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Post by explodingboy on May 22, 2013 16:57:21 GMT -5
Evening all, I picked up my copy of Grunts from Triples at the weekend.. well the other half did I had to work, along with the latest bunch of GZG toys, and I've got a few questions in regards to the rules. 1) what should an average human grunt look like stat wise, It seemed unusual that trained is given as militia/cultist rather than well trained soldier? 2) is there a reason behind Rifles having such a short range, as -3 for 8-16inches seems excessively punitive especially as the laser pistol gets the exact same range? 3) Do I divide the points before or after adding weapon costs, and how does that work for making a squad of more than 6. I'll apologise in advance, because I realise I'm probably going to full of daft questions for some time, so thanks for any help in the mean time and here is a quick pick of my first finished fire team
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Post by Mr. Harold on May 22, 2013 17:25:56 GMT -5
Hi, and welcome to gruntz! I quite like your NAC! Nice paint job and bases... I like the different cover. As for your questions: 1) That depends on you, of course. I think people tend to stat higher than they should... I see trained as a police force or green unit. 2) I think the reasoning is to encourage maneuvering. You could explain it as the various camos of the future make it hard to hit things. But of course all the weapons have ranges many times the size of the table, but those are just effective ranges. 3) I'll have to double check later on this one
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Post by blooddave on May 22, 2013 18:12:52 GMT -5
I would recommend using www.gruntomatic.com/ or the Barracks app to build your units. It's so much faster and easier. I use -2 for long range, instead of -3
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Post by comstar on May 22, 2013 19:05:02 GMT -5
#1 I'm a guilty party of basing regular troops at shoot 5 which I find gives a good game with enough scenery to fight over #2 It does feal short but on a small table allows mobility. #3 is that you half squad cost then add weapons and perks. Also I agree use ether barracks or gruntomatic as these do all the hard maths for you Hope that helps
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Post by explodingboy on May 23, 2013 12:45:38 GMT -5
Thanks for the answers so far all. Looks like I'll have to bump the stats on my Crusties right up as Green and with plasma rifles has been failing to score even a single hit so far even with only an average guard on the target. I've been trying to work out the best way to make a more realistic squad currently each fire-team is a separate unit, and I wanted the squad leader to be specialist, -scout with Light them up, is there any perk that gives a moral boost too that I might have missed? Finally, having only got a small amount of 15mm models from a select few suppliers mostly GZG and the dare I say Flames of War. I was hoping for a rough idea of what makes a vehicle Light, Medium, Heavy. Going by the only other 15mm vehicles the GZG Phalanx is heavy -> super compared to a German halftrack. Any suggestions on a rough bar of measure to keep in mind while mixing ranges? And to end on a high note, finally have my first 2 squads, spec finished, and the Phalanx an early WIP
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Post by papabees on May 23, 2013 13:21:13 GMT -5
Looks good. Welcome to the boards. You can use the "Hard Vetz" perk to help with morale.
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Post by comstar on May 23, 2013 17:36:32 GMT -5
Also you get to use commanders morale if he is within his morale level in inches Also if you have a look at my old cards (I'll fond link and post on my phone at moment) they have some flames of war figures used everything is as new version of rules except morale should all be 2 points higher now.
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Post by comstar on May 23, 2013 17:46:04 GMT -5
gruntz15.proboards.com/index.cgi?board=profiles&action=display&thread=139That's the link scroll down to the NTE forces which are basically WW2 German forces the top tanks I think were panzer III's I think and stugs used a gun from the next size up but only fired in front arc. Some where in my long AAR there a few battle reports with my mate Paulson force Btw nice starting force
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