Post by tokoloshe on Mar 26, 2012 15:50:55 GMT -5
I got unexpected free time on Saturday so my buddy and I threw together two games of Gruntz. We decided against worrying about points and just went with it.
For the first game we came up with an extraction scenario. My Sci Fi Germans had gotten word that the current riot/rebellion at one of their factories was being instigated by a Federal advisor. My job was to capture that adviser and get him off the board.
Truth be told, we chose this scenario for one reason. We both have tons of Peter Pig modern Africans painted up and we've never used them. As soon as we got them done we found Gruntz and all the cool scifi 15mm and the Africans just sat on the shelf. So, for this battle the rioters are represented by modern Africans mounted three to a base. Instead of counting each man on a base for squad size, we used bases instead. Each squad had two LAWs so that meant each squad had 24 minis. For stats we made them as green as they could get; basic weapons, low shoot and assault, no armor. It was a great way to get a ton of figures on the board and still be manageable.
Sci Fi German Force:
Commander in Grav APC
Gruntz Squad 1 (2 flamethrowers) in flamethrower equipped Grav APC.
Gruntz Squad 2 (two LAWs) in medium Plasma gun Grav APC.
2 light mechs.
Rebel Force:
6 squads of rebels, each with two RPGs.
2 light mechs
3 technicals
1 wimpy adviser.
The quarry:
The basic table layout. There's some forest off the bottom of the pic.
The rebels took up position in the center of the board. The adviser camped himself on the lower roof of the central building.
The rebels definitely had numbers on their side.
The grenadiers appeared in force on the right flank with all the Grav APCs. The light mechs took on the left flank. They faired...poorly.
The first juicy target for the vehicle flamer.
That was pretty much how the battle went. Flamer meets rebels, rebels die. Over on the left flank the light mechs gotten chewed up within the first two rounds. The Federal mechs and the rebel technicals made quick work of them.
Another technical back on the right flank decided the gun was too much work and just ran down a squad of grenadiers.
Their prospects didn't look so good.
The flamer APC continued to burn through the rebels, keeping to the rooftops.
A rebel mech took out an APC. It landed right next to the fleeing adviser. In swooped another squad of grenadiers to secure the package.
They ran him through the building to rendezvous with the commander's APC that was waiting by the back door.
A victory for the Sci Fi Germans!
For the first game we came up with an extraction scenario. My Sci Fi Germans had gotten word that the current riot/rebellion at one of their factories was being instigated by a Federal advisor. My job was to capture that adviser and get him off the board.
Truth be told, we chose this scenario for one reason. We both have tons of Peter Pig modern Africans painted up and we've never used them. As soon as we got them done we found Gruntz and all the cool scifi 15mm and the Africans just sat on the shelf. So, for this battle the rioters are represented by modern Africans mounted three to a base. Instead of counting each man on a base for squad size, we used bases instead. Each squad had two LAWs so that meant each squad had 24 minis. For stats we made them as green as they could get; basic weapons, low shoot and assault, no armor. It was a great way to get a ton of figures on the board and still be manageable.
Sci Fi German Force:
Commander in Grav APC
Gruntz Squad 1 (2 flamethrowers) in flamethrower equipped Grav APC.
Gruntz Squad 2 (two LAWs) in medium Plasma gun Grav APC.
2 light mechs.
Rebel Force:
6 squads of rebels, each with two RPGs.
2 light mechs
3 technicals
1 wimpy adviser.
The quarry:
The basic table layout. There's some forest off the bottom of the pic.
The rebels took up position in the center of the board. The adviser camped himself on the lower roof of the central building.
The rebels definitely had numbers on their side.
The grenadiers appeared in force on the right flank with all the Grav APCs. The light mechs took on the left flank. They faired...poorly.
The first juicy target for the vehicle flamer.
That was pretty much how the battle went. Flamer meets rebels, rebels die. Over on the left flank the light mechs gotten chewed up within the first two rounds. The Federal mechs and the rebel technicals made quick work of them.
Another technical back on the right flank decided the gun was too much work and just ran down a squad of grenadiers.
Their prospects didn't look so good.
The flamer APC continued to burn through the rebels, keeping to the rooftops.
A rebel mech took out an APC. It landed right next to the fleeing adviser. In swooped another squad of grenadiers to secure the package.
They ran him through the building to rendezvous with the commander's APC that was waiting by the back door.
A victory for the Sci Fi Germans!