aid Kit (fully heal any Hero including self) or Recovery (Heal 1 wound on any Hero or self), Bandages Can be used in the Stock Up scenario (First Aid Kit), Starting Location for Becky, Dangers Spawning Pit in the Internal Building Emergency Room. Starting Location for Becky. Fully Barricade 2 Walls, Unique Items or Survival Tactics available. Junkyard Area 6, Exits 3, Pick Up: a random card from the discard deck (there must be +5), Fully Barricade 4 walls, Unique Items and Survival Tactics available. Dangers Spawning Pit. Library Area 4, Exits 3, Pick Up: The first Event you come to in the Hero draw deck this can include Townsfolk. Fully Barricade 3 walls, Survival Tactics available. Can be used in any scenario where you want to find the Townsfolk don't overlook this building Heroes! Lumber Yard Area 7, Exits 4, Pick Up: Torch. Fully Barricade 6 walls, Unique Items or Survival Tactics available. Manor House Area 12, Exits 4, Fully Barricade 12 walls. no diagonal movement where there's corner walls see (p.20) of the rulebook for more details, Heroes cannot search in here unless stated by the scenario (eg free search markers etc.), It is often used as a starting location in certain scenarios or as an Starting Location option when bringing on new Heroes (Random building or Manor House/Town Centre and free Hero card) Morgue Area 1, Exits 2, Pick Up: (any) First Aid card so First Aid Kit (fully heal any Hero including self) or Recovery (Heal 1 wound on any Hero or self), or Bandages Can be used in the Stock Up! scenario (First Aid Kit), Starting Location can be used for Becky, Internal Building within the Hospital, Dangers Spawning Pit, Fully Barricade 2 walls, Unique Items or Survival Tactics available. Office Trailer Area 2, Exit 1 (Hero trap alert!), Fully Barricade 3 walls, Survival Tactics available. Plant (the) Area 3, Exit 1, Dangers Spawning Pit and can get trapped in here. Fully Barricade 3 walls, Survival Tactics available. Police Station Area 2, Exits 1, Pick Up:Pump Shotgun, Fully Barricade 3 walls, Survival Tactics available. Can be used in the Stock Up! scenario (Ranged Weapon), Starting Location for Sheriff Anderson and Victor, Danger Heroes can get trapped. Police Station (Timber Peak) Area 2, Exits 2, Pick Up:Police Shotgun. Can be used in the Stock Up! scenario (Ranged Weapon), Starting Location for Sheriff Anderson and Victor. To Fully Barricade 4 walls, Survival Tactics available. Post Office Area 2, Exits 2, Fully Barricade 4 walls, Survival Tactics available. Power Relay Station Area 8, Exits 4, Special Rules: Kill any Zombie beaten in a Fight here, even if no doubles were rolled. While Taken Over or Destroyed, all Buildings count as Lights Out. There are 2 trees outside 2 of the exits canceling diagonal movement. Danger; the Station has a Zombie Spawning Pit inside. Fully Barricade 6 walls, Survival Tactics available. Radio Station Area 11, Exits 5, Used in the Mountain of the Dead and the Radio for Help scenarios. Diagonal movement is restricted in Reception room (large desk and central pillar). Counts as two seperate buildings. To Fully Barricade the Weather Room and Storage would take 6 walls. To Fully Barricade the Reception, Sound Booth and the Break Room would take 8 walls. Refinery Area 6, Exits 3, Pick Up: Any Explosive e.g. Dynamite, Gasoline, Crate of Dynamite or Fuel Can. Will help with Burn 'Em Out, It Fell From The Sky and Blow Up the Town! scenarios. Dangers; Zombie Spawning Pit and 3 trees on this L-Section will slow the Heroes down. Fully Barricade 7 walls, Unique Items available. Road Out Of Town Area 1, Outside. Starting Location for Jake Cartwright. Road Out of Town (Timber Peak) Area 1, Outside. Starting Location for Jake Cartwright, Sheriff Anderson and Sally in Timber Peak. Saw Mill Area 3, Exits 2, Pick Up:Chainsaw. Can be used to help the Stock Up! scenario (Hand Weapon), Fully Barricade 6 walls, Unique Items available. Super Market Area 9 (+1 with Freezer)= 10, Exits 4, Pick Up: Discard 3 cards from the Hero Deck then Draw 2 from the Hero deck, Starting Location for Kenny, Dangers Spawning Pit in the Freezer. This building can be lethal to be trapped inside for Lights Out and "My God, They've Taken the...". In the former, it can take a few turns to make it out (moving one at a time). In the latter, you'll immediately be surrounded by A LOT of zeds. Tavern Area 4, Exits 2, Pick Up: Add 1 Marker to an Item that uses Markers. Fully Barricade 4 walls, Survival Tactics available. Timber Peak Small logging and mining town. Town Centre Area 6, Outside, It is often used as a starting location in certain scenarios or as an Starting Location option when bringing on new Heroes (Random building or Town Centre/Manor House and free Hero card). Train Station Area 4, Exits 3, Pick Up: Random Card from Hero Discard Pile (must be at least 5 to pull from). Fully Barricade 7 Walls, Survival Tactics available. Any of you Zombie/Heroes got ant tips using any of these buildings? Please feel free to add to this |
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06-26-2011, 07:09 PM
(This post was last modified: 06-26-2011 07:10 PM by mqstout.)
Post: #2
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RE: Places to visit in Woodinvale (Tactical notes for players)
For downsides on Super Market and Hospital, I'd mention they're lethal to be trapped inside for Lights Out and "My God, They've Taken the...". In the former, it can take a few turns to make it out (moving one at a time). In the latter, you'll immediately be surrounded by A LOT of zeds.
The reverse is true for the 2-and-3 sized buildings being a liability for the scenario where zombies destroy buildings (Zombie Apocalypse I think?). Antique Shop is a great help to winning Zombie Pillage. |
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06-26-2011, 07:41 PM
Post: #3
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RE: Places to visit in Woodinvale (Tactical notes for players)
For every starting location I find the smartest place to put the hero near to the door (beter if is a corner o a double corner), especially in high school (where more than a hero can be in the same box and begin immediately to exchange of objects) Jenny in the cornfield is a kite killing machine...
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06-27-2011, 10:26 AM
(This post was last modified: 06-27-2011 10:35 AM by samuraitrev.)
Post: #4
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RE: Places to visit in Woodinvale (Tactical notes for players)
(06-26-2011 07:09 PM)mqstout Wrote: For downsides on Super Market and Hospital, I'd mention they're lethal to be trapped inside for Lights Out and "My God, They've Taken the...". In the former, it can take a few turns to make it out (moving one at a time). In the latter, you'll immediately be surrounded by A LOT of zeds. Thanks for the tips on the Super Market, Hospital and Antique Shop. I've added these to the list. (06-26-2011 07:41 PM)Rosacarnis Wrote: For every starting location I find the smartest place to put the hero near to the door (beter if is a corner o a double corner), especially in high school (where more than a hero can be in the same box and begin immediately to exchange of objects) Good tactic to get your Heroes to exchange weapons straight off. As long as the Zombies don't get Bickering, Catfight, This Could Be Our Last Night On Earth or Let's Split Up in their first 4 cards. Thanks for adding! So any of you Zombies or Heroes out there got any favorite tactics for using buildings? Go on share those gaming secrets... |
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