Showing posts with label gruntz. Show all posts
Showing posts with label gruntz. Show all posts

Thursday, February 5, 2015

My Gruntz Module, SpecOps is now available at Wargamevault.com!

Hi everyone!

The Gruntz Module i've been working on has now been released for $3.99 at wargamevault.com!

You can get it here: http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

Here is a quick blurb about it:


SpecOps is a Gruntz Module that brings the exciting second-to-second action of Special Operations missions and campaigns to the tabletop.



NEW RULES: New rules for stealth operations, contact blips, hacking enemy soldiers and more!


NEW WEAPONS and EQUIPMENT: Specialist grenades, expanded weapon lists and more armor types to outfit your operatives. Hack enemy cybernetics with SLAM modules!


NEW MISSIONS: Eight new missions along with a branching campaign make running your games easy and interesting.


NEW TEAM TYPES: Choose from eight different types of teams with their own unique perkz each and further customize your troops with Species Traits to represent Aliens and Humans.


NEW OFF-BOARD RESOURCES: Light up your enemy with a UAV drone, or maybe an orbital strike with your new off-board resources.


NEW CAMPAIGN MODE: Advance your skills, build up your equipment stores and nurse your wounds with the new campaign mode that keeps your operatives from game to game.



The Gruntz Ver 1.1 rulebook is required for this module.

Sunday, November 9, 2014

Expanding ECM/Fog of War in Gruntz...

So, there is already a great neural net system in gruntz, but I was thinking about ways to expand it and provide a bit of fog of war.

I'm thinking instead of units on a table each unit would be represented by a numbered token, and each army would get two dummy tokens.



Until a neural net roll is made you have to have LOS to a token to uncover it. Each unit can make a roll as an action, specialized units get bonuses. The rolls would be opposed, with a target number of 10.  The attacking (sensing) unit would have to beat 10 AND also beat the opponent.

The skill stat would govern these checks and there would be perks for improved or less ECM capabilities or stealth.

Some perk ideas:

Stealth
Noisy
Advanced Sensors
Jumpy
Etc...

The BOGINT perk would give an extra token.

Thoughts?

Thursday, November 6, 2014

Monday, August 4, 2014

Gruntz - Rules for Car Chases

Hi everyone,

To build upon the last AAR here is a new set of rules for Car Chases in Gruntz... any feedback is appreciated!

This is what i've come up with so far:

Rules for Car chases

16” x 24” board

The board should have a clear roadway from the front to the back.

Each player rolls 2d6 and adds the highest skill (or commander’s skill). The highest roll can choose to deploy first or second.  Whoever deploys first also has the first activation.

The attacker is placed in the back 12” and the defender (one being chased) is placed in the front 12”.

At start of each turn:
1) Each vehicle writes down its move (for example 3” left, 1” back”)
2) The tile from rear is removed and new tiles placed up front.  All terrain moves 6” towards the back.
3) A card is dealt to each player for each unit.  The player then assigns the cards to their units.  The players reveal their highest cards and then activate their units in that order continuing until no units are left to activate.   (Aces are high, suit order (highest to lowest) is: Spades, Clubs, Diamonds, Hearts)

Each activation vehicle can moves 6” left or right and up to 2” front or back.

All shooting is at a -3 plus additional modifiers

If a vehicle is on a tile that is removed it is removed from play.

If a vehicle moves into a terrain piece the driver rolls a skill check vs 11.  If they fail the check they take a 7 damage hit.  If they succeed the vehicle moves 1” to either side of the terrain and stops.  If they can’t move 1” to either side it stops 1” behind the terrain.

Any engine critical and the vehicle is out of the game.

At the end of each turn:

1) Each player alternates rolling a 1d6 for each 4” section on the front tile.  On a 2-3 place an approx. 1” piece of terrain. On a 4-5 place an approx. 2” piece of terrain. On a 6 place a building or other large terrain piece approx. 4”. Place the terrain on the leading edge of the tile.

Saturday, August 2, 2014

Battle on New-Tokyo - a small scale Gruntz Skirmish game between the Hell Divers and Pale Riders (Ex-RUSK)

This game is a little different than what you'll normally see.

Each force had four figures and each figure operated independently.  We built each figure using the Gruntz Specialist rules with a couple of guidelines for damage, sizes and armor etc.

We had a lot of fun.  It turned into a very tactical game where neither of us were willing to push and flank as much as we should have.  With only four figures it seems like any damage was very dangerous to the goal of accomplishing the mission.

It came down to putting the figures in the right places and hoping for luck.  Much like real life.

Both forces were pretty equally matched.  I want to do a game in the future that has asymmetrical forces to really push the boundaries of this ruleset.

It was about 100 points a side and took about an hour or so.

For activation we dealt a card from a normal card deck to each player for however many figures they had left.

Each player would then assign the cards so that the figures would activate from highest to lowest. We decided before hand which suits were in which order.

We would then announce the highest card we have and compare to the other player.  Whoever had highest would activate their figure and so forth.  This had a fun random and planned aspect to it that really added to the game.

We also ruled that grenades could be thrown at spots instead of just figures with normal to roll and scatter.

-





Ghost turned around to watch the Sparrowhawk VTOL dust off and leave, skimming the top of the city roofs as it disappeared into the horizon. The team had managed to infiltrate the city block where the intel had indicated that the mercenary group “Pale Riders” had arranged to pick up the three remaining containers with the reactive and precursor agents for the Simplex 7 bio-weapon.  

It had been determined that only one of these containers would actually be required secure.  The correct container would allow the intel unit to discover not only the origin of this strain but to stop the Pale Riders from creating the dangerous pathogen.  The wrong containers would not only waste time, but be worthless from an intel standpoint as well.

While Ghost and his Hell Divers (Big John, Athena, and Hack) would normally not be on edge if this was simply another shoddy Merc unit, the Pale Riders were actually a group of former RUSK operatives (and former was debatable) and were as well trained and equipped as their unit was.  They had to go in light and hope that the element of surprise would work in their favor. 

Ghost’s HUD lit up, they had arrived at the target location…

Turn 1

Ghost surveys the area and carefully walks up to the parked police car at the curb police car.  He sees a shadow break cover and opens fire on Jailbreak.  The plasma bolts hit home and cause a severe burns on Jailbreak’s right arm. (Hits causing two points of damage (two left)


Grim jumps to action as soon as the sounds of gunfire become apparent and moves forward to the tree for cover and to get into a position to cover the box containing the mission objectives.


Blackjack nods to Grim and silently fans out to cover more area and provide an overlapping field of fire. To get a commanding view of the battlefield he moves to the second level and goes prone


Jailbreak moves to the buildings in front of him and takes cover behind the elevator with a clear view of the box.

Big John runs forward to cover closer to the box on the right side of the table.



Bang-o moves towards the taxi for cover and opens fire at Big John.  Big john is hit but his armor takes the impact and Big John takes no damage.


Hack runs up to the planter and opens fire at Bang-o but misses.


Athena runs up to the second level.


Turn 2


Ghost throws a grenade near Jailbreak which catches Jailbreak in the blast but causes no damage.


Blackjack moves forward firing at Athena but misses.


Jailbreak aims and fires at Ghost causing a critical hit and two points of damage.

Big John shoots at Bang-o taking careful aim and shoots through the taxi causing one point of damage.


Athena aims and opens fire on Blackjack but misses.


Hack aims and opens fire at Bang-O causing one point of damage.

Bang-o shoots back at Big John and causes a staggering three points of damage

Turn 3


Ghost aims and fires at Jailbreak causing a critical hit taking him down.


Blackjack, laying prone, aims and fires at Athena causing three points of damage

Big John aims and shoots at Bang-O but misses.

Jailbreak’s armor activates the auto-heal sequence pumping him full of fast acting drugs starting his heart and 
breathing again.  It’s most likely he won’t survive much longer than the battle but he manages to get to his feet again.

Athena aims and opens fire at Blackjack but misses



Hack aims and fires at Bang-o but misses


Bang-o aims and shoots at Hack but really misses

Grim moves up to steal Blackjack’s kill and shoots at Athena.  Athena is hit square in the chest and goes down as her suit’s auto-med starts the process to try and save her.

Turn 4


Jailbreak aims down the sights and fires on Ghost, taking him down.

Ghost’s suit patches him up and he stands back up behind cover.

Blackjack steps out of cover and shoots at Hack, causing a massive wound and four points of damage, 
which causes Hack to go down.

Big John sprints to the rightmost box and starts trying to open it.  He successfully opens it but it has the precursor agent not the deadly reactive agent. 


Bang-O moves into the open and fires on Big John causing a point of damage and Big John goes down.



Jailbreak opens fire on the recently recovered Ghost but Ghost’s armor takes the impact causing no damage.

Hack and Athena’s suits can only do so much and they succumb to the massive amount of trauma.



Ghost and Big John, now outnumbered and with little hope of successfully capturing the reactive agent exfil the area to the waiting Raven at the LZ.

Before Ghost boards the Raven he radios to the Orbiting Stealth Cruiser a coded message and moments later an orbital kinetic weapon launches and takes out a two-block radius, including the boxes and Pale Riders Merc team.  

Not exactly the most covert of options and now they'll be unable to determine the origin of the bio-weapon but it was a last resort since the Simplex 7 could easily kill millions. 

The Pale Rider’s bodies were never found. 

To be continued...


Wednesday, July 16, 2014

Squad vs Squad Gruntz Game

A slight different Gruntz Game coming up.

Here is my 150 point "army". It's going to be a squad vs squad on a 2'x2' table. Each trooper is a "Gruntz Specialist" and will operate independently.

The Sniper Team card will be one sniper.






And this will be the table:







Sunday, April 20, 2014

How would you? Hidden Movement orders and XCOM Style mission generation.

Hi everyone,

So, as things ebb and flow I've decided to do a supplement add-on to the Gruntz rules to emulate the small-scale skirmish gaming i'd like to do .

I'd like to have both players issuing orders at the same time, and then revealing them with initiative and skill taking part to modify these orders.

I'd also like a mission system that can be a bit random, but also interesting.  A fun part of the game rather than just the start.

I'd like to hear any suggestions you folks have.

What would you guys like to see?

Thanks!
Harold

Tuesday, December 10, 2013

Gruntz Battle Report - Hell Divers attack a pirate outpost.

Hi Everyone,

I sat down last night to play a quick Gruntz demo game with my wife to show her how the basic rules worked.  I also wanted to see how a demo game would go since I want to schedule some Gruntz demo days at my local hobby shops.

I had a 6-strong squad of Hell Divers and she had two 7-strong squads of pirates/mercs.

The pirates had set up base in an abandoned mining colony and the Hell Divers were tasked with taking them out and restoring stability to the local trade routes. 

The Hell Divers deploy from their Drop Pod and begin to set up overwatch positions. 

One squad of pirates is outside of their shacks, probably gambling. 

A 2'x2' table was used.  Terrain is from GF9 and GZG with other various bits and shuttles from Micropanzer and Combat Wombat.  My daughter left the star shaped snack on the side for the game.

The Hell Divers move up from the Drop Pod, no LOS to enemy targets yet.

Pirate Squad 2 moves around the north side of the board to try and out maneuver the Hell Divers.

Pirate Squad 1 moves directly towards the Hell Divers and takes up cover.

Pirate Squad 2 attempting to lay a trap for the Hell Divers.

The Hell Divers react and open fire on the enemy squad to the north...

...with good effect, downing two pirates. 

The Pirate Squad to the south opens fire and takes out two Hell Divers.

The Auto-Heal nanites go to work on the downed Hell Divers, one without success.  

For revenge for their fallen brothers, the Hell Divers take out the remaining pirate squad to the north with a well aimed shot from the missile launcher.  After the large explosion the Pirate Squad to the south moves into the building to get cover and a field of fire.

The Squad opens fire from above the Hell Divers...

...and three more Hell Divers go down! Although two have superficial wounds and return fire..

Causing one casualty on the Pirate squad. 

At that point the Hell Divers had already taken more than acceptable casualties and snuck away to regroup and nuke the pirate base from orbit.  It was the only way to be sure.


We didn't use all the rules from Gruntz, since it was just a demo game, but we had fun and my wife enjoyed it because she won!

Saturday, October 12, 2013

WIP: Opposition Forces: ARM Corp Security Contingent

Hi everyone,

While I await my Hell Divers to arrive next week (!) I've been working on a small force of ARM Corp Security forces based on the story and scenario I have written up.

You can see the Satlink that they are guarding in the back.   I'll have to build up the unit cards for these guys soon. It'll probably be around 70 points or so.

The troops are Rebel Minis drop troopers and the vehicles are from GZG.

I still have a lot of detail work and decals to do...

Two squads of (8) from Rebel Minis

The full force with the satlink in back and base defense up front.

The vehicles and base defenses.