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Osprey Wargames #25

Zona Alfa: Salvage and Survival in the Exclusion Zone

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Explore, salvage, and survive inside the Exclusion Zone in this near-future Eastern European-themed skirmish wargame.

Zona Alfa is a set of simple, fast-play skirmish rules for scavenging, exploring, and surviving in a near-future, post-apocalyptic Eastern European setting. Players take on the role of bandits, mercenaries, and military units fighting over the blasted Exclusion Zone and its abandoned artifacts. Customize your fighters with a variety of weapons and specialisms to create your ideal warband. With extended rules for campaigns, character progression, terrain, and environmental hazards, Zona Alfa contains all the tools required to engaging in blistering firefights within the Exclusion Zone.

64 pages, Paperback

First published January 21, 2020

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About the author

Patrick Todoroff

38 books50 followers
My interest in books started when I was nine, the year my baby brother shoved a pretzel down into the back of the television set and my parents didn't get it fixed.

My first novel, "Running Black" was a 'put up or shut up' project during the 2008 recession. The sequel "Shift Tense" rolled out two years later.

Other titles include the cyberpunk/technoir novella, 'Soul Cache'; a Celtic-flavored ghost story, 'The Barrow Lover'; three tales from the Exclusion Zone - 'A Prayer to Saint Strelok', 'Strange Treasure', and 'Gopnik Blues', and a handful of stand-alone near-future shorts.

As a table top war game designer, I've written 'Zona Alfa' and 'When Nightmares Come' for Osprey Wargames, several best selling indie games: 'Exploit Zero', its monster-hunting fantasy cousin, 'Nightwatch', and the alien-invasion 'Insurgent Earth.'

Current projects include the post-apocalyptic fantasy 'Shattered Worlds' duology, and a gritty dungeon crawl series, 'Shiver and Funk."

I can be found online at Stalker7.com.

A thousand thanks.

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Displaying 1 - 5 of 5 reviews
3 reviews1 follower
June 19, 2020
Overview:

These rules are themed around the S.T.A.L.K.E.R or Metro series of video games; or the novel Roadside Picnic. If you are not familiar with any of those; then picture a Soviet-era town that is beginning to decay and is mostly abandoned. The game takes place in an Exclusion Zone; which is an area that has been cordoned off from the rest of the world. Your team is one of many that head into the “zone” in order to explore and salvage any anomalies they may find. There are many exclusion zones scattered around the globe, so you can use whatever terrain you have available for your own games.
When preparing for a game each side creates a force that has 12 activations or Khrabrost’. Each figure will have between 1 and 3 actions. This corresponds to them being either a rookie, hardened, or a veteran. Your leader is a veteran and will cost you 3 of your starting 12. The nine remaining Khrabrost’ can be used however you want to equal 12. This allows people to either make a force of a few elites or a swarm of raw recruits, or anything in-between. When you add to your force after the initial creation, you must spend you hard earned rewards and this might let you have more or less than the 12 activations in later games. It is important to know that figures are WYSIWYG(What You See Is What You Get) and this can lead to a group all being armed with grenade launchers or LMG’s. Thankfully, these bigger weapons come with drawbacks like limited ammo and/or slowing you down.
During set up, one main objective is placed in the center and a number of hot zones are placed around the board. These hot spots are searchable areas that spawn a random encounter and salvage. These extra areas offer extra resources and allow for some gains even if you do not win the mission.
After the mission you have to pay 10% of your salvage to your faction. With the remainder you can buy items, equipment and new members in order to improve your squad for the next mission.

The book:

This book is part of the Osprey blue book series and comes in at the usual 64 pages. The artwork is of the typical Osprey quality. Most pages also have a small picture of a vignette with some very flavorful text to get you in the mood and also allowing for some great inspiration for tables.
The book follows the same basic format of other books in this series. You start off with a nice table of contents to find you almost anything you want. They are never as nice as a proper index, but they break down each chapter to bring you right to the section you want.
After a brief introduction on the setting, the book covers the essentials of what you need to play. This includes a really nice list of companies that make appropriate figures for the game. Following the introduction is a quick section covering the stats used for each figure and their weapon.
The third section covers all the actions you can take, like searching and shooting. This section also includes movement and cover.
The fourth section covers combat and wounds. I really like how close combat works in this game. Both parties roll to see how many hits they each get; then the attacker can choose to cancel hits from the defender with their own hits. The unusual part of this book is that the rules for cover are found in the third section and not the section for combat.
The armory is found in the fifth section and it covers weapons, grenades and armor. There are tables for most everything. The armor is the only one that does not have a table, they are just listed out in on the subsection and I found this a bit difficult to find when quickly flipping through and looking for the stats for armor.
Skills, abilities and equipment are next in the book. Each character has between 0 and 2 skills dependent on rank. These are freely chosen to ensure each figure gas the best skills for their role in the squad. After the skills are the equipment lists, and they include such items as gas masks and red dot sights.
In the seventh section you are walked through how to build your squad and select the starting weapons, gear and skills. Then you can pick a faction you will support. Factions give bonuses like discounts or free gear when you select them. Your faction of choice will determine the initial reactions when you encounter other teams on the battlefield. This is another aspect of the game that I find really unique and adds some options instead of direct conflict.
Section eight is the largest single section in the book and it covers the mission options that are determined pregame. Be aware that the further into the zone you venture the more dangerous it gets; but the rewards are also greater. How confident are you in your team? After the mission has ended you move to The Stalls in order to rest and refit and the cost for weapons, armor, gear and recruits are found here, yet the stats for everything can be found in the corresponding earlier sections. I found this an odd choice to break up the costs from stats, but it is not that difficult of a hurdle to overcome.
Since Zona Alfa is geared towards narrative and campaign play, the ninth and tenth sections cover this topic. The ninth section covers how to set up and end a campaign. A sample campaign is given in the 10th section, and these are the only actual missions you will find in the book. You are expected to come up with your own stories and narratives for games.

Final Thoughts:

This book offers a good narrative game set in a more modern post-apocalyptic environment. Creating your force is quick since your gear is pretty much what you have on each figure. There are a lot of vignettes in the book that do a wonderful job of setting the mood for the in game universe. Patrick did a good job getting a full game into 64 pages and he has been active online supporting the players and answering questions. He is apparently working with Osprey to post a document that can help make the game smoother for solo play. I found that some of the information is in some odd locations and can cause some slow downs until you are familiar with the rules . There is a Quick Reference Sheet available and keeps everything in one location.
Profile Image for J.G. Cully.
Author 4 books39 followers
January 21, 2020
I'm a massive S.T.A.L.K.E.R fan so this was required reading for me. I was not disappointed. Simple, easy to learn skirmish rules with a Soviet style post-apocalypse flavour. It lends itself very much to narrative campaign play as you and your crew explore 'the Zone' battling both other teams and the Zone itself. Excellent. Hats off to the author and illustrator, well done.
Profile Image for Heiki Eesmaa.
504 reviews
November 21, 2021
The theme of Stalkers battling it out in the Zone is captured very well. It is a very abstracted, streamlined rules system, eg weapons mostly have the same stats. Even for a miniatures agnostic game, the random encounters are described extremely broadly, which may be a good thing as well. After all, the designer says it outright that he set out to make a game that would not take extended time to study.

I have to say the flavor text blocks feel somehow off, not really Russian. As if a cowboy were to talk in "Cheeki Breeki." But it's not terrible.

What I straight up don't like is the "old roll to hit" / "roll to wound" mechanic showing its face once more. I find it unnecessarily slow (though perhaps less so in skirmish mode).

Also, I don't usually like systems where rolling low is better.

It seems I will be playing this after all as one of my gaming buddies is going for it. I personally would prefer a wackier and perhaps more American kind of postapocalypse, one appearing in games like This is Not a Test or even Fallout Wasteland Warfare, but not half bad at all.
Profile Image for Rick.
383 reviews13 followers
February 26, 2023
I love the setting and in fact have been trying to find a copy of Roadside Picnic which doesn't cost an arm and a leg. That book inspired the S.T.A.L.K.E.R. video game and later the Metro 2033 series of video games both of which the author says inspired him to write this miniature wargaming ruke set.

That being said there were a few things which were vague or ambiguous but what knocked it down a star for me was some of the writing structure and so forth. You can tell that a typical non-wargaming editor didn't go through this book before publication.

Maybe it is just me but my biggest pet peeve is that the in-game currency is Zone Script (instead of Scrip).
Displaying 1 - 5 of 5 reviews