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Armiesarmy17 Oct 2013 5:12 a.m. PST

Gruntz 15mm : ArmiesArmy Review


Gruntz
Wargame Rules for Sci Fi Combat


by Robin Fitton

THE BOOK:

136 pages, A4, Colour and illustrations throughout:

- Core Rules
- Advanced Rules
-Scenario
-Unit Builder
-Background
- Forum Support

Available in PDF or hardback.

SCOPE:
Platoon Level Future/Science Fiction

ARMY SIZE:
Reinforced platoon (40+ figures)

SCALES
1 Figure/Model = 1 soldier, single vehicle or piece of equipment

Miniatures are based individually but must be organised into Squads

BATTLEFIELD:
Recommended for 15mm/28mm.

GAME LENGTH:
2 hours plus depending upon number of figures and type of scenario

PLAYING AIDS REQUIRED:
Normal 6 sided dice (d6)
A tape measure
Markers/dice for denoting 'suppression' etc

UNIT STATS:
Each Squad unit will have the following basic stats which create it's unique profile:
Move, Shoot, Assault, Guard, Soak. Mental ,Skill

All fairly obvious, the higher the better the more expensive they are


THOUGHTS:

The best way to describe Gruntz is a platoon level game with extra stuff!, however I'm sure you could play bigger and a lot smaller games. In fact I've played quite a few small games with only 20 figures each and it plays very nicely and quickly indeed.

I've not done a rules review before (it will tell), so I thought I'd start by explaining the book itself a little.
The book contains an introduction, a set of core rules, scenarios, unit builders, additional rules and a lovely bit of background. I have to say I love bumph and this is particularly good and well written! I can see myself building up some of my forces using the gruntz world.

In fact every section is well written, nicely laid out and has several examples explain pretty much each rule. You also get a nice flow chart for the section (a great idea). This really helps you pick up the game quickly, however like all gamers I did miss a few bits, well rushed past them. This proved to be a little painful for the first game! I made a large error with auto fire and ranges! A little less rushing and I could of found a rather nice example explain how it should have been done! To support this, Robin runs a great little forum were questions are answered very quickly by a very friendly bunch of supporters. Another big tick!

Anyhow, back to the review. The rules themselves are fairly simple to get along with. Your troops are built into units and generally every unit can have two actions. With an action you can move, double move, shoot, embark, concentrate fire, area fire, over watch, change stance and remove suppression. You can also use perks. Perks give your force some unique benefits/negatives like helping with morale or allowing more effective shooting. All the usual stuff. It does however have some unusual perks, which are clever and well thought out.
Actions are pretty straight forward as is the combat mechanism.

To shoot your unit must achieve the guard level by using 2d6 and your skill. If you hit, you check the soak level and if you have a higher weapons damage +2D6 you cause a wound. One would normally mean 1 dead or if you are a vehicle it means damage, critical damage or it can mean ba ba boom to your vehicle. AP and HP are included. All of stats are marked on some very nice cards, which all your units have. This can be quickly created using the nifty Barracks utility which I think is around $5 USD! Otherwise you can create them yourself, it literally takes minutes and to be honest, its one of the things I really enjoy about the game. The book has masses of information about all kinds of units. Infantry, tanks, APC's, Walkers, Super Heavy tanks etc etc.

Anyhow the shooting is per person, so using different coloured dice, makes this quicker. Different weapons, like HMG, Sniper or squad support weapons have + and –‘s
Armed combat is similar and quite deadly I discovered with troops testing their metal in the charge and taking incoming rounds. I'm hoping to set up an alien type game in the near future to test this out properly. Hordes of aliens versus a recon squad! Bloody it will be :)

The usual suppression, deaths etc. take the toll on the troops and different conditions of the troops can you leave you in a not so nice place!

Rules for Artillery, fighting in buildings all have similar nice and simple mechanics which allow for a quick game. I think the emphasis is on quick and dirty and I like that! To make a sci fi feel even more sci fi, the game includes rules around the neural net. This is a cyber-battle after all. The neural net can be included in setting up your forces and you can provide offensive and defensive capabilities, which can reduce movement, command and firing amongst other things.

Additional rules include alternative activation, A card driven system ( I like these as the add an element of the unexpected) , group basing rules and a host of other stuff. In fact the core rules allow you to add any house rule you like for your own specific background.

So…..that is about it for now. I've probably missed masses, however the more I play the more Ill no doubt wish to add to this review. As it is, I really do recommend these rules and I'll be certainly putting a lot more time into it. The rules are set around 2200 or so, which Is a little out of my own forces background, however I will be taking a proper look and tweaking some of the rules for my own use and background. I probably don't need to, however I always like to dabble and see what of my figures I can fit in.

Right ramble over! I've jumped about a bit. However that's what I do! I hope at least one person finds this useful and I'm very happy to answer any questions any of you may have.

Overall

A big thumbs up! A quick and nice game mechanic with a lot of depth. You can use it or not :) The book is excellent value and lots of nice pics to inspire me to get back to the paint or sculpt table!

link


Thanks

Keith

Personal logo MrHarold Sponsoring Member of TMP17 Oct 2013 6:18 a.m. PST

Nice review, thanks!

TeknoMerk17 Oct 2013 7:32 a.m. PST

Thank you for the review, Keith. Another notable feature of Gruntz is the unit building point system that helps players determine relative force strength for various types of missions.

john lacour17 Oct 2013 9:49 a.m. PST

it is a very good game system. we love it!

Personal logo MrHarold Sponsoring Member of TMP17 Oct 2013 10:59 a.m. PST

I've found that it's about an hour gameplay for every 100 points.

And I agree, the point system is one of my favorite parts too. But you need to have a "reasonable mindset" when you design your units, since you're able to min/max if you wanted and make "unrealistic" units.

I often enforce a "Skill must be as high as the Mental" attribute, since it's Skill isn't used often in troops and you could make it really low to save some points.

Zephyr40k17 Oct 2013 2:37 p.m. PST

It is a good rule system, and I agree the best part of it is the ability to design your own custom units.

Though it is vulnerable to the cheeseball min-maxing. as Mr. Harold said, you need to be in a gaming group where everyone agrees not to abuse the rules.

The "skill stat must be at least as high as Mental stat" makes sense for human or other technologically advanced aliens, but I would not think that would not apply for hordes of savage, non-sentient alien beasts.

Personal logo MrHarold Sponsoring Member of TMP17 Oct 2013 2:49 p.m. PST

The "skill stat must be at least as high as Mental stat" makes sense for human or other technologically advanced aliens, but I would not think that would not apply for hordes of savage, non-sentient alien beasts.

Very much agreed! I could see a ferocious alien with a hive mind that will willingly sacrifice itself as not having a skill at anything else.

The "rule" is just to help enforce some type of theme and is mostly just self-imposed. As long as it's just not to gain an advantage and game the system that's all I try and stay away from.

wolvermonkey17 Oct 2013 4:50 p.m. PST

Great rules. We just played a game this past sunday too.

billthecat17 Oct 2013 5:08 p.m. PST

Sounds great! This would be my go-to system for platoon level sci-fi. Sadly, I am into squad level these days (a la necromunda/Infinity/StarMogul…)

Rottenlead13 Mar 2014 4:41 a.m. PST

Nice little review thanks!

stroezie13 Mar 2014 4:51 a.m. PST

@ billthecat
I've used Gruntz succesfully for squad level, just build each member of your squad as a specialist.

blackfang13 Mar 2014 7:56 a.m. PST

It's really no wonder that the core rules are good, they're lifted directly from Warmachine, which is acclaimed as the best competitive/tournament tabletop wargame.

Rottenlead14 Mar 2014 2:23 a.m. PST

Blackfang – A bigger influence was Battletech and Full Thrust from GZG. I always liked the Gunnery/Pilot skill + 2D6 roll of Battletech followed by a damage grid. Reflected in Gruntz with the Shoot and Skill statistics. Something which Warmachine also has agreed but Battletech is a little older and is at the root of my gaming past.

Fluffy0518 Mar 2014 9:13 p.m. PST

Just purchased this ruleset and am looking forward to getting the hardcopy while I read my PDF :)

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