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Zombie Guide

The purpose of this guide is to bring forth ideas and strategy to the life of zombies. It is meant to bring zombies a sense of organization, however, it is not meant to prevent a relaxed game style. Relaxed in a sense that it is not a military organization structure, the leader can be changed constantly, and the leader cannot be listened too. Being the leader is a title with little value other than people may come to you in order to know what to do.

Organization:

Cell phone network

This is important to be able to spread intel out to the entire campus zombie horde the location of which the humans are. There should be one zombie that is the head of the organization, that zombie will be given your number.

The communication leader is the only constant leader unless if that zombie has to leave campus. In case that happens the numbers are transferred. In order to not have that issue give it to someone who can actually stay the entire weekend, and is an OZ.

This tool can be used to tell people where humans are at any time.

Example: 3 humans with raiders running to Walton

The text must have the amount of humans, the weapons they have if you notice that, and where they are headed.

Leadership

This is the most fluid position. Zombies need a sense of someone to run to incase they are lost as to where to be, though a communication officer is a more solid person to contact. The initial role of horde leader is to just be listened by all other zombies, and be able to coordinate them. The leader has to be a tactician.

Squads

As cool as it is to hunt in a horde of 20 zombies that just isnt the most efficient way to do things. A crew of 3 humans the ability to possibly take you down. A well trained human alone can take you down with a raider. So, you have to deal with this and think smaller. Smaller teams can cover more ground, take down the weaker players, and even set traps for stronger players. The gathering of an entire horde should only come if all zombies really want to take down a certain squad and can coordinate well enough to take down the top human squad. They can also gather at the end. AT MOST TIMES DONT RUN WITH 20 ZOMBIES AT ONCE.

Keywords: Small, tactics, scouting.

Scouts

Zombies need to spread out and see the entire campus, having a lone zombie hunting alone isnt terrible. As long as that lone zombie is willing to text for back up to take down a squad that they find to eat.

Also a good scout can take down a human whose squad is comfortable.

Call Outs

Zombies need a way to call out something, like a human perhaps? I personally think its best if you dont scream out human. It makes a human realize he is seen, but you do in fact need to call out a human. Youre not going to grab your phone and texty your friends. I wouldnt want you to bring your cell phone out when you can yell something. So a need for a blanket statement calling all zombies over that can be called at any time with no question would be a simple yet effective, Roar

This is unisex, just zombie yells. Doesnt matter if it sucks. Dont say human either.

Why no human word?

Well you will tell the human exactly what they want to hear. They want to know youre coming so they can prepare. So you gotta psych them out. If zombies says ROAR at random times of the day then humans have no clue whether you are saying, Roar for fun or purpose. It will be confusing for all, but if you develop different roar types then it can change literally every game. A roar can change in thousands of ways. How long, how high pitched, how sexy. Legit the roar can be worked on and decided in a organized fashion every game by the OZs.

Human Weapons (Taken from HvZ Forum) (Be sure to look on the internet for pictures of all these guns)

Maverick

If you think of Humans vs. Zombies as a video game, imagine the Maverick to be your basic, starter enemy: Youll see it earliest, and in the greatest numbers, but its also embarrassingly easy to beat.

The Maverick is cheap and offers a good amount of shots without reloading. As such, its a favorite weapon of newbie humans. However, it has an unfortunate tendency to jam when mishandled, as newbies do, and thus it is also a favorite weapon of newbie zombies.

If theres two or more of you, easy. The first one in takes the shot and the follow-up zombie kills the human when it inevitably jams. If youre by yourself, still pretty straightforward. Rush them, get them to panic, dodge the first shot, and then nom them when the blaster inevitably jams. Mavericks are easy. I love Mavericks. 100% of the humans I ran into who were carrying Mavericks died. Horribly.

Recon

The Recon is your other basic starting blaster. While common, it is not nearly so widespread as the Maverick. This is a good thing, because the Recon is a better blaster in almost every way. Using a clip-fed rather than a rotating barrel system, it offers six shots and a quick reload to its wielder. That means youre unlikely to be able to depend on them running out ammo. It does jam on occasion, but far less often than the Maverick. Its also fairly accurate and with a decent rate of fire.

That said, its still fairly easy to beat. The blaster cannot be slam fired and so you wont have an insurmountable volume of darts coming at you. If you can get close enough, after you dodge the first shot youll likely have a decent chance to score a tag. This blaster can be tackled by a single zombie.

Nitefinder

Of all the pistols, one of the most formidable, but also highly specialized; the Nitefinder is the closest NERF comes to a sniper rifle. When modded it can get insane ranges, and the darts move fast. The biggest weakness is its single-shot, muzzle-loading mechanism; two zombies have an easier time with this blaster than almost any other. However, it can be modded into a speed-loading pistol, removing even that weakness. With the Nitefinder, speed is especially important. If you can dodge that first shot the most important part of any kill you need to get within range, fast. A useful technique is to try to tempt the human into taking his shot from farther off than he

should the added range and accuracy of the Nitefinder will give him rightly more confidence that this is a viable option. The farther out he takes his shot, the easier it will be to dodge but correspondingly youll need more time to rush up to him before he reloads. You know your own individual skills, find a good balance between the two.

Spectre

I havent actually faced this blaster in the field much, but it certainly sounds intimidating. One less shot than a Maverick is more than made up for by the Spectres massively increased reliability. No depending on jams from this blaster youll have to be good with your dodges to get past it. It may be similar to a Recon in performance, considering the number of shots it can fire without reloading, yet plenty of people run with Recons as their primaries whilst this blaster is almost always a secondary. Nevertheless, I would likely come at it the same way I would a Recon. A weakness it has that the Recon does not is the barrel-loading mechanism if you can tempt 5 shots out of the human your job will become much easier.

Barricade

Another blaster Ive never faced in the field, the Barricade looks intimidating on paper. Semi-automatic ten-shot pistol? Thats a lot of darts in a small space of time, allowing the human to throw up a veritable wall of foam against any individual attempts at killing him. But always remember: Youre playing against the player, not the blaster. His massive firepower will likely render him overconfident, more cocky than he otherwise would have been thats your best bet. Take him by surprise, lure him into a dangerous situation, get him from behind all these methods will be slightly easier with him confident in that shiny big pistol on his hip, and theyre certainly preferable to a frontal assault in this instance. That said, you could just mob him and bet that he doesnt keep count of his shots in the intensity, then nom him when his ammo clicks dry. Lots of zombies are preferable for this blaster.

However, something to note at Eastern, all my experiences with the Barricade requires me to say that this gun is never used solo unless someone is borrowing it. I personally match this with any larger gun and I am able to take out the initial surprise and then ward off the remainder if it comes down to it. Barricade is loud so the holder will lack confidence since everyone will know where he is at all times. If you hear no sound then just rush him, he will either have to go through the clicking

off turning on the gun and then aiming it. You will need more than 1 zombie but you wont need many more. Make him use the darts and then eat him from there.

Longshot

Were now moving into the realm of primaries, the blasters people like to tote with them on missions and other larger-scale encounters. Nevertheless, my advice will still be geared towards individual skirmishes, since in a group charge the blasters dont matter youre going to charge charge charge anyways. Now, the Longshot is probably the most common primary out there, and it certainly deserves it. Using the same clip-system as the Recon, it fires six darts quite accurately and powerfully at any zeds that get close. No good depending on jams not nearly common enough for you to reliably get kills off of them. No, the Longshots biggest weakness is its awkward cocking mechanism, a bolt on the side of the blaster that must be pulled back and forth to prime another shot. Thats your window of opportunity dodge the first shot (as always) and then go for it. The length of the blaster is also handy for gun tags, if your school allows those. A single zombie can beat this blaster.

Raider

After the Longshot and the Recon, this is one of the most widely-used primaries, and its not hard to see way. Boasting a 35-shot drum barrel and a slam-fire mechanism, the Raider, while prone to jams and misfires, nevertheless spews out more darts in less time than any other blaster. The wielder of a Raider can blanket any area in front of him with an undodgeable wall of foam. As an individual zombie, itll probably be your most hated blaster. Your best bet is numbers its virtually impossible for one zombie to dodge 35 slam-fired shots at close range. Swarm him and come at him from multiple directions every Raider user Ive killed has been looking another direction. They can only shoot one way at once, after all. Fighting one by yourself is very difficult. Stay at the edge of his range and slowly tempt the shots out of him, where you can dodge them. If you see a distraction, any opportunity, go for it. Its probably the best chance youll get. Obviously multiple zombies are preferable.

The raider can be tricked though. They jam if a bad dart exists and they will shoot semi-ok darts 2 feet. You can play around with the raider. Going solo will be hard though. I say use 3 zombies per raider in a human squad. You will probably lose but its hard taking down a raider your best bet is to use small team tactics to surprise him. Apart from that it will be very hard to kill a raider.

Alpha Trooper

Similar to the Raider, although it only has an 18-shot drum (you can use a drum on it), the Alpha Trooper has better ranges and reliability than the Raider, making it extremely annoying. Use the same tactics as you would a Raider: Numbers and multiple angles. Everyone charging in a straight line at a kiting human WILL be stunned if you dont come in from multiple sides Ive seen 30 zombies go down to a single human this way. Dont be that stupid.

Firefly

The Firefly is what the Maverick should have been. A compact blaster firing 8 darts out of a rotating barrel, it does not jam and its range is excellent. While not commonly used as a primary, the Firefly is one of the best close-quarters blasters around: its power means it is extremely difficult to dodge at close range, the 8 shots are more than enough for most individual encounters, and you cant rely on it jamming. Its biggest weakness is its small ammo supply. 8 shots is enough for a small skirmish, but in any larger encounters it will swiftly run dry (the Firefly is my primary; most of my deaths have come in missions when I ran out of ammo during a group charge. I still swear by it, though). Since dodging is difficult, its best to try and take this one from behind. One zombie can beat this blaster, but its tough better to have a group.

Furyfire

Another souped-up Maverick, the Furyfire is small, concealable, and boasts 10 shots in a barrel turret with a shotgun-priming mechanism. Its annoying, but out of the box its range is very weak. Furthermore, the mechanism of turret rotation often leads to darts slightly falling out of the barrels not enough to drop them entirely, but enough for them to jam the rotation. While in the hands of a skilled user the Furyfire can be dangerous, its weaknesses make it easy for a skilled zombie to defeat: Provoke panic in the human and dodge the weakly-fired darts, then nom them as they either miss or jam, if youre lucky. One zombie can take this one.

Longstrike

I havent seen this, however, it is a gun that uses a clip system and requires you to cock your gun to shoot. Think about how to take this one down. Put a couple zombies on this guy and your good.

Rapidfire-20

The first of the automatic blasters, the Rapidfire-20 is a decent enough weapon. While a bit unwieldy, the ability to shoot 20 darts without reloading or indeed recocking is a tremendous boon. Now, the darts come out at varying speeds, meaning some are easier to dodge than others. If the human is dumb, you may be able to tempt him into blowing his load all at once, leaving him weak and vulnerable as you swoop in for the kill. Smarter ones will pick their shots, leaving you no gaps to try to lunge into. While tricky, its certainly still manageable. Even so, more zombies are better on this one.

Magstrike

Not nearly as common as the Rapidfire-20, at least round these parts, the Magstrikes smaller magazine and similar performance characteristics make this blaster similar to the RF20 but easier to defeat: Only half has many darts to dodge. Still want lots of zombies, though.

Vulcan

When the Vulcan came out, all zombies everywhere were intimidated. They really oughtnt to have been; the Vulcan is good only for repulsing group charges and its very rare that the humans actually have it in an ideal position for such work. Even then, your charge ought to be overwhelming enough that an extra automatic blaster wont make any difference. Raiders are your enemy, Vulcans are gigantic FREE DINNER signs. In an individual skirmish, the Vulcan has a number of weaknesses. A)It needs to be turned on. Its entirely possible that your prey will have forgotten to do this (true story). B)Its awkward and unwieldy, making it difficult to turn quickly. Come at him from two sides and hell not have a chance. C)The darts come out at a highly predictable rate and speed. This blaster and the Stampede are pathetically easy to dodge Ive never been hit by a Vulcan. The Vulcan, if used properly, can be intimidating, but it almost never is. The Vulcans you see the happier you should be.

Stampede

Essentially the Vulcan in assault rifle form rather than an LMG, the Stampede has most of the same weaknesses. Its easier to maneuver, which is annoying, but it has

the same easily dodgeable firing rate as the Vulcan. Its slightly more difficult to approach but still nothing to be afraid of in fact, people wielding these blasters are easier to kill, since their fancy-schamcy automaticness breeds overconfidence. This is another blaster that makes me happy.

NOTE: The Stampedes darts are very, very weak coming out of the variable. Its entirely possible you could be hit half a dozen times and never feel it in the adrenaline. Such has happened to me before. If youre facing a human with this blaster, its best to take them at their word that they hit you. Dont be a dick. This is a perfect outdoor game gun, so watch out.

Blowguns

Fuck blowguns. If humans are engaging you from that far away youre doing it wrong. Besides, theyre not allowed at this school so I have literally no experience in how to deal with one, and as this guide is meant to be a practical one based on experience Ill not get into fancy theorizing.

Socks

Socks are terrifying. They never jam. They never run out of ammo. They can go in any direction. And they are almost impossible to dodge at the ranges theyre thrown at. A sock ninja is almost invincible he has to be either really unlucky or really stupid to get killed. A good human who knows how to handle his socks is very, very difficult to kill. Hell be fast only a few zombies can get close to him. Hell be good with his socks otherwise hed be using a blaster. That means those few are very likely to be stunned. If hes smart, hell never get pinned down or surrounded. Your only hope is numbers, overwhelming numbers and hope to trap him against a wall somewhere. His speed is his life. Remove his advantage of speed and youve killed him. This is exceedingly difficult to do. A bad human who has no idea what hes doing dies easily. You dont need my help with him. You wont see this in a game most of the time, unless lots of noobs are invited. Its possible. Regardless be fearful, plan ahead, you will get cocky, but next time you see me as a human I will run socks. You will die. ;)

Tactics

Basics:

The Battle Ram

This move is when you gather a large zombie in the front of a single file line of zombies, and then you charge. The full out sprint that all zombies take will hopefully make your group fast enough to take down the target.

Pros

Humans only have 1 target to hit at a time. This is also a con of this move, but its a pro because they can only take 1 zombie out at a time. If your charging 15 zombies then it requires them to kill 15 zombies, all the while they got to wait for the zombie to fall to hit another zombie. Really what it does is it gives you, a zombie, time cover in order to get the human you wish to get. Get 5 zombies doing this and a human can easily shoot off 25 darts. Thats 25 darts they will not get back.

Cons

Good humans can see right through this and if you allow them space to flank your entire plan failed.

Triangle

This is a move where you get 3 zombies that pretty much put their target in the middle of a triangle. This works on a single human, no more, if you try it on less you will look retarded. Proceed?

Pros

You can knock out some of the medium skilled to weak players really well with this.

Cons

Human has a good gun or a friend in the area your screwed. Move fast.

Charge

Its a tactic, however it is very simple and it can be done wrong easily. Charging is pretty much running at the enemy and aiming to kill them. Personally Im not a charger myself. I like to pop out. If I am just having fun then sure I am charging but I know I will die and I am just wasting their darts.

Pros and cons should be obvious, only expert chargers can do it well though this is a vital move.

Camping

Wait in one spot and get somebody that walks by.

Amazing right? I think so, I would have never thought of that one if I was 12. Anyway this is a vital one and not hard to pull off, but hard to grab a kill. This takes patience and balance at times. If youre willing to sit somewhere disgusting to get a kill then by golly you deserve that kill. This can get to be too much though. You can hide in a spot for too long, or you can be somewhere completely useless, or you could be inside. If you wait more than 45 minutes it best be a stake out and you best have reinforcements.

Stake Out

Sit somewhere waiting for your prey to come out. Its not the exact same thing as camping but not too far from it. This means you are stalking your prey, calculating their movements, and if they run inside you already planned how to kill them. Its a waiting game. Its cat and mouse. Camping requires little forethought, stake out is all forethought.

Lake Sleeping

I coined this one mainly because its awesome. This is a sub section of stake out or even camping. It requires you to be well planned on everything your body needs like warmth. What you do is you go into a water source, like lakes and rivers, and sit in the water or under bridge and just wait for your prey. This can be you knowing they are coming or you thinking they will come by. This is the hardest type of camping/stake outing because you actually need to get soaked and cold for just a chance to scare people and maybe kill someone. Worth it? I think so.

Encircle

This literally comes down to having a horde and a small group of humans. You circle around him and eat.

Pros

Have you ever been able to effectively shoot people running at you full speed from all around? Is your gun fast enough to do that?

Cons

Gotta be lots of zombies, and few humans

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