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

Saturday, March 30, 2013

Gruntz: Nova Cisterna



Last week, Maurice and I sat down for a little Gruntz action. One of the takeaways from the con was a re-interest in narrative games, so Maurice threw together a scenario for the battle of Cisterna (based on this article he was reading.)

The EHTC launched Operation Laser Shingle as an attempt to dislodge the Kontrol Battalions from Nova Cisterna before Kontrol could completely secure the planet. Kent's "Power" Rangers dropped in before dawn, behind the Kontrol bulkhead for a nighttime raid. Unfortunately, the drop put them farther behind the front lines than they intended, so taking stock of their location, they chose to seize the relay station to disrupt communications and sow havoc.



Kontrol troopers man the defenses. The game started with nighttime conditions, dramatically limiting range. The beginning of every turn, we rolled to see when dawn would arrive.



The map layout, which my esteemed opponent took right from the historical battle. The outmanned elite Rangers were marching up the drainage ditch in the center of the board towards the relay station in the upper northeast corner. Kontrol forces, more numerous but less well-trained and less well-equipped, took up defensive positions on the north side. On the east side, the "Chocodile" APC took up a flanking position near a field. It would accomplish... very little all day.



We actually randomized the Kontrol deployment to a certain extent, to show their lack of preparation for a stand-up fight. This lead to a couple turns of running around in the hopes of being ready for the coming Ranger assault.



The Rangers made good time while the darkness held out, seizing the initiative and moving north quickly, inflicting decent casualties on the closest Kontrol troops, while only taking light incoming fire.



Due to the randomization, the Kontrol leader ended up in the northeast corner, far from the bulk of his squads. However, he was in the same area as the Mantid mercenaries, aliens employed by Kontrol as shock troopers, notorious for their vicious assaults. As dawn arrived, the Kontrol leader ordered the Mantids to bounce into combat, and away they flew. The initial charge didn't inflict many casualties on the Rangers...



...But the Mantids' melee prowess was matched by their stamina and determination. They tied up and bloodied the Rangers, wearing them out with a protracted fight and slowly but surely taking the upper hand.

(Not pictured: the APC in the backfield, which after multiple turns of misses, finally makes a single hit, taking out the Rangers heavy weapons soldier.)



The Rangers eventually defeated the Mantids, but between those losses and the Kontrol support weapons picking off stragglers, only two Rangers were left standing. The Kontrol troops lined up and opened fire, putting an end to the surprise attack.

Excellent game, definitely could have gone either way. The first few turns were all him, and then initiative and the dice swung things towards Kontrol.

Saturday, May 5, 2012

Gruntz: EHTC vs. Kontrol

 
Never known for their reluctance to act, the Kontrol Battalions reacted quickly to reports of a East Hyadum Trading Company camp planetside. Their grip on the rim colonies would only be maintained through determination with a heavy dose of fear, and a cold application of violence was more often than not the most efficient answer.


The initial push to the westward flank of the EHTC encampment was met with... some resistance. Rushing to close the gap to the artillery, the Luchs truck was blasted with authority, leaving the troops and sergeant inside to march the rest of the distance, past the solar farm on the hilltop. The fearsome Sponkhound tank rounded the corner to press the advantage.


Meanwhile, another squad marched east, knowing if they could claim the ruined temple it would be a moral victory to show the locals who's in charge.


Reports are scattered, but things didn't turn out well for Kontrol that day. The artillery was neutralized by the short distances, but fierce opposition backed up by a hidden Merka tank (!) and a returning scout walker neutralizing the already neutralized squad moving on the temple. The Merka vs. Sponkhound debate was brutal, but on its last legs (tracks?) the Merka won the terrible exchange. Casualties were heavy on both sides. As always, the Kontrol troops battled to the last, but the EHTC took the prize and held their ground, providing the locals hope to escape the grip of Kontrol.

(The East Hyadum Trading Company were represented by Micropanzer infantry and the Rebel Merka. Artillery piece was from the Mechwarrior clix. Scenario was 'borrowed' from Flames of War, with some adaptations. Only a handful of rules mistakes were made.)

 In memoriam: that squad that didn't get anything accomplished.

Saturday, January 14, 2012

Gruntz: Kontrol vs. Quar

Sponkhound tank and Herkimer APC approach the city ruins.

Maurice and I sat down to play some Gruntz. 'Assault and Battery' scenario. His Quar defenders had three objectives on their side of the board, but only started with some of their troops on the table, rolling for reinforcements at the start of each turn. Both sides had 200 points. He started dug in, and would only be getting more backup, so I had to book it fast to cover ground before he really solidified things and made it a war of attrition.

(We did change the scenario a bit, having eliminated units count for two victory points, and units taken to half counting for one. Having it just be points costs for units makes the objectives feel like an afterthought.) (And I suppose I should mention we also alternated activations, instead of I-go-you-go.)


As I've noted previously, he's a damn fine painter. Here we see some brave Quar-riors (with their power armor backup) getting ready to go to ground at the first objective.


The Space Buddha approves!

Good overview of the battlefield. Righthand side, you can see my Sponkhound tank and Herkimer APC rolling towards the first objective, some fancy solar battery. We'll have none of that! Kontrol only believes in good ol' fossil fuels!



The other half of the field, we see the other tank and the other APC rolling up in the same formation. Some shots get traded back and forth, but no real action. The Quar set up their defensive lines.


Turn two. I win initiative. First shot, the Sponkhound on the way to the first objective takes a shot at his scout walker. 12! Roll for damage... 12! BOOM. Nothing left but shrapnel and memories. I consider conceding the game at this point, because nothing else I do will be as cool as that. But we press on.

More shots go back and forth. I get the Herkimer closer to the first objective, so I can unload the troops and bust it up. The Quar sense menace, and are pouring a lot of fire into the APC, and the damage is starting to bleed through my armor.

Now that we're engaged, we're seeing a dichotomy. I put together a list of fewer models with lots of armor but packing a punch. Maurice's troops are more numerous, but harder to hit, and with more diversified weaponry. So we have quite the boxing match going on. I don't hit as often, but when I do, things get crunched. In the meantime, he's throwing a lot of dice and wearing through my defenses. It's nifty. (And it gives me a little deja vu, heh.)

Turn three. Maurice gets the initiaitve. Concentrating his fire on my other Herkimer APC, which is bering down on the third objective (divide, conquer.) His whittling strategy is paying off, gets a critical on the vehicle, and handicaps... the armor. Uh oh. Sensing doom, I speed it forward to within inches of the third objective (a windmill! How vile.)


No sooner do I get there that one of his other scout walker punches a hole through the Herkimer, taking it out. My Kontrol squad bails out, near their goal, but they'll be walking home from deep within enemy territory.



Back at the first objective, I race up the first Herkimer. My Sergeant disembarks from his ride, and gives his extra action to the squad still inside. The Quar lay on some shooting, but it's not enough. The Kontrol squad disembarks and blows up the first objective. Score! They're decimated by some timely shots and grenades thereafter, but the price has been paid. (And thanks to the Automaton perk, they just don't care about casualties. Big ups.)

Turn four kicks in with me getting the initiative, and thusly securing the windmill objective. The tide has come in at last. All reinforcements are on the table, including an unwelcome addition mere inches from where the first objective was, but it's all falling apart now.


The Sponkhound from the first objective changes direction and throws a massive shot the long way towards the Quar gathered at the third, taking down another scout walker, but it's really for show. At this point I don't have the troops to secure the second objective, and it'd be an uphill fight for the Quar to eliminate the Sponkhounds without themselves being eliminated in exchange. I take it on points. 
Excellent game, with a lot of good dice rolls backing up solid strategy on both sides of the fence. Gruntz is proving to be a good experience for the group. Next time I will remember to get a picture of each of the complete forces.


* - As noted previously, my Kontrol Battalion army will feature the Boarhound tank. Now christened the Sponkhound, after one of the angrier native species of their home planet. This amuses me to no end. The word Sponk is a lot of fun to say.

Friday, August 19, 2011

Trying out Gruntz

Last week, sat down for a little gaming with the local crew. They were just back from Gencon, and eager to pass over the loot they picked up for me, and regale me with their tales of gaming and plans for the near future.

We also sat down to run through Gruntz. I'd liked the looks of the rules, and wanted to see how they played out. There was a little flipping back and forth in the book, as expected, but as we sorted through how things worked, playtime sped up nicely. The rules seem comprehensive and flexible. Looking forward to playing with them more. Next time, will make sure I have 6 pairs of d6s on hand, because that makes logical sense. Mech was dramatic and cinematic. Melee was unforgiving. Grenades seemed... highly effective, but I suspect we were doing something wrong there. Will research over the weekend.

Aaron ran with the Khurasan ARC Troopers. I was using mostly Blue Moon, with some other odds and ends, to represent my Xeno Legion mercenaries.

Picture kept small to hide embarrassingly unpainted minis.

In the pic above, my troops are advancing from the south. Aaron's dropship has toasted my APC (center-left, next to the solar panels.) My other APC has deployed the Velon Skirmishbots to take on his ARC Troops who have taken position behind the refinery depot.

Picture taken with the camera-phone at Dream Wizards, the local haunt near my house. The store terrain isn't great, but it's functional.Geared mostly for 28mm, though, so will need to cart along more 15mm options next time.