Criticals (which work similarly to FT) can damage Armour (-4 soak), Engine (restricts speed) or Tek (-3 to ranged attacks.) There are rules for embarking and disembarking, assaulting vehicles with foot troops, airborne assaults and artillery. Vehicles have a Full-Thrust style damage track with quite a lot of hitboxes (ironic "yaaaay" from me). Vehicle rules are quite comprehensive and well explained. If a squad takes over half casualties they must check for "Condition Brown" (yes, direct quote from rules!) and if they fail the test they run away from the enemy. They need to use an action to remove their suppression which will reduce their options next turn. If casualties are taken, a unit must take a morale check or be suppressed. The rules are clear, easy to read and well laid out.Ĭommanders have "special abilities" which are more sensible then some of the game-changing "Feats" in WM they including removing suppression and extra movement for friendlies in range, extra wounds, and being able to fire an extra shot. I liked "Interdiction fire" where a unit marks an area of effect in which it gives supporting fire - used by weapons like squad machine guns, although this too is replicated from WM. Units can make 2 actions including shooting, running, assaulting, overwatch (I always like this in a rule-set), going prone, removing suppression etc. Squads (usually of 6, coincidentally) stay within 3" of each other.
If a hit is scored, the weapons POW Damage + 2d6 is compared to the target's ARM Soak and any amount in excess of this applied as casualties/daamge.
You roll 2d6 plus your RAT oops I mean "Shoot" score and try to beat their DEF Guard score to hit. Gameplay is IGOUGO and like Warmachine most rolls are 2 x d6 added together to beat a target score. Gruntz also has "Skill" for making vehicle piloting rolls. The stats pretty much directly correspond: Plentiful examples, diagrams, and pictures of minis.īasically, it's Warmachine with the casters and feats stripped out. The rules are well presented and obviously made by a gamer, for gamers. Ironically, I wish more companies would copy this guy! A+ I like it so well I'm considering grabbing a print copy. This is a set of rules obviously built for gamers, by a gamer.
There are plentiful gameplay diagrams and examples, and flowcharts which make game sequences clear. It has absolutely truckloads of quality pictures of miniatures in action from
I have the pdf, and it stands alongside the "Battlefield: Modern Miniature Warfare" as one of the nicest pdf rulesets I own. Now given my somewhat scathing opening, and the fact I have a well-known aversion to the CCG-with-minis-so-unbalanced-it-appears-balanced Warmachine, you can tell where this is review is heading, right?Īctually, no. The author could at least have thanked Privateer Press in the acknowledgements. it feels kinda dirty, like respraying a car and claiming it's a different make and model. I know you can't patent game mechanics (try tell GW that, though), but. Gruntz 15mm sticks so close to its source, it is more the sort of thing I'd expect to see as a set of house rules in a Warmachine yahoo group then a published set of rules in its own right. 15mm armies are easy to store and very affordable.