I hadn’t attended a full Nerf event in months before this month’s HvZ, so I was really excited to get back into action. As usual, this Nerf Game Report will describe the blasters that saw use, the gamemodes we played, and in particular how the Husk made an impact in games.
Gamemodes:
Regular:
- (Regular) Survival – Standard HvZ gametype, humans try to survive for a given amount of time (or until the last human falls). Zombies are given access to upgrades at various times, we used Infectors at 5 minutes, Tanks at 10 minutes and Husk at 15 minutes. Last human to fall wins.
- Secret VIP – There are 3 special players in this game: the VIP, the General and the Traitor. The VIP is a human who the other humans are trying to protect and is restricted to a given area (we used the usual tambark area), while the Traitor is a zombie masquerading as a human. When stunned, zombies must move outside of the VIP’s area before counting down their stun. The only person who knows the VIP’s identity is the General, while all original zombies know the Traitor’s identity. Everyone knows the identity of the General, making them the only guaranteed trustworthy human. The Traitor acts as a human, but can at any point do a single Traitor zombie tag, revealing that they are the Traitor, and thus turning into a regular zombie. Additionally, if a human hits another human, the hit human is stunned as if they were a zombie, however they can still fire their blaster. If the humans protect the VIP for a given period of time (e.g. 15 minutes), the humans win. If the zombies successfully tag the VIP, the zombies win. Zombie upgrades are unlocked on a timer like Survival, with Infectors available from the start, 5 minutes for Tanks and 10 minutes for Husk. If a human is hit by a grenade, they are instantly turned into a zombie. This is the only way to actively eliminate the Traitor.
- Defence Survival – The three zombie upgrades of Infector, Tank and Husk are spread throughout three separated squares, about 2-3m wide. Zombies can pick up the upgrades if they touch the desired upgrade inside the squares. If a zombie is stunned within a square, they must move outside of the square before counting down their stun. Zombies are only allowed one upgrade at a time.
- 6 Round Sweep – Each human starts with only 6 darts, and must pick up ammo from the field. Ammo can also be returned to the ammo crate, with an admin recording each player’s deposited ammo count. The player with the highest ammo count deposited at the end of the game wins. When hit by a dart, humans must touch a tree to respawn. While moving to respawn, humans are invulnerable to darts, but are still vulnerable to zombies. When a human is out of respawns, they become a zombie. Zombies can pick up darts off the field and return them, but this does not count to their ammo count score. A zombie tag or melee hit immediately turns a human into a zombie, regardless of number of respawns left. The game ends when all players are zombies.
New:
- None
Zombie rules:
Zombies tag humans with their hands onto any body part, blaster, tactical gear, etc, turning the human into a zombie. If a human hits a zombie with a dart, the zombie is stunned for a count of 20. A human can also stun a zombie with melee, but only with a direct hit to the back.
There are 3 standard zombie upgrades/mutations/perks:
- Infector – zombies get to use foam swords, pool noodles, etc. Tags with said foam melee weapons on humans count as regular tags. Said melee weapons can also be used to block darts.
- Tank – zombies get to use shields, which block darts. The shields cannot be used to tag humans, presumably as a precaution against shieldbashing which could cause significant injury.
- Husk – a zombie gets to use a ranged attack, in this case a Vortex Mega Howler. A ranged Husk attack counts as a regular zombie tag. Husk ammo can be picked up by any zombie, but can only be used by the Husk naturally. The Husk may move from the place they were stunned to retrieve their ammo, but do not count down their stun timer until they return to their original stun place.
Zombie upgrades cannot be stacked, so a zombie can only have one upgrade at any time.
If in play, grenades can stun a zombie with a hit to any equipment, including swords and shields, and can be reused at will. If human vs human rules are in effect, a grenade hit to a human will turn that human into a zombie immediately.
Blasters:
Since there were a lot of different blasters there, I’ve generalised them and only listed down the ones that I saw as significant or noteworthy, or remember for that matter. Being that I can’t be everywhere at once, it’s entirely possible I completely missed some blasters.
Recurring/Regulars:
Elite Rapidstrike (various motors, LiPos) – standard high ROF blaster at HvZ, ideal against larger groups of zombies and close quarters combat. Requires a lot of trigger discipline and ammo to keep in check.
I’ve included a particular Rayven in this category as it has an automated pusher, turning into a full-auto blaster and making it perform very similarly to a Rapidstrike.
I also trialled a short brass dart guide in my Bullpup RS, just a shortened version of my existing brass guide. It performed very well, with minimal, if any, muzzle velocity loss while also greatly improving feeding reliability.
Elite Stryfe (various motors, LiPos) – standard all-round blaster at HvZ, effective in most situations. Very easy to pick up and use effectively, even with a bare minimum of practice.
N-Strike Rayven (various motors, LiPos) – a well built Rayven performs essentially like a Stryfe, a solid all-round blaster that can hold its own. There are several issues with the Rayven that hinder its performance and must be fixed that do not occur with the Stryfe, which is a significant contributor to why Rayvens are less common than Stryfes.
Elite Alpha Trooper (various upgrade springs) – an easy-to-build pump action springer that works decently well, however in many respects is inferior to a number of other blasters. In particular, a pump-gripped Retal, while much more expensive, is also a lot more powerful, robust and customisable, and top notch flywheelers tend to have much higher ROF and superior range.
ZS Sledgefire (singled, upgrade springs) – a fun, if slightly impractical choice for HvZ. Capable of quite accurate mid-long range fire support if built correctly, however suffers majorly against multiple targets or in close range due to being a single shot.
New/Infrequent:
Elite Demolisher (unknown mods, various extras) – a Demolisher would perform very similarly to a similar spec Stryfe, being a solid all-round blaster when built well. One Demolisher had an underbarrel Roughcut, which provides a nice extra burst of darts at the cost of significantly increased forward weight and bulk.
This will probably be the last time I bring the Rhino-Fire to an event for a while. Though it is a lot of fun, it is also very inconvenient to transport and set up.
In the second Secret VIP round, the humans were very well coordinated and stood up well even in the face of repeated Tank charges. The Traitor revealed themselves late in the game, however as always I wasn’t near them when that happened, and they seemingly just used their Traitor tag on the General. While human numbers did begin to dwindle in the dying minutes of the round, there were still more than enough to provide quite a substantial volume of fire. The VIP, along with at least 10 remaining humans, survived the entire 15 minutes for a human victory.
After losing defensive positions, I linked up with another group of humans, and we stayed along the north edge of the play area. Through group coordination, we were able to fend off a number zombie attacks including multiple Tanks for quite a while. As our numbers dwindled and zombie numbers grew, our defence became less and less solid, until one fateful Tank charge would break our cohesion. In the mayhem, we lost multiple humans and the remaining survivors quickly scattered. As one of the last few survivors, I was able to stun a number of zombies before being eventually tagged by the Husk.
I had a lot of fun at this HvZ event. The player count in the past two HvZ’s I’ve attended have been well up compared to a lot of last year’s events, which is very exciting. I would like to see more variety in gamemodes, but I suspect I may have missed some from the February MHvZ.
You can find the same Nerf Game Report on my own blog: Outback Nerf