HUMAN PARTICIPANTS (and known roles)
*From Team Columbus:
**Sue - Leader, fighter, builder, scavenger
**Yahya - Second, fighter
**Mackie, Stripers, and Nibs (cats) - sentries
*From Team Tallahassee:
**Kirin - Third, fighter, scavenger
**Evie - Fourth, fighter, builder, scavenger
**Jess - distraction?
*Soloers
**Vera - archer (has own bow and arrows)
RESOURCES
*Flammable pesticides and other chemicals
*Shovels
*Sharpened wood spikes and stakes
*Cloth strips
*School furniture
MAP: THE GROUNDSKEEPER'S SHED (outside of the dormitories)

KEY
Big Square: Dorms
Little Square: Shed. This is the human base of operations, and is well-stocked with heavy rocks, gardening tool weaponry, and chemicals such as pesticides.
Green: Barriers, mostly made out of classroom furniture staked into the ground. The barriers are fairly flimsy and can be disassembled with a little concentrated effort, but can break a charge and hold up an assailant while standing.
Dark Blue: Trenches. These are pretty shallow, having been dug quickly, but are set up with wooden spikes to impale the clumsy or inattentive. These can be navigated by someone who is slowed enough to be wary - however, they are also somewhat hidden by the barriers, and can easily catch those that are rushing to get to the humanes.
Red: "Pallisade"-style barrier. Outward-pointing spikes of wood between the short fenceboards deter fast approaches, lest one get impaled. This barrier is not so easy to disassemble as the others.
Light Blue: A shallow, quickly-dug trench, barely more than a stumbling block except that it has a bucket of pesticides dumped into it, making it highly flammable.
Purple: Staking area.
MAP: DORM INTERIOR (constructed scientifically based on logic, fire RPs, and random guessing)

KEY
Dark Blue = escape path.
Green = cave-in point. Enough damage was done to the support beam that Sue believes it can be taken out. In the case of close zombie pursuit, this can be used - maybe even successfully, maybe even without killing whoever tries to use it.
Red = rubble, fallen ceiling, barriers; anything that would physically prevent someone from walking through it. This doesn't mean it can't be traversed, but it is more difficult. Also provides visual cover.
Pink = destroyed wall. These areas are open to the outside and can be used to enter and exit the dorms.
Yellow = door.
Light blue = stairs. No telling if they're usable or not - they look burned out, for damn sure....
Right now, all participants default to "fighter" roles. Anyone who does not currently have a close-range weapon will be provided a tool from the groundskeeper's shed (shovel, rake, hoe, etc.) Most combat will be long-range; however, if the defenses are breached, then melee may occur and all characters are expected to be prepared to defend themselves.
TACTICS
(Although I lay this out very clearly here, Sue is not likely to communicate everything so concisely. He has the broad points written on paper, and he'll be telling each player their personal role, but that doesn't mean that all the nuances will be established well. Therefore, if your character diverts from these tactics, that is OOCly fine, ICly completely reasonable. Just don't be surprised when Sue starts yelling, like he usually does. XD)
BATTLE: There are five main posts; one on the south side behind the palisade and one on the north side, called the "Front Defenders"; one on the south side behind the inner barriers and one on the north side, called the "Side Defenders"; and dead center near the door of the shed, called the "Main Front". The archer will be stationed dead center, and the Second will be there as well, assigned to protect her. Under no circumstances should someone move past the palisade or outer barriers, unless it is to rescue another teammate that has been dragged past that point somehow.
If the group is approached by only one zombie, all participants will use rocks to cause damage from afar, and only engage in melee if the zombie approaches the palisade (as melee will have an advantage on their non-spiked side of the barrier) or if the zombie passes the rest of the defenses. If a zombie gets stuck on the spikes, the Side Defenders (and the Front Defenders if they choose) should move in to engage while they are incapacitated.
If the group is approached by two or more zombies, the archer will use a lighted arrow to set the chemical trench on fire. This will force the zombies to either take fire damage to rush through, wind around it (giving the fighters more time to throw rocks and deal damage from afar), or retreat. After the trench has been lit, the archer may fire at will.
When there are multiple zombies attacking, the Leader will designate a target by calling out an identifying feature ("Red hair!" "Naked!" "Javelin!" etc.) If this target is dropped, fighters should focus their fire on the next logical target until the Leader instructs otherwise.
DURING BREAKS: Between zombie attacks, fighters are permitted past the palisade in order to double-tap fallen opponents. After being double-tapped, fighters will drag out zombie corpses to the staking area. There, they do just what it sounds like - they stake the zombies to the ground and leave them. Other zombies are permitted to approach this area after the fighters have left in order to feed on the corpses there. However, zombies which approach this area before the fighters have left will be attacked and either driven off or killed. There must be no less than two fighters performing this duty - if the manpower cannot be spared, it is time to call a retreat.
TEAMMATE DEATH: If a teammate is wounded, all attempts must be made to assist. If there is nothing that can be done for them and they die, their body will be staked out by the Leader. This is with the understanding that nobody should be allowed to come back to hunt the survivors.
If the Leader dies, the Second becomes the new Leader, the Third the new second, and onward. If, upon becoming Leader, there is no Second, it is time to call a retreat.
RETREAT: When the retreat is called, the Front Defenders move back to the inner barriers first. The barrier in front of the passage is deconstructed; the Side Defenders go through first, then any wounded, then the Main Front, then the Front Defenders. If there are zombies on the exit, the Side Defenders are expected to beat them back for the rest to escape. If zombies follow the group into the passage, the Leader will destroy the support beam and prevent them from following.
Annd that covers it!
<3 We do take suggestions from the peanut gallery, if anyone else has ideas!