Post by dabob on Feb 14, 2012 14:37:49 GMT -5
Between demos and grudge matches we have played half a dozen games of Gruntz at the GuardTower so far. As with any game, they begin falling into a pattern which is very comfortable for us. Win or lose, everyone has fun. What follows are a number of house rules (or rule changes) that we employ, please let us now what you think:
Commanders. They have 8 damage points (it was six) which is the maximum available to specialists. Up to twenty damage was too much for us, even a commander should not take a heavy missile shot in the face and be able to stagger away.
Card activation. The method in the rules seems overly complex to us so we simply have each player assigned a number of cards in a combined deck equal to the number of units available. When your card comes up you activate a unit. Last night we had three players one was evens, one was odds, and the final player was royals. This obviously means that there are no initiative rolls after set-up, but we are fine with that.
Anti-infantry weapons. Against non-vehicle targets A-I weapons get three shots at a unit which gives them punch that they don’t have now. This means that you have to describe vehicles but we had no problem with that; vehicles are, you know, vehicles.
Marking moved units with a chit or counter. This keeps us from asking your opponent, “Did I move this unit yet?”
Premeasuring. We allow it because Gruntz is a Sci Fi game it seems to us that range finding technology will not disappear in the future. While this might slow down movement, it definitely speeds up combat res.
Anti-air weapons. Not a change per se, but one rule we’d like to see, perhaps as a vehicle mod giving a +1 or+2 against targets in the air, or even limiting normal vehicles to only shooting against aircraft at long range (weapon elevation) whereas anti-air can shoot at any range. Just a thought.
Anyway, that’s it.
What do you think?
Bob
Commanders. They have 8 damage points (it was six) which is the maximum available to specialists. Up to twenty damage was too much for us, even a commander should not take a heavy missile shot in the face and be able to stagger away.
Card activation. The method in the rules seems overly complex to us so we simply have each player assigned a number of cards in a combined deck equal to the number of units available. When your card comes up you activate a unit. Last night we had three players one was evens, one was odds, and the final player was royals. This obviously means that there are no initiative rolls after set-up, but we are fine with that.
Anti-infantry weapons. Against non-vehicle targets A-I weapons get three shots at a unit which gives them punch that they don’t have now. This means that you have to describe vehicles but we had no problem with that; vehicles are, you know, vehicles.
Marking moved units with a chit or counter. This keeps us from asking your opponent, “Did I move this unit yet?”
Premeasuring. We allow it because Gruntz is a Sci Fi game it seems to us that range finding technology will not disappear in the future. While this might slow down movement, it definitely speeds up combat res.
Anti-air weapons. Not a change per se, but one rule we’d like to see, perhaps as a vehicle mod giving a +1 or+2 against targets in the air, or even limiting normal vehicles to only shooting against aircraft at long range (weapon elevation) whereas anti-air can shoot at any range. Just a thought.
Anyway, that’s it.
What do you think?
Bob