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Good points kowalski. West boundwood had a similar set up:
A handful of distinct bases, (one necro, one hospital and one PD (Train Row) that acted as a fall back position due to its location on the map edge). All near each other, with all the buildings in between barricaded high (but enough to let people in). This should mean that zombies will waste their time on buildings that appear stonger in defence than is actually so.
Organisation of time zones is another key. People checking at different times of the day to keep the barricades up.
Also assigning duties. It can be useful to have a large amount of scientists just stocking syringes, as they can knock a large hole in an insexperienced zombie army. Making sure a flow of medipacs is also useful and can help the lower level characters, who often can't shoot, get exp quickly. A designated revive station a few squares away from the necro buildings allows Zs to be 'farmed' for DNA and to ascertain who is keen to become a human.
This should all work well against small zombie incursions, but ultimately becomes a bit boring. Conversely, nothing can withsatnd a large Z army such as The Many (who will also use human spies - made worse by us reviving them), as they'll eventually just pile up as bodies and keep knocking on the door. So the best would seem to be to fix a place/objective to defend until it becomes too dangerous and then have a planned string of escape routes ready to fall back to, when the signal goes and then choose another objective.
In our case, Krinks power station could soon be crucial in getting mobile phones to work. We can defend the police and fire stations nearby and use south of the station to create rabbit holes to run down if we get attacked. There's an ideal place for a revive point there too. If, as you say, attacks are normally small affairs of 1-3 Zs, they would find it very difficult against a large well organised defence.
And it's larf innit? |
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