'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Tuesday, July 25, 2017

15mm GRUNTZ AAR: RESD vs DROIDS

Last week we set out to spend the afternoon playing 15mm wargames.  Specifically we wanted to finally give Gruntz a try and see how it worked, following Gruntz we played the essentially same game with the Tomorrow's War rule set. 

We were both familiar with TW, although neither of us had played in awhile, and although I didn't choose to chronicle that game, I did try and chronicle the Gruntz game so I could give an AAR on it.

If you are unfamiliar with Gruntz it is a 2d6 based system.  Basic ranged combat is based on the stats, SHOOT, GUARD, DAMAGE and SOAK.   Basically 2d6+SHOOT needs to beat GUARD to hit and 2d6+ DAMAGE needs to beat SOAK to damage.  Rotten Lead Games has a fairly comprehensive playlist on how the game works: Rotten Lead Gruntz Videos.

In general we liked Gruntz.  It was easy to play, resolved fast enough and was easy to pick up.  It has a built in points system that allows you to easily build comparable forces, although it is not without issues.  I stated up my power armor suits as "Specialists" for about 37 points.  After the game we decided for 37 points if they were stated as "Mechs" I could have had a far more useful unit for the same 37 points.

For those interested I did an AAR video for this battle for the companion YouTube channel. Colony Report

SCENARIO:
Kill 'Em All:  Head to head, elimination scenario.

FORCES:
RESD:
1 Commander
3 Death Guard power suits
3 squads with heavy plasma
1 Mongoose Missile Tank




Droids:
1 Commander
1 Droid Soldier Squad w/plasma
1 Droid Solider Squad w/missile
3 Droid Scout Drone Squad
1 Droid Hunter Killer
1 Hex Droid w/ plasma
1 Hex Droid w/ Gatling Laser

BATTLEFIELD:
Small Colony complex
Colony Complex
DEPLOYMENT:
Rolling for initiative the RESD (myself) gain the upper hand and elect to deploy second.
Final deployment of all troops prior to Turn 1.

TURN 1: (RESD wins initiative)
RESD
Forces advance further into position.

DROIDS
Forces advance further into position.
Droid and RESD move further into position.
TURN 2: (RESD wins initiative)
RESD
Units move up into the tree lines on both sides of the base in response to the droid advance.
Mongoose tank moves up to building corner to cover the main base road.

DROIDS
Move up along pond and fire at exposed troopers, scoring no hits on the unit.
Droid Hunter Killer flanks on the right and opens fire on the light Mongoose tank, range and the chaos of the battle field result in no hits being scored.
Further advance and reorganization of troops in cover positions.
HK flanking in on my right side.











Turn 3: (RESD wins initiative)
RESD
Tank swivels and looses a barrage of missiles at the Hunter Killer unit, missing.
On the left side, the power armored Death Guard open up with their plasma on the incoming droids and miss the small nimble hover drones.
Plasma Squad moves back and prepares to fire on HK unit as well.
Plasma Squad moves up taking cover against the southern building.

DROIDS
Hex Droid at long range opens up with a gatling laser against the tank, it’s lasers pinging harmlessly off the armor of the tank.
Second Hex Droid moves up unleashing the hell fire of plasma against the tank, it’s super heated charge melting into the tank, but causing only minor damage
Hunter Killer drops down increasing range between it and the RESD plasma squad and fires on the tank, missing again, but it’s massive burst catches the squad of plasma troopers within it’s hellfire, knocking a man to the ground.
Droid Soldiers move up into a position in and on the main colony building.
The Drones moving down on the middle, maneuver and fire into the squad of men hunkered beside the southern building, knocking a man to the ground.
Mid Turn as the Droids advance on the RESD.

Droids drop the first RESD trooper.













Turn 4: (DROIDS win initiative)
DROIDS
The Hunter Killer fires against the tank missing as well as missing with weapon's area blast.
Plasma armed Hex Droid opens up on the tank again, again breaching the armor, but causing no critical damage.
Gatling Hex Droid fires on a squad of RESD troopers knocking 2 men to the ground.
Drones come down the middle and scores no hits on the plasma squad.
Drones fire on the Death Guard taking cover in the forest, scoring no hits.
Second unit of Drone Scouts fire on the Death Guard scoring 1 hit, resulting in minor damage.
Droid Soldiers fire shoulder mounted rockets at DG causing 3 damage.
Droid Soldiers miss with their rifles.

RESD
Mongoose swivels and closes with the HK before unleashing a barrage of rockets against the HK, causing massive damage but failing to drop it.
The RESD Commander turns and fires an expertly placed shot with his plasma rifle scoring a hit and crashing the HK to the ground.
RESD Plasma squad on the left side fires and misses Drones.
Death Guard open fire, their plasma finding one drone.
RESD Troopers move up from building cover to try and close distance on Drone Scouts and Hex Droids.
RESD Plasma on right, moves left using the south eastern building as cover.
Thick of the battle as troops move, fire and try and hold their position.
Combined damage from the Mongoose and Commander destroy
the Hunter Killer.














Turn 5: (RESD wins initiative)
RESD
RESD Plasma squad on the left moves up scoring one hit on the left unit of Scout Drones.
Death Guard opens fire scoring 1 hit on a second unit of Scout Drones, destroying one and suppressing the unit.
RESD Plasma squad in the middles misses.
The Mongoose tank fires it's missiles against the Plasma Hex Droid missing it.
Commander moves up.
The Plasma Squad on the right continues it's advance

DROIDS
Commander removes suppression on drone unit.
Droid Soldiers move up and fire on the RESD Plasma Squad suppressing it with 2 hits.
Droid Soliders fire their heavy weapon against the Death Guard failing to penetrate it's armor and having no effect.
Scout Drones move and fire against RESD Plasma Squad causing 2 hits and suppressing the squad.
Drones fire on the Death Guard causing no hits.
Hex droids, both gatling and plasma fire on the Mongoose, but fail to hit and penetrate it's armor.
Down the middle of the Colony the Scout drones fire on the remaining RESD Plasma scoring 5 hits on the remaining squad, wiping it out.
Left side: Scouts and Soliders exchange fire with Death Guard and Plasma troops.
Tank firing on Hex while Troops
advance.
Droids wipe out middle RESD team and cause casualties on left RESD Team.
Turn 6: (DROIDS win initiative)
DROIDS
Scout drones coming down the middle fire on the RESD Commander, their shots impacting harmlessly against his armor.
Gatling Hex Droid, fire on full auto against the remaining RESD Plasma, knocking down 3 men, suppressing them.
The Plasma Hex Droid opens up with it's heavy plasma, striking the tank and causing it to finally explode into a shower of molten and twisted metal.
Remaining troops, Soldiers and Scouts, on the left open up against the Death Guard. They cause an additional wound, but the Guard holds strong, but it is only a matter of time.....

RESD
Commander moves and shoots, no damage.
Plasma Squad moves and shoots hoping for a lucky shot against one of the Hex droids, but fails.
The Death Guard, still a lethal force, fire their heavy plasma against the Soldiers dropping 3.
Mongoose is destroyed, middle RESD troopers down.
Death Guard holding, majority of RESD wiped out.  Colony is lost.
We called the game in favor of the DROIDS after the completion of the 6th turn. The only units I had left that were at all effective against the DROIDS were the Death Guard and they would start falling in the next round or so.

2 comments:

  1. Replies
    1. Certainly! It was a fun game and it was good to get to play again!

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