I’ve gotten back into tabletop gaming after a hiatus of several years… too many years. In addition to dusting off my WW2 Micro Armor, I’ve gotten interested in 15mm Sci-Fi since one of my friends is ramping up to do a “bug hunt” scenario on a derelict space craft using the Gruntz 15mm rules.
I’ve only started to read through the rules, and I haven’t even peeked at the army design rules. So below I’m going to run through the models I want to buy and the force I hope to design using them. I’ll see how well I’m able to translate my concept(s) into the game’s rules, which will inform me as to how much I like the design system.
After shopping around a bit, I’m going to go with non-human-looking models for both infantry and hardware, but moderately high-tech and agile-looking. I’m going to make sure I have digitigrade* legs on all infantry models and walker-mecha types. Doctrinally, I intend to build a very mobile, stealthy force with lots of flexibility. The individual trooper will be disciplined, with medium to low armor (guard?) and high toughness (soak). Weapons-wise I intend to stick with accuracy and rate of fire over “punch”, even on the anti-tank weapons. Opponents should find this force to be quick, light, mobile, an ever shifting enemy they have trouble pinning down.
* – dig·i·ti·grade adjective – (of a mammal) walking on its toes and not touching the ground with its heels, as a dog, cat, or rodent.
Commmand – From left to right; Technican, Dunno what the kneeler will be, Commander (perhaps with psychic ability?), and finally the medic/political counselor/shaman type.
Regular Infantry – Note that the guy on the top, far right has some kind of scanner/binos/comm device, he’s the Squad Leader. Their helms have some sort of sensor faceplate, and their guns all have scopes/sensors yet short barrels, supporting the concept of rapid, accurate fire.
Heavy weapons infantry – Not sure how I’ll design these weapons yet… The two on the left I may make the anti-armor guys just because the guns look a bit bulkier with larger apertures. The guys on the right will probably get a SAW/rapid fire role, using the circular packs on their back as a power-supply to support sustained fire.
Heavy Armored Infantry – It’s hard to see these guys, but they have the digitigrade legs too, heavier armor than the Khurasan figs, and a weapon barrell at the end of each arm. Use these guys like shock-troops, maybe with jump packs or somesuch if the models justify it.
This second pic, of the “Warriors” would be the close-assault variant of the heavy armored infantry but I don’t think I’ll get these guys as I hope to make close assaulting my guys hard to do via shooty-ness and I really hope Gruntz! isn’t prone to WH40K’s tactics. Besides, the pincer-like manipulators on the end of the jaguar arms look plenty assaulty-enough.
from Art Crime Productions
Heavy Power Armor – They come with multiple weapon options, so with some conversion I’ll be able to swap out the weapons between games. These look very much not-like that walker from District-9.
Light Mecha – Sort of a big-brother to the power armor, with an “all the things” sort of approach, big guns, support missiles, etc… etc..
Robot dogs – I just want some, could be scouts, could be spoiler/flankers. Dunno yet.
Robotic Support Mecha – Finally bunch of walkers with different weapon load-outs. The idea is to put the really heavy weapons on walkers that can move and fire (if the rules allow) so as to not slow down the force.
I may flesh this out with other vehicles, transports and the like. I kinda like the Kravak vehicles from GZG, but I have some more shopping to do first.