Post by baldlea on Jan 7, 2013 8:08:42 GMT -5
Hi all
We had our first decent sized game at the Geek Hut in Winchester on Saturday night (and Sunday morning). There were four of us so we joined up our forces for a two-a-side battle. Each side had 300 points (between the two players).
Ian had not played before and Ross and James had each played against me in an introductory game. My own Gruntz experience isn't huge with just a few games with Matt (comstar), where Matt had to lead me around the rules a lot!
We decided to play for 6 turns, alternating activations, with three objectives on the table. Who ever had had obvious control of an objective at the end of turn 6 got a point.
Me and Ian: Guardians of the Revolution & Space Demons (the unholy alliance!)
Ross and James: The 2nd Confederacy and TBC.
The three objectives were trucks as shown:
Ian's Space Demons sweep forward to take the central and eastern objectives but meet resistance from James's as-yet-unnamed forces. Note Ross's 2nd Confederacy jet bikes near the sub station.
Here, the (damn fast) jet bikes head west across river to engage my Che Guevara MBT. The top of the picture sees James's jump troops advancing and the Space Demons occupy a building for cover.
The battle shown between the Space Demons and human troops and support vehicles at the central objective became a defining part of the engagement. Jump troops at the top left have wisely retreated from the Demon advance...
...their colleagues (TBC force) have already secured objective 3:
Demons now hold the central objective. James's forces are assisting in defence of the eastern objective (top right). James's other APC, carrying a squad, heads over the bridge toward the western objective which had been unchallenged in my Guardians' custody since start of game. En route the APC eliminates a brood of Demons lurking between river and gas tanks.
James's advance on the eastern objective. He kills my Guardian Commander on the way. B*****d! My two units near the object hold firm in the wake of this loss.
A Space Demon brood stall support by wrecking the 2nd APC (to which James's commander had relocated after his previous ride was destroyed). The commander escapes the Demon attack and advances on foot.
At 1 am, we are tired and as turn 6 closes, the battle is unresolved for the decisive western objective. We decide that a Guardian flamer squad (off shot here) would likely have destroyed James's squad as they disembarked APC to engage my squad (the ones who had been holding the truck throughout).
We did actually play on a couple of "what if" turns but then the battle did get drawn out so we left it. All in all, a brilliant game that shows just how simply the rules work. There were a couple of queries that came up that seem to have been overlooked in the 1.1 rules but we were able to house rule them at the time.
Looking forward to the next game and everyone having their forces brought in line with their respective ideas.
Cheers
baldlea
PS Matt, you really need to come up at some point!
We had our first decent sized game at the Geek Hut in Winchester on Saturday night (and Sunday morning). There were four of us so we joined up our forces for a two-a-side battle. Each side had 300 points (between the two players).
Ian had not played before and Ross and James had each played against me in an introductory game. My own Gruntz experience isn't huge with just a few games with Matt (comstar), where Matt had to lead me around the rules a lot!
We decided to play for 6 turns, alternating activations, with three objectives on the table. Who ever had had obvious control of an objective at the end of turn 6 got a point.
Me and Ian: Guardians of the Revolution & Space Demons (the unholy alliance!)
Ross and James: The 2nd Confederacy and TBC.
The three objectives were trucks as shown:
Ian's Space Demons sweep forward to take the central and eastern objectives but meet resistance from James's as-yet-unnamed forces. Note Ross's 2nd Confederacy jet bikes near the sub station.
Here, the (damn fast) jet bikes head west across river to engage my Che Guevara MBT. The top of the picture sees James's jump troops advancing and the Space Demons occupy a building for cover.
The battle shown between the Space Demons and human troops and support vehicles at the central objective became a defining part of the engagement. Jump troops at the top left have wisely retreated from the Demon advance...
...their colleagues (TBC force) have already secured objective 3:
Demons now hold the central objective. James's forces are assisting in defence of the eastern objective (top right). James's other APC, carrying a squad, heads over the bridge toward the western objective which had been unchallenged in my Guardians' custody since start of game. En route the APC eliminates a brood of Demons lurking between river and gas tanks.
James's advance on the eastern objective. He kills my Guardian Commander on the way. B*****d! My two units near the object hold firm in the wake of this loss.
A Space Demon brood stall support by wrecking the 2nd APC (to which James's commander had relocated after his previous ride was destroyed). The commander escapes the Demon attack and advances on foot.
At 1 am, we are tired and as turn 6 closes, the battle is unresolved for the decisive western objective. We decide that a Guardian flamer squad (off shot here) would likely have destroyed James's squad as they disembarked APC to engage my squad (the ones who had been holding the truck throughout).
We did actually play on a couple of "what if" turns but then the battle did get drawn out so we left it. All in all, a brilliant game that shows just how simply the rules work. There were a couple of queries that came up that seem to have been overlooked in the 1.1 rules but we were able to house rule them at the time.
Looking forward to the next game and everyone having their forces brought in line with their respective ideas.
Cheers
baldlea
PS Matt, you really need to come up at some point!