Grumpygamer | 21 Mar 2014 5:52 p.m. PST |
Ive got a copy of both these fine sets of rules and am about to start up a 28mm near future campaign. Comments on preferences? Highs and Lows of the systems? |
Coyotepunc and Hatshepsuut | 21 Mar 2014 6:24 p.m. PST |
Stargrunt II is a wonderful system that handles up to a company pretty comfortably. It is pretty much perfect for near future and mid(?) future skirmishes based on extrapolating current technology trends. It suffers a distinct lack of customization for weird science (gravity wave projectors, dark energy beam weapons, antimatter, etc) and nonhuman combatants. |
dmebust | 21 Mar 2014 9:16 p.m. PST |
We have played both but come back to Stargrunt every time. Great for infantry battles. Weak on Vehicles. That's is where Gruntz is a better system. In 28mm I am guessing vehicles will be limited so probably not a problem. |
Space Monkey | 21 Mar 2014 11:00 p.m. PST |
I like both a lot, for different things. Stargrunt is more hard-scifi to me
and like dmebust says, not so much of a vehicle game (if we want lots of vehicles we go Dirtside in 6mm). Gruntz feels a bit wilder to me
grav bikes and mech/walkers. I think it also plays a bit faster. |
Paint it Pink | 22 Mar 2014 2:37 a.m. PST |
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Xolsco | 22 Mar 2014 5:46 a.m. PST |
They have very different feelings. Gruntz is good if you want to have lots of special units and characterful vehicles (mechs, androids, monsters
) The mechanism is pretty simple. The mechanism is a bit "warhammeresque", as it feels more as a miniature game than a war simulation. Stargrunt has a more realistic feeling but as has already been said the vehicles rules are a bit lacking. The psychology rules are top notch and feel games feel a lot more "real" than Gruntz. |
ordinarybass | 22 Mar 2014 6:23 a.m. PST |
Have you played both systems yet? You can get alot of advice, but if you haven't yet tried them, I'd definitely recommend a few playtest games before committing to a campaign. For my part I'd recommend Gruntz, but it is going to take just a bit of adaptation to play in 28mm as it's designed for 15mm. Not a ton, but a bit. With a grain of salt though as I've read both systems, but played neither. |
Space Monkey | 22 Mar 2014 9:07 a.m. PST |
It wouldn't be much cost to try them both, SGII is free and Gruntz is cheap. |
MajorB | 22 Mar 2014 11:18 a.m. PST |
I would prpbably have said SGII, but now I've switched to Tomorrow's War. IMHO a better game than SGII. |
John Leahy | 23 Mar 2014 5:07 p.m. PST |
Both are good sets. Stargrunt has a learning curve to it. It doesn't really deal with true Alien forces. I also would not field a Company unless I had all night. Thanks, John |
Hombre | 24 Mar 2014 4:19 p.m. PST |
Ask Allan Goodall (Hyperbear) for the cheat sheets for SGII. And that's all the info you need to get it. |
Grumpygamer | 24 Mar 2014 5:35 p.m. PST |
Thanks guys. Ive got TW and its a bit too abstract for me. I more into the nuts and bolts of playing rather than rushing to a conclusion. Im one of those odd gamers to whom the phrase "play a scenario in a couple hours tops" is probably a deal killer. I work for weeks on terrain and units and a given layout. I want the experience to last. As to Alien forces, don't need any. My game is strictly a near future, fairly realistic, alternative history type things. No bugs. A platoon, possibly two per side and a couple vehicles are about all my 10'x6' table will handle so I don't need Company level stuff either. That narrows it down a bit, and at this point Im thinking SGII is taking a lead. |
CATenWolde | 25 Mar 2014 2:20 a.m. PST |
From what you describe above, SGII will be a great fit. |
MajorB | 25 Mar 2014 3:51 p.m. PST |
Thanks guys. Ive got TW and its a bit too abstract for me. Well if you think TW is too abstract, then you'll probably find SGII to be equally so. IMHO they are fairly similar games in that respect. |