by Scorpion0x17
jhwedmd wrote:
decaramas wrote:
So I had a situation where Josh had duel pistols and was in a space with the abomination and three walkers. So after two rounds of firing no more walkers but 4 noise tokens ( one for each pistol). Josh runs around a corner out of sight. Zombie turn does the abomination stay where he is as its the noisiest zone and no survivors are in view. The zone josh is in only counts as one noise.
Thematically it seems like he would stay there.
Thematically it seems like he would stay there.
So, are we saying that, thematically, zombies can't recognize a running Survivor and chase them? I mean, it's not like Josh started around the corner. Seems like the Z's would have at least enough sense to chase someone, not just stand there because the noise was there.
If that were the case, then you could keep an entire map of zombies pinned in one zone by having duel wield Josh run in, activate both guns(thus dropping 2 noise tokens), and then run around a corner. As long as you spread out your remaining survivors, that could, conceivably, always be the loudest zone.
That seems like a bit of a hack to me. No offense to you, Mark, glad you brought up the question.
If you find a way to give Josh 5 actions, then yeah, you could do that.
(Don't have the ID cards to hand - does he get the option of a free combat or move action at any level?)
EDIT: Checked the GG website - Josh could do it in Red (+1 free Move action).