Sunday 27 July 2014

Grab the Intel! A Gruntz AAR

As I mentioned in a previous post, the Gruntz-bug has been caught from a number of exellent posts from fellow bloggers.

Having a rare weekend off, I decided to get some gaming in!

Since I have painted alot of Space Opera minis from the Ion age recently, I decided that I could use them for Gruntz.

The background:

 A party of Retained scouts had been sent out to an nearby settlement to scout the movements of the enemy legion that had recently landed.
 A distress signal was picked up several days later, the fragmented message was worrying:
"Scout Alpha-1 to Retained Command.. we ha.e enc..terd a ........ precenc., hea.. armor an. W..lo.ds pre..nt, I rep..t, ..avy ..mor and W..lords pres..t."

Fearing the worst, a squad of Knights, led by Galaine herself, mount up in their Adder Combat cars and head for the signal source..

The battlefield, The Retained Knights must reach the crashed Adder of the scouts and succeed a skill roll to find and extract the Intel. They then need to exit the board from their starting board-edge.
All the Shia Khan needs to do is stop them, and failing that, do as much damage as possible!

The first turn has all the combatants shuffling forward, the Retained are in their individual transports.

Fireteam Alpha's Adder roll up, letting it's chain gun rip. A single legionnaire is taken out.

The fireteam then disembarks, moving onto the objective and shooting down a second legionnaire.

On the right side fireteam bravo likewise advances, their Adder fires it's railgun at the Warlord hiding behind the helipad, but he misses..

The legion is quick to retaliate, their withering laser barrage takes down two of the stout Retained.

The Warlord is equally successfull, scoring a whopping 8 Points of damage on the Adder, and damaging its weapon systems as well!

Knowing that the rail gun is practicly useless in it's current state, the adder slams into the Warlord, ramming him for 3 damage.

Meanwhile, fireteam alpha rummages through the wreakage, and they find the Intel!

In a storm of 20mm bullets, the Adders chain gun claims 2 of the pioneers advancing towards it.

Fireteam bravo pushes past their Adder, hoping to put the hurt on the Warlord, as well as the Legionnaries. The Warlord barks a harsh laugh as the rocket misses him, at almost point blank range! The Legionnaires are not as lucky, 2 more of them fall to the 12.5mm AP rounds of the Angis rifles.

Energy bolts streaks past the Adder, killing 2 more of fireteam alpha!

Lining up the barrel of his laser cannon, the Warlord blows up the Adder in a brilliant explosion!  

 With the recent success, the Pioneers surge forward, aiming for Galaine, commander of the Retained.
They manage to wound her, but she's not down yet!

More laser-fire from the legionnaires cause the first casualty among fireteam bravo!

 It turns out that the decision to try and take out the commander was a costly one, when the Adders chain gun once more opens fire, killing 2 more Pioneers.

 Fireteam bravo fires back at the legionnaries, taking out 2 of them. The second rocket fired at the Warlord slams into the alien giant, causing 5 points of damage!

 Having the all-important Intel, the commander orders fireteam alpha to fall back, double-time!
It has to reach  high command!

Bravo-team is likewise ordered to withdraw, and as they fall back they take out another legionnaire,
leaving only a single legionnaire alive..

At the same time, the surviving Adder is reversing, firing as it goes. one Pioneer goes down.

Knowing this might be the last chance, the Pioneers advance and open fire on alpha-team, trying to stop them from leaving with the Intel. But the shots go wide, the Knights are unharmed. The Warlord wants to try and even the score and fires on the last Adder. It gets a bit banged up, but holds together.

 At this point, the Retained had moved the Intel of the table, and secured victory, but the round was finished for the sake of fun!

At the end of the round, the Warlord was defeated and the Pioneers lost one more of their number.. Ouch!

So my first game of Gruntz for the year, and the blog.. Yay!

It was fun, but I went with the standard initiative instead of the card-activation I normally use, and since the Retained won 5 out of 7 rolls, it was ultimately what let them pull off this victory.
 When the weapon of the first Adder was taken out I was worried about the outcome, the Warlord is a scary opponent!

I only ran about 100 Points per side, with bigger numbers things will most likely even out a little. And I could fit more mecha, which is never a bad thing!

Thanks for Reading

Till next time!


  1. The blue stripe is inspired! Nice report and fantastic terrain layout.

  2. Very nice. Good minis, well painted. I love those Ion Age buildings. I'm painting mine up right now.